quakeforge-old/qw_server/server.h
Zephaniah E. Hull f18b3bcf02 HUGE changes..
Basicly, sound_lib.a is built, and is compiled into the clients..
Note, uquake is SERIOUSLY FSCKED..
2000-01-27 17:06:02 +00:00

472 lines
13 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// server.h
#define QW_SERVER
#define MAX_MASTERS 8 // max recipients for heartbeat packets
#define MAX_SIGNON_BUFFERS 8
#define MAX_MSECS 100
typedef enum {
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_active // actively running
} server_state_t;
// some qc commands are only valid before the server has finished
// initializing (precache commands, static sounds / objects, etc)
typedef struct
{
qboolean active; // false when server is going down
server_state_t state; // precache commands are only valid during load
double time;
int lastcheck; // used by PF_checkclient
double lastchecktime; // for monster ai
qboolean paused; // are we paused?
//check player/eyes models for hacks
unsigned model_player_checksum;
unsigned eyes_player_checksum;
char name[64]; // map name
char modelname[MAX_QPATH]; // maps/<name>.bsp, for model_precache[0]
struct model_s *worldmodel;
char *model_precache[MAX_MODELS]; // NULL terminated
char *sound_precache[MAX_SOUNDS]; // NULL terminated
char *lightstyles[MAX_LIGHTSTYLES];
struct model_s *models[MAX_MODELS];
int num_edicts; // increases towards MAX_EDICTS
edict_t *edicts; // can NOT be array indexed, because
// edict_t is variable sized, but can
// be used to reference the world ent
byte *pvs, *phs; // fully expanded and decompressed
// added to every client's unreliable buffer each frame, then cleared
sizebuf_t datagram;
byte datagram_buf[MAX_DATAGRAM];
// added to every client's reliable buffer each frame, then cleared
sizebuf_t reliable_datagram;
byte reliable_datagram_buf[MAX_MSGLEN];
// the multicast buffer is used to send a message to a set of clients
sizebuf_t multicast;
byte multicast_buf[MAX_MSGLEN];
// the master buffer is used for building log packets
sizebuf_t master;
byte master_buf[MAX_DATAGRAM];
// the signon buffer will be sent to each client as they connect
// includes the entity baselines, the static entities, etc
// large levels will have >MAX_DATAGRAM sized signons, so
// multiple signon messages are kept
sizebuf_t signon;
int num_signon_buffers;
int signon_buffer_size[MAX_SIGNON_BUFFERS];
byte signon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM];
} server_t;
#define NUM_SPAWN_PARMS 16
typedef enum
{
cs_free, // can be reused for a new connection
cs_zombie, // client has been disconnected, but don't reuse
// connection for a couple seconds
cs_connected, // has been assigned to a client_t, but not in game yet
cs_spawned // client is fully in game
} sv_client_state_t;
typedef struct
{
// received from client
// reply
double senttime;
float ping_time;
packet_entities_t entities;
} client_frame_t;
#define MAX_BACK_BUFFERS 4
typedef struct client_s
{
sv_client_state_t state;
int spectator; // non-interactive
qboolean sendinfo; // at end of frame, send info to all
// this prevents malicious multiple broadcasts
float lastnametime; // time of last name change
int lastnamecount; // time of last name change
unsigned checksum; // checksum for calcs
qboolean drop; // lose this guy next opportunity
int lossage; // loss percentage
int userid; // identifying number
char userinfo[MAX_INFO_STRING]; // infostring
usercmd_t lastcmd; // for filling in big drops and partial predictions
double localtime; // of last message
int oldbuttons;
float maxspeed; // localized maxspeed
float entgravity; // localized ent gravity
edict_t *edict; // EDICT_NUM(clientnum+1)
char name[32]; // for printing to other people
// extracted from userinfo
int messagelevel; // for filtering printed messages
// the datagram is written to after every frame, but only cleared
// when it is sent out to the client. overflow is tolerated.
sizebuf_t datagram;
byte datagram_buf[MAX_DATAGRAM];
// back buffers for client reliable data
sizebuf_t backbuf;
int num_backbuf;
int backbuf_size[MAX_BACK_BUFFERS];
byte backbuf_data[MAX_BACK_BUFFERS][MAX_MSGLEN];
double connection_started; // or time of disconnect for zombies
qboolean send_message; // set on frames a datagram arived on
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// client known data for deltas
int old_frags;
int stats[MAX_CL_STATS];
client_frame_t frames[UPDATE_BACKUP]; // updates can be deltad from here
FILE *download; // file being downloaded
int downloadsize; // total bytes
int downloadcount; // bytes sent
int spec_track; // entnum of player tracking
double whensaid[10]; // JACK: For floodprots
int whensaidhead; // Head value for floodprots
double lockedtill;
qboolean upgradewarn; // did we warn him?
FILE *upload;
char uploadfn[MAX_QPATH];
netadr_t snap_from;
qboolean remote_snap;
//===== NETWORK ============
int chokecount;
int delta_sequence; // -1 = no compression
int ping;
netchan_t netchan;
int msecs, msec_cheating;
double last_check;
} client_t;
// a client can leave the server in one of four ways:
// dropping properly by quiting or disconnecting
// timing out if no valid messages are received for timeout.value seconds
// getting kicked off by the server operator
// a program error, like an overflowed reliable buffer
//=============================================================================
#define STATFRAMES 100
typedef struct
{
double active;
double idle;
int count;
int packets;
double latched_active;
double latched_idle;
int latched_packets;
} svstats_t;
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
#define MAX_CHALLENGES 1024
typedef struct
{
netadr_t adr;
int challenge;
int time;
} challenge_t;
typedef struct
{
int spawncount; // number of servers spawned since start,
// used to check late spawns
client_t clients[MAX_CLIENTS];
int serverflags; // episode completion information
double last_heartbeat;
int beatcount;
int mheartbeat_sequence;
svstats_t stats;
char info[MAX_SERVERINFO_STRING];
// log messages are used so that fraglog processes can get stats
int logsequence; // the message currently being filled
double logtime; // time of last swap
sizebuf_t log[2];
byte log_buf[2][MAX_DATAGRAM];
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
} server_static_t;
//=============================================================================
// HeartBeat Related things
#define HEARTBEAT_SECONDS 3
#define MAX_BEATCOUNT 100 // 5 Minutes
// edict->movetype values
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // gravity
#define MOVETYPE_STEP 4 // gravity, special edge handling
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10
// edict->solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// edict->deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// edict->flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_GLIMPSE 4
#define FL_CLIENT 8
#define FL_INWATER 16
#define FL_MONSTER 32
#define FL_GODMODE 64
#define FL_NOTARGET 128
#define FL_ITEM 256
#define FL_ONGROUND 512
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
// entity effects
//define EF_BRIGHTFIELD 1
//define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
#define SPAWNFLAG_NOT_HARD 1024
#define SPAWNFLAG_NOT_DEATHMATCH 2048
#define MULTICAST_ALL 0
#define MULTICAST_PHS 1
#define MULTICAST_PVS 2
#define MULTICAST_ALL_R 3
#define MULTICAST_PHS_R 4
#define MULTICAST_PVS_R 5
//============================================================================
extern cvar_t sv_mintic, sv_maxtic;
extern cvar_t sv_maxspeed;
extern netadr_t master_adr[MAX_MASTERS]; // address of the master server
extern cvar_t spawn;
extern cvar_t teamplay;
extern cvar_t deathmatch;
extern cvar_t fraglimit;
extern cvar_t timelimit;
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern client_t *host_client;
extern edict_t *sv_player;
extern char localmodels[MAX_MODELS][5]; // inline model names for precache
extern char localinfo[MAX_LOCALINFO_STRING+1];
extern int host_hunklevel;
extern FILE *sv_logfile;
extern FILE *sv_fraglogfile;
//===========================================================
//
// sv_main.c
//
void SV_Shutdown (void);
void SV_Frame (float time);
void SV_FinalMessage (char *message);
void SV_DropClient (client_t *drop);
int SV_CalcPing (client_t *cl);
void SV_FullClientUpdate (client_t *client, sizebuf_t *buf);
void SV_FullClientUpdateToClient (client_t *client, client_t *cl);
int SV_ModelIndex (char *name);
qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg);
void SV_MoveToGoal (void);
void SV_SaveSpawnparms (void);
void SV_Physics_Client (edict_t *ent);
void SV_ExecuteUserCommand (char *s);
void SV_InitOperatorCommands (void);
void SV_SendServerinfo (client_t *client);
void SV_ExtractFromUserinfo (client_t *cl);
void HeartBeat_Master (void);
void Master_Packet (void);
void Shutdown_Master (void);
//
// sv_init.c
//
void SV_SpawnServer (char *server);
void SV_FlushSignon (void);
//
// sv_phys.c
//
void SV_ProgStartFrame (void);
void SV_Physics (void);
void SV_CheckVelocity (edict_t *ent);
void SV_AddGravity (edict_t *ent, float scale);
qboolean SV_RunThink (edict_t *ent);
void SV_Physics_Toss (edict_t *ent);
void SV_RunNewmis (void);
void SV_Impact (edict_t *e1, edict_t *e2);
void SV_SetMoveVars(void);
//
// sv_send.c
//
void SV_SendClientMessages (void);
void SV_Multicast (vec3_t origin, int to);
void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
float attenuation);
void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...);
void SV_BroadcastPrintf (int level, char *fmt, ...);
void SV_BroadcastCommand (char *fmt, ...);
void SV_SendMessagesToAll (void);
void SV_FindModelNumbers (void);
//
// sv_user.c
//
void SV_ExecuteClientMessage (client_t *cl);
void SV_UserInit (void);
void SV_TogglePause (const char *msg);
//
// svonly.c
//
typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t;
void SV_BeginRedirect (redirect_t rd);
void SV_EndRedirect (void);
//
// sv_ccmds.c
//
void SV_Status_f (void);
//
// sv_ents.c
//
void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg);
//
// sv_nchan.c
//
void ClientReliableCheckBlock(client_t *cl, int maxsize);
void ClientReliable_FinishWrite(client_t *cl);
void ClientReliableWrite_Begin(client_t *cl, int c, int maxsize);
void ClientReliableWrite_Angle(client_t *cl, float f);
void ClientReliableWrite_Angle16(client_t *cl, float f);
void ClientReliableWrite_Byte(client_t *cl, int c);
void ClientReliableWrite_Char(client_t *cl, int c);
void ClientReliableWrite_Float(client_t *cl, float f);
void ClientReliableWrite_Coord(client_t *cl, float f);
void ClientReliableWrite_Long(client_t *cl, int c);
void ClientReliableWrite_Short(client_t *cl, int c);
void ClientReliableWrite_String(client_t *cl, char *s);
void ClientReliableWrite_SZ(client_t *cl, void *data, int len);
// The Heartbeat function
void HeartBeat (void);