/* sv_main.c @description@ Copyright (C) 1996-1997 Id Software, Inc. 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/console.h" #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/msg.h" #include "QF/sys.h" #include "compat.h" #include "host.h" #include "server.h" #include "sv_progs.h" #include "world.h" server_t sv; server_static_t svs; char localmodels[MAX_MODELS][5]; // inline model names for precache entity_state_t baselines[MAX_EDICTS]; void SV_Init (void) { int i; sv_maxvelocity = Cvar_Get ("sv_maxvelocity", "2000", CVAR_NONE, NULL, "None"); sv_gravity = Cvar_Get ("sv_gravity", "800", CVAR_SERVERINFO, Cvar_Info, "None"); sv_friction = Cvar_Get ("sv_friction", "4", CVAR_SERVERINFO, Cvar_Info, "None"); sv_edgefriction = Cvar_Get ("edgefriction", "2", CVAR_NONE, NULL, "None"); sv_stopspeed = Cvar_Get ("sv_stopspeed", "100", CVAR_NONE, NULL, "None"); sv_maxspeed = Cvar_Get ("sv_maxspeed", "320", CVAR_SERVERINFO, Cvar_Info, "None"); sv_accelerate = Cvar_Get ("sv_accelerate", "10", CVAR_NONE, NULL, "None"); sv_idealpitchscale = Cvar_Get ("sv_idealpitchscale", "0.8", CVAR_NONE, NULL, "None"); sv_aim = Cvar_Get ("sv_aim", "0.93", CVAR_NONE, NULL, "None"); sv_nostep = Cvar_Get ("sv_nostep", "0", CVAR_NONE, NULL, "None"); for (i = 0; i < MAX_MODELS; i++) snprintf (localmodels[i], sizeof (localmodels[i]), "*%i", i); } // EVENT MESSAGES ============================================================= /* SV_StartParticle Make sure the event gets sent to all clients */ void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count) { int i, v; if (sv.datagram.cursize > MAX_DATAGRAM - 16) return; MSG_WriteByte (&sv.datagram, svc_particle); MSG_WriteCoord (&sv.datagram, org[0]); MSG_WriteCoord (&sv.datagram, org[1]); MSG_WriteCoord (&sv.datagram, org[2]); for (i = 0; i < 3; i++) { v = dir[i] * 16; if (v > 127) v = 127; else if (v < -128) v = -128; MSG_WriteChar (&sv.datagram, v); } MSG_WriteByte (&sv.datagram, count); MSG_WriteByte (&sv.datagram, color); } /* SV_StartSound Each entity can have eight independant sound sources, like voice, weapon, feet, etc. Channel 0 is an auto-allocate channel, the others override anything already running on that entity/channel pair. An attenuation of 0 will play full volume everywhere in the level. Larger attenuations will drop off. (max 4 attenuation) */ void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume, float attenuation) { int ent, field_mask, sound_num, i; if (volume < 0 || volume > 255) Sys_Error ("SV_StartSound: volume = %i", volume); if (attenuation < 0 || attenuation > 4) Sys_Error ("SV_StartSound: attenuation = %f", attenuation); if (channel < 0 || channel > 7) Sys_Error ("SV_StartSound: channel = %i", channel); if (sv.datagram.cursize > MAX_DATAGRAM - 16) return; // find precache number for sound for (sound_num = 1; sound_num < MAX_SOUNDS && sv.sound_precache[sound_num]; sound_num++) if (!strcmp (sample, sv.sound_precache[sound_num])) break; if (sound_num == MAX_SOUNDS || !sv.sound_precache[sound_num]) { Con_Printf ("SV_StartSound: %s not precacheed\n", sample); return; } ent = NUM_FOR_EDICT (&sv_pr_state, entity); channel = (ent << 3) | channel; field_mask = 0; if (volume != DEFAULT_SOUND_PACKET_VOLUME) field_mask |= SND_VOLUME; if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION) field_mask |= SND_ATTENUATION; // directed messages go only to the entity the are targeted on MSG_WriteByte (&sv.datagram, svc_sound); MSG_WriteByte (&sv.datagram, field_mask); if (field_mask & SND_VOLUME) MSG_WriteByte (&sv.datagram, volume); if (field_mask & SND_ATTENUATION) MSG_WriteByte (&sv.datagram, attenuation * 64); MSG_WriteShort (&sv.datagram, channel); MSG_WriteByte (&sv.datagram, sound_num); for (i = 0; i < 3; i++) MSG_WriteCoord (&sv.datagram, SVvector (entity, origin)[i] + 0.5 * (SVvector (entity, mins)[i] + SVvector (entity, maxs)[i])); } // CLIENT SPAWNING ============================================================ /* SV_SendServerinfo Sends the first message from the server to a connected client. This will be sent on the initial connection and upon each server load. */ void SV_SendServerinfo (client_t *client) { const char **s; char message[2048]; MSG_WriteByte (&client->message, svc_print); snprintf (message, sizeof (message), "%c\nVersion %s server (%i CRC)", 2, NQ_VERSION, sv_pr_state.crc); MSG_WriteString (&client->message, message); MSG_WriteByte (&client->message, svc_serverinfo); MSG_WriteLong (&client->message, PROTOCOL_VERSION); MSG_WriteByte (&client->message, svs.maxclients); if (!coop->int_val && deathmatch->int_val) MSG_WriteByte (&client->message, GAME_DEATHMATCH); else MSG_WriteByte (&client->message, GAME_COOP); snprintf (message, sizeof (message), PR_GetString (&sv_pr_state, SVstring (sv.edicts, message))); MSG_WriteString (&client->message, message); for (s = sv.model_precache + 1; *s; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); for (s = sv.sound_precache + 1; *s; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); // send music MSG_WriteByte (&client->message, svc_cdtrack); MSG_WriteByte (&client->message, SVfloat (sv.edicts, sounds)); MSG_WriteByte (&client->message, SVfloat (sv.edicts, sounds)); // set view MSG_WriteByte (&client->message, svc_setview); MSG_WriteShort (&client->message, NUM_FOR_EDICT (&sv_pr_state, client->edict)); MSG_WriteByte (&client->message, svc_signonnum); MSG_WriteByte (&client->message, 1); client->sendsignon = true; client->spawned = false; // need prespawn, spawn, etc } /* SV_ConnectClient Initializes a client_t for a new net connection. This will only be called once for a player each game, not once for each level change. */ void SV_ConnectClient (int clientnum) { edict_t *ent; client_t *client; int edictnum; struct qsocket_s *netconnection; int i; float spawn_parms[NUM_SPAWN_PARMS]; client = svs.clients + clientnum; Con_DPrintf ("Client %s connected\n", client->netconnection->address); edictnum = clientnum + 1; ent = EDICT_NUM (&sv_pr_state, edictnum); // set up the client_t netconnection = client->netconnection; if (sv.loadgame) memcpy (spawn_parms, client->spawn_parms, sizeof (spawn_parms)); memset (client, 0, sizeof (*client)); client->netconnection = netconnection; strcpy (client->name, "unconnected"); client->active = true; client->spawned = false; client->edict = ent; client->message.data = client->msgbuf; client->message.maxsize = sizeof (client->msgbuf); client->message.allowoverflow = true; // we can catch it client->privileged = false; if (sv.loadgame) memcpy (client->spawn_parms, spawn_parms, sizeof (spawn_parms)); else { // call the progs to get default spawn parms for the new client PR_ExecuteProgram (&sv_pr_state, sv_funcs.SetNewParms); for (i = 0; i < NUM_SPAWN_PARMS; i++) client->spawn_parms[i] = sv_globals.parms[i]; } SV_SendServerinfo (client); } void SV_CheckForNewClients (void) { int i; struct qsocket_s *ret; // check for new connections while (1) { ret = NET_CheckNewConnections (); if (!ret) break; // init a new client structure for (i = 0; i < svs.maxclients; i++) if (!svs.clients[i].active) break; if (i == svs.maxclients) Sys_Error ("Host_CheckForNewClients: no free clients"); svs.clients[i].netconnection = ret; SV_ConnectClient (i); net_activeconnections++; } } // FRAME UPDATES ============================================================== void SV_ClearDatagram (void) { SZ_Clear (&sv.datagram); } /* The PVS must include a small area around the client to allow head bobbing or other small motion on the client side. Otherwise, a bob might cause an entity that should be visible to not show up, especially when the bob crosses a waterline. */ int fatbytes; byte fatpvs[MAX_MAP_LEAFS / 8]; void SV_AddToFatPVS (vec3_t org, mnode_t *node) { int i; float d; byte *pvs; mplane_t *plane; while (1) { // if this is a leaf, accumulate the pvs bits if (node->contents < 0) { if (node->contents != CONTENTS_SOLID) { pvs = Mod_LeafPVS ((mleaf_t *) node, sv.worldmodel); for (i = 0; i < fatbytes; i++) fatpvs[i] |= pvs[i]; } return; } plane = node->plane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_AddToFatPVS (org, node->children[0]); node = node->children[1]; } } } /* SV_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. */ byte * SV_FatPVS (vec3_t org) { fatbytes = (sv.worldmodel->numleafs + 31) >> 3; memset (fatpvs, 0, fatbytes); SV_AddToFatPVS (org, sv.worldmodel->nodes); return fatpvs; } //============================================================================= void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg) { int bits, e, i; byte *pvs; float miss; vec3_t org; edict_t *ent; // find the client's PVS VectorAdd (SVvector (clent, origin), SVvector (clent, view_ofs), org); pvs = SV_FatPVS (org); // send over all entities (excpet the client) that touch the pvs ent = NEXT_EDICT (&sv_pr_state, sv.edicts); for (e = 1; e < sv.num_edicts; e++, ent = NEXT_EDICT (&sv_pr_state, ent)) { // ignore if not touching a PV leaf if (ent != clent) // clent is ALLWAYS sent { // ignore ents without visible models if (!SVfloat (ent, modelindex) || !*PR_GetString (&sv_pr_state, SVstring (ent, model))) continue; for (i = 0; i < ent->num_leafs; i++) if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i] & 7))) break; if (i == ent->num_leafs) continue; // not visible } if (msg->maxsize - msg->cursize < 16) { Con_Printf ("packet overflow\n"); return; } // send an update bits = 0; for (i = 0; i < 3; i++) { miss = SVvector (ent, origin)[i] - ((entity_state_t*)ent->data)->origin[i]; if (miss < -0.1 || miss > 0.1) bits |= U_ORIGIN1 << i; } if (SVvector (ent, angles)[0] != ((entity_state_t*)ent->data)->angles[0]) bits |= U_ANGLE1; if (SVvector (ent, angles)[1] != ((entity_state_t*)ent->data)->angles[1]) bits |= U_ANGLE2; if (SVvector (ent, angles)[2] != ((entity_state_t*)ent->data)->angles[2]) bits |= U_ANGLE3; if (SVfloat (ent, movetype) == MOVETYPE_STEP) bits |= U_NOLERP; // don't mess up the step animation if (((entity_state_t*)ent->data)->colormap != SVfloat (ent, colormap)) bits |= U_COLORMAP; if (((entity_state_t*)ent->data)->skin != SVfloat (ent, skin)) bits |= U_SKIN; if (((entity_state_t*)ent->data)->frame != SVfloat (ent, frame)) bits |= U_FRAME; if (((entity_state_t*)ent->data)->effects != SVfloat (ent, effects)) bits |= U_EFFECTS; if (((entity_state_t*)ent->data)->modelindex != SVfloat (ent, modelindex)) bits |= U_MODEL; if (e >= 256) bits |= U_LONGENTITY; if (bits >= 256) bits |= U_MOREBITS; // write the message MSG_WriteByte (msg, bits | U_SIGNAL); if (bits & U_MOREBITS) MSG_WriteByte (msg, bits >> 8); if (bits & U_LONGENTITY) MSG_WriteShort (msg, e); else MSG_WriteByte (msg, e); if (bits & U_MODEL) MSG_WriteByte (msg, SVfloat (ent, modelindex)); if (bits & U_FRAME) MSG_WriteByte (msg, SVfloat (ent, frame)); if (bits & U_COLORMAP) MSG_WriteByte (msg, SVfloat (ent, colormap)); if (bits & U_SKIN) MSG_WriteByte (msg, SVfloat (ent, skin)); if (bits & U_EFFECTS) MSG_WriteByte (msg, SVfloat (ent, effects)); if (bits & U_ORIGIN1) MSG_WriteCoord (msg, SVvector (ent, origin)[0]); if (bits & U_ANGLE1) MSG_WriteAngle (msg, SVvector (ent, angles)[0]); if (bits & U_ORIGIN2) MSG_WriteCoord (msg, SVvector (ent, origin)[1]); if (bits & U_ANGLE2) MSG_WriteAngle (msg, SVvector (ent, angles)[1]); if (bits & U_ORIGIN3) MSG_WriteCoord (msg, SVvector (ent, origin)[2]); if (bits & U_ANGLE3) MSG_WriteAngle (msg, SVvector (ent, angles)[2]); } } void SV_CleanupEnts (void) { int e; edict_t *ent; ent = NEXT_EDICT (&sv_pr_state, sv.edicts); for (e = 1; e < sv.num_edicts; e++, ent = NEXT_EDICT (&sv_pr_state, ent)) { SVfloat (ent, effects) = (int) SVfloat (ent, effects) & ~EF_MUZZLEFLASH; } } void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg) { int bits, items, i; edict_t *other; pr_type_t *val; // send a damage message if (SVfloat (ent, dmg_take) || SVfloat (ent, dmg_save)) { other = PROG_TO_EDICT (&sv_pr_state, SVentity (ent, dmg_inflictor)); MSG_WriteByte (msg, svc_damage); MSG_WriteByte (msg, SVfloat (ent, dmg_save)); MSG_WriteByte (msg, SVfloat (ent, dmg_take)); for (i = 0; i < 3; i++) MSG_WriteCoord (msg, SVvector (other, origin)[i] + 0.5 * (SVvector (other, mins)[i] + SVvector (other, maxs)[i])); SVfloat (ent, dmg_take) = 0; SVfloat (ent, dmg_save) = 0; } // send the current viewpos offset from the view entity SV_SetIdealPitch (); // how much to look up / down ideally // a fixangle might get lost in a dropped packet. Oh well. if (SVfloat (ent, fixangle)) { MSG_WriteByte (msg, svc_setangle); for (i = 0; i < 3; i++) MSG_WriteAngle (msg, SVvector (ent, angles)[i]); SVfloat (ent, fixangle) = 0; } bits = 0; if (SVvector (ent, view_ofs)[2] != DEFAULT_VIEWHEIGHT) bits |= SU_VIEWHEIGHT; if (SVfloat (ent, idealpitch)) bits |= SU_IDEALPITCH; // stuff the sigil bits into the high bits of items for sbar, or else // mix in items2 val = GetEdictFieldValue (&sv_pr_state, ent, "items2"); if (val) items = (int) SVfloat (ent, items) | ((int) val->float_var << 23); else items = (int) SVfloat (ent, items) | ((int) *sv_globals.serverflags << 28); bits |= SU_ITEMS; if ((int) SVfloat (ent, flags) & FL_ONGROUND) bits |= SU_ONGROUND; if (SVfloat (ent, waterlevel) >= 2) bits |= SU_INWATER; for (i = 0; i < 3; i++) { if (SVvector (ent, punchangle)[i]) bits |= (SU_PUNCH1 << i); if (SVvector (ent, velocity)[i]) bits |= (SU_VELOCITY1 << i); } if (SVfloat (ent, weaponframe)) bits |= SU_WEAPONFRAME; if (SVfloat (ent, armorvalue)) bits |= SU_ARMOR; // if (SVfloat (ent, weapon)) bits |= SU_WEAPON; // send the data MSG_WriteByte (msg, svc_clientdata); MSG_WriteShort (msg, bits); if (bits & SU_VIEWHEIGHT) MSG_WriteChar (msg, SVvector (ent, view_ofs)[2]); if (bits & SU_IDEALPITCH) MSG_WriteChar (msg, SVfloat (ent, idealpitch)); for (i = 0; i < 3; i++) { if (bits & (SU_PUNCH1 << i)) MSG_WriteChar (msg, SVvector (ent, punchangle)[i]); if (bits & (SU_VELOCITY1 << i)) MSG_WriteChar (msg, SVvector (ent, velocity)[i] / 16); } // [always sent] if (bits & SU_ITEMS) MSG_WriteLong (msg, items); if (bits & SU_WEAPONFRAME) MSG_WriteByte (msg, SVfloat (ent, weaponframe)); if (bits & SU_ARMOR) MSG_WriteByte (msg, SVfloat (ent, armorvalue)); if (bits & SU_WEAPON) MSG_WriteByte (msg, SV_ModelIndex (PR_GetString (&sv_pr_state, SVstring (ent, weaponmodel)))); MSG_WriteShort (msg, SVfloat (ent, health)); MSG_WriteByte (msg, SVfloat (ent, currentammo)); MSG_WriteByte (msg, SVfloat (ent, ammo_shells)); MSG_WriteByte (msg, SVfloat (ent, ammo_nails)); MSG_WriteByte (msg, SVfloat (ent, ammo_rockets)); MSG_WriteByte (msg, SVfloat (ent, ammo_cells)); if (standard_quake) { MSG_WriteByte (msg, SVfloat (ent, weapon)); } else { for (i = 0; i < 32; i++) { if (((int) SVfloat (ent, weapon)) & (1 << i)) { MSG_WriteByte (msg, i); break; } } } } qboolean SV_SendClientDatagram (client_t *client) { byte buf[MAX_DATAGRAM]; sizebuf_t msg; msg.data = buf; msg.maxsize = sizeof (buf); msg.cursize = 0; MSG_WriteByte (&msg, svc_time); MSG_WriteFloat (&msg, sv.time); // add the client specific data to the datagram SV_WriteClientdataToMessage (client->edict, &msg); SV_WriteEntitiesToClient (client->edict, &msg); // copy the server datagram if there is space if (msg.cursize + sv.datagram.cursize < msg.maxsize) SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize); // send the datagram if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) { SV_DropClient (true); // if the message couldn't send, kick off return false; } return true; } void SV_UpdateToReliableMessages (void) { int i, j; client_t *client; // check for changes to be sent over the reliable streams for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) { if (host_client->old_frags != (int) SVfloat (host_client->edict, frags)) { for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++) { if (!client->active) continue; MSG_WriteByte (&client->message, svc_updatefrags); MSG_WriteByte (&client->message, i); MSG_WriteShort (&client->message, SVfloat (host_client->edict, frags)); } host_client->old_frags = SVfloat (host_client->edict, frags); } } for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++) { if (!client->active) continue; SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize); } SZ_Clear (&sv.reliable_datagram); } /* SV_SendNop Send a nop message without trashing or sending the accumulated client message buffer */ void SV_SendNop (client_t *client) { sizebuf_t msg; byte buf[4]; msg.data = buf; msg.maxsize = sizeof (buf); msg.cursize = 0; MSG_WriteChar (&msg, svc_nop); if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) SV_DropClient (true); // if the message couldn't send, kick off client->last_message = realtime; } void SV_SendClientMessages (void) { int i; // update frags, names, etc SV_UpdateToReliableMessages (); // build individual updates for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) { if (!host_client->active) continue; if (host_client->spawned) { if (!SV_SendClientDatagram (host_client)) continue; } else { // the player isn't totally in the game yet // send small keepalive messages if too much time has passed // send a full message when the next signon stage has been // requested // some other message data (name changes, etc) may accumulate // between signon stages if (!host_client->sendsignon) { if (realtime - host_client->last_message > 5) SV_SendNop (host_client); continue; // don't send out non-signon messages } } // check for an overflowed message. Should only happen // on a very fucked up connection that backs up a lot, then // changes level if (host_client->message.overflowed) { SV_DropClient (true); host_client->message.overflowed = false; continue; } if (host_client->message.cursize || host_client->dropasap) { if (!NET_CanSendMessage (host_client->netconnection)) { // I_Printf ("can't write\n"); continue; } if (host_client->dropasap) SV_DropClient (false); // went to another level else { if (NET_SendMessage (host_client->netconnection, &host_client->message) == -1) SV_DropClient (true); // if the message couldn't send, // kick off SZ_Clear (&host_client->message); host_client->last_message = realtime; host_client->sendsignon = false; } } } // clear muzzle flashes SV_CleanupEnts (); } // SERVER SPAWNING ============================================================ int SV_ModelIndex (const char *name) { int i; if (!name || !name[0]) return 0; for (i = 0; i < MAX_MODELS && sv.model_precache[i]; i++) if (!strcmp (sv.model_precache[i], name)) return i; if (i == MAX_MODELS || !sv.model_precache[i]) Sys_Error ("SV_ModelIndex: model %s not precached", name); return i; } void SV_CreateBaseline (void) { int entnum, i; edict_t *svent; for (entnum = 0; entnum < sv.num_edicts; entnum++) { // get the current server version svent = EDICT_NUM (&sv_pr_state, entnum); if (svent->free) continue; if (entnum > svs.maxclients && !SVfloat (svent, modelindex)) continue; // create entity baseline VectorCopy (SVvector (svent, origin), ((entity_state_t*)svent->data)->origin); VectorCopy (SVvector (svent, angles), ((entity_state_t*)svent->data)->angles); ((entity_state_t*)svent->data)->frame = SVfloat (svent, frame); ((entity_state_t*)svent->data)->skin = SVfloat (svent, skin); if (entnum > 0 && entnum <= svs.maxclients) { ((entity_state_t*)svent->data)->colormap = entnum; ((entity_state_t*)svent->data)->modelindex = SV_ModelIndex ("progs/player.mdl"); } else { ((entity_state_t*)svent->data)->colormap = 0; ((entity_state_t*)svent->data)->modelindex = SV_ModelIndex (PR_GetString (&sv_pr_state,SVstring (svent, model))); } // add to the message MSG_WriteByte (&sv.signon, svc_spawnbaseline); MSG_WriteShort (&sv.signon, entnum); MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->modelindex); MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->frame); MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->colormap); MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->skin); for (i = 0; i < 3; i++) { MSG_WriteCoord (&sv.signon, ((entity_state_t*)svent->data)->origin[i]); MSG_WriteAngle (&sv.signon, ((entity_state_t*)svent->data)->angles[i]); } } } /* SV_SendReconnect Tell all the clients that the server is changing levels */ void SV_SendReconnect (void) { char data[128]; sizebuf_t msg; msg.data = data; msg.cursize = 0; msg.maxsize = sizeof (data); MSG_WriteChar (&msg, svc_stufftext); MSG_WriteString (&msg, "reconnect\n"); NET_SendToAll (&msg, 5); if (cls.state != ca_dedicated) Cmd_ExecuteString ("reconnect\n", src_command); } /* SV_SaveSpawnparms Grabs the current state of each client for saving across the transition to another level */ void SV_SaveSpawnparms (void) { int i, j; svs.serverflags = *sv_globals.serverflags; for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) { if (!host_client->active) continue; // call the progs to get default spawn parms for the new client *sv_globals.self = EDICT_TO_PROG (&sv_pr_state, host_client->edict); PR_ExecuteProgram (&sv_pr_state, sv_funcs.SetChangeParms); for (j = 0; j < NUM_SPAWN_PARMS; j++) host_client->spawn_parms[j] = sv_globals.parms[j]; } } /* SV_SpawnServer This is called at the start of each level */ void SV_SpawnServer (const char *server) { int i; edict_t *ent; // let's not have any servers with no name if (hostname->string[0] == 0) Cvar_Set (hostname, "UNNAMED"); scr_centertime_off = 0; Con_DPrintf ("SpawnServer: %s\n", server); svs.changelevel_issued = false; // now safe to issue another // tell all connected clients that we are going to a new level if (sv.active) { SV_SendReconnect (); } // make cvars consistant if (coop->int_val) Cvar_SetValue (deathmatch, 0); current_skill = skill->int_val; if (current_skill < 0) current_skill = 0; if (current_skill > 3) current_skill = 3; Cvar_SetValue (skill, (float) current_skill); // set up the new server Host_ClearMemory (); memset (&sv, 0, sizeof (sv)); strcpy (sv.name, server); // load progs to get entity field count SV_LoadProgs (); // allocate server memory sv.max_edicts = MAX_EDICTS; sv.edicts = PR_InitEdicts (&sv_pr_state, sv.max_edicts); // init the data field of the edicts for (i = 0; i < MAX_EDICTS; i++) { ent = EDICT_NUM (&sv_pr_state, i); ent->data = &baselines[i]; } sv.datagram.maxsize = sizeof (sv.datagram_buf); sv.datagram.cursize = 0; sv.datagram.data = sv.datagram_buf; sv.reliable_datagram.maxsize = sizeof (sv.reliable_datagram_buf); sv.reliable_datagram.cursize = 0; sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.signon.maxsize = sizeof (sv.signon_buf); sv.signon.cursize = 0; sv.signon.data = sv.signon_buf; // leave slots at start for clients only sv.num_edicts = svs.maxclients + 1; for (i = 0; i < svs.maxclients; i++) { ent = EDICT_NUM (&sv_pr_state, i + 1); svs.clients[i].edict = ent; } sv.state = ss_loading; sv.paused = false; sv.time = 1.0; strcpy (sv.name, server); snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server); sv.worldmodel = Mod_ForName (sv.modelname, false); if (!sv.worldmodel) { Con_Printf ("Couldn't spawn server %s\n", sv.modelname); sv.active = false; return; } sv.models[1] = sv.worldmodel; // clear world interaction links SV_ClearWorld (); sv.sound_precache[0] = sv_pr_state.pr_strings; sv.model_precache[0] = sv_pr_state.pr_strings; sv.model_precache[1] = sv.modelname; for (i = 1; i < sv.worldmodel->numsubmodels; i++) { sv.model_precache[1 + i] = localmodels[i]; sv.models[i + 1] = Mod_ForName (localmodels[i], false); } // load the rest of the entities ent = EDICT_NUM (&sv_pr_state, 0); memset (&ent->v, 0, sv_pr_state.progs->entityfields * 4); ent->free = false; SVstring (ent, model) = PR_SetString (&sv_pr_state, sv.worldmodel->name); SVfloat (ent, modelindex) = 1; // world model SVfloat (ent, solid) = SOLID_BSP; SVfloat (ent, movetype) = MOVETYPE_PUSH; if (coop->int_val) *sv_globals.coop = coop->int_val; else *sv_globals.deathmatch = deathmatch->int_val; *sv_globals.mapname = PR_SetString (&sv_pr_state, sv.name); // serverflags are for cross level information (sigils) *sv_globals.serverflags = svs.serverflags; ED_LoadFromFile (&sv_pr_state, sv.worldmodel->entities); sv.active = true; // all setup is completed, any further precache statements are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = 0.1; SV_Physics (); SV_Physics (); // create a baseline for more efficient communications SV_CreateBaseline (); // send serverinfo to all connected clients for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) if (host_client->active) SV_SendServerinfo (host_client); Con_DPrintf ("Server spawned.\n"); }