/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/gib.h" #include "QF/msg.h" #include "QF/mathlib.h" #include "QF/quakefs.h" #include "QF/set.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/simd/vec4f.h" #include "compat.h" #include "world.h" #include "nq/include/host.h" #include "nq/include/server.h" #include "nq/include/sv_progs.h" server_t sv; server_static_t svs; double sv_frametime; char localmodels[MAX_MODELS][6]; // inline model names for precache int sv_protocol = PROTOCOL_FITZQUAKE; static void SV_Protocol_f (void) { int i; switch (Cmd_Argc ()) { case 1: Sys_Printf ("\"sv_protocol\" is \"%i\"\n", sv_protocol); break; case 2: i = atoi (Cmd_Argv (1)); if (i != PROTOCOL_NETQUAKE && i != PROTOCOL_FITZQUAKE) { Sys_Printf ("sv_protocol must be %i or %i\n", PROTOCOL_NETQUAKE, PROTOCOL_FITZQUAKE); } else { sv_protocol = i; if (sv.active) Sys_Printf ("changes will not take effect until the next " "level load.\n"); } break; default: Sys_Printf ("usage: sv_protocol \n"); break; } } void SV_Init (void) { int i; SV_Progs_Init (); SV_Physics_Init_Cvars (); SV_User_Init_Cvars (); Cmd_AddCommand ("sv_protocol", SV_Protocol_f, "set the protocol to be " "used after the next map load"); 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 (const vec3_t org, const 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_WriteCoordV (&sv.datagram, org); for (i = 0; i < 3; i++) { v = dir[i] * 16; if (v > 127) v = 127; else if (v < -128) v = -128; MSG_WriteByte (&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; vec3_t v; 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]) { Sys_Printf ("SV_StartSound: %s not precacheed\n", sample); return; } ent = NUM_FOR_EDICT (&sv_pr_state, entity); field_mask = 0; if (volume != DEFAULT_SOUND_PACKET_VOLUME) field_mask |= SND_VOLUME; if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION) field_mask |= SND_ATTENUATION; if (ent >= 8192) { if (sv.protocol == PROTOCOL_NETQUAKE) return; //don't send any info protocol can't support else field_mask |= SND_LARGEENTITY; } if (sound_num >= 256 || channel >= 8) { if (sv.protocol == PROTOCOL_NETQUAKE) return; //don't send any info protocol can't support else field_mask |= SND_LARGESOUND; } // directed messages go to only the entity on which they are targeted 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); if (field_mask & SND_LARGEENTITY) { MSG_WriteShort (&sv.datagram, ent); MSG_WriteByte (&sv.datagram, channel); } else { MSG_WriteShort (&sv.datagram, (ent << 3 | channel)); } if (field_mask & SND_LARGESOUND) MSG_WriteShort (&sv.datagram, sound_num); else MSG_WriteByte (&sv.datagram, sound_num); VectorBlend (SVvector (entity, mins), SVvector (entity, maxs), 0.5, v); VectorAdd (v, SVvector (entity, origin), v); MSG_WriteCoordV (&sv.datagram, v); } // 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. */ static void SV_SendServerinfo (client_t *client) { const char **s; char message[2048]; int i; MSG_WriteByte (&client->message, svc_print); snprintf (message, sizeof (message), "%c\nVersion %s server (%i CRC)\n", 2, NQ_VERSION, sv_pr_state.crc); MSG_WriteString (&client->message, message); MSG_WriteByte (&client->message, svc_serverinfo); MSG_WriteLong (&client->message, sv.protocol); MSG_WriteByte (&client->message, svs.maxclients); if (!coop && deathmatch) MSG_WriteByte (&client->message, GAME_DEATHMATCH); else MSG_WriteByte (&client->message, GAME_COOP); snprintf (message, sizeof (message), "%s", PR_GetString (&sv_pr_state, SVstring (sv.edicts, message))); message[sizeof (message) - 1] = 0; MSG_WriteString (&client->message, message); // send only the first 256 model and sound precaches if protocol 15 for (i = 0, s = sv.model_precache + 1; *s; s++, i++) if (sv.protocol != PROTOCOL_NETQUAKE || i < 256) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); for (i = 0, s = sv.sound_precache + 1; *s; s++, i++) if (sv.protocol != PROTOCOL_NETQUAKE || i < 256) 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 be called only once for a player each game, not once for each level change. */ static 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; Sys_MaskPrintf (SYS_dev, "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) { unsigned 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. */ static set_t *fatpvs; static void SV_AddToFatPVS (vec4f_t org, int node_id) { float d; while (1) { // if this is a leaf, accumulate the pvs bits if (node_id < 0) { mleaf_t *leaf = sv.worldmodel->brush.leafs + ~node_id; if (leaf->contents != CONTENTS_SOLID) { Mod_LeafPVS_mix (leaf, &sv.worldmodel->brush, 0xff, fatpvs); } return; } mnode_t *node = sv.worldmodel->brush.nodes + node_id; d = dotf (node->plane, org)[0]; if (d > 8) node_id = node->children[0]; else if (d < -8) node_id = node->children[1]; else { // go down both SV_AddToFatPVS (org, node->children[0]); node_id = node->children[1]; } } } /* SV_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. */ static set_t * SV_FatPVS (vec4f_t org) { if (!fatpvs) { fatpvs = set_new_size (sv.worldmodel->brush.visleafs); } set_expand (fatpvs, sv.worldmodel->brush.visleafs); set_empty (fatpvs); SV_AddToFatPVS (org, 0); return fatpvs; } //============================================================================= static void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg) { pr_uint_t bits, e; set_t *pvs; float miss; vec4f_t org; edict_t *ent; entity_state_t *baseline; edict_leaf_t *el; // find the client's PVS VectorAdd (SVvector (clent, origin), SVvector (clent, view_ofs), org); org[3] = 1; 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)) { baseline = &SVdata (ent)->state; // ignore if not touching a PV leaf if (ent != clent) { // clent is ALWAYS sent // ignore ents without visible models if (!SVfloat (ent, modelindex) || !*PR_GetString (&sv_pr_state, SVstring (ent, model))) continue; // don't send model > 255 for protocol 15 if (sv.protocol == PROTOCOL_NETQUAKE && (int) SVfloat (ent, modelindex) & 0xFF00) continue; for (el = SVdata (ent)->leafs; el; el = el->next) { if (set_is_member (pvs, el->leafnum)) break; } if (!el) continue; // not visible } if (msg->cursize + 24 > msg->maxsize) { Sys_Printf ("packet overflow\n"); return; } // send an update bits = 0; for (int i = 0; i < 3; i++) { miss = SVvector (ent, origin)[i] - baseline->origin[i]; if (miss < -0.1 || miss > 0.1) bits |= U_ORIGIN1 << i; } if (SVvector (ent, angles)[0] != baseline->angles[0]) bits |= U_ANGLE1; if (SVvector (ent, angles)[1] != baseline->angles[1]) bits |= U_ANGLE2; if (SVvector (ent, angles)[2] != baseline->angles[2]) bits |= U_ANGLE3; if (SVfloat (ent, movetype) == MOVETYPE_STEP) bits |= U_STEP; // don't mess up the step animation if (baseline->colormap != SVfloat (ent, colormap)) bits |= U_COLORMAP; if (baseline->skinnum != SVfloat (ent, skin)) bits |= U_SKIN; if (baseline->frame != SVfloat (ent, frame)) bits |= U_FRAME; if (baseline->effects != SVfloat (ent, effects)) bits |= U_EFFECTS; if (baseline->modelindex != SVfloat (ent, modelindex)) bits |= U_MODEL; if (sv_fields.alpha != -1) SVdata (ent)->alpha = ENTALPHA_ENCODE(SVfloat (ent, alpha)); //don't send invisible entities unless they have effects if (SVdata (ent)->alpha == ENTALPHA_ZERO && !SVfloat (ent, effects)) continue; if (sv.protocol != PROTOCOL_NETQUAKE) { if (SVdata (ent)->state.alpha != SVdata (ent)->alpha) bits |= U_ALPHA; if (bits & U_FRAME && (int) SVfloat (ent, frame) & 0xFF00) bits |= U_FRAME2; if (bits & U_MODEL && (int) SVfloat (ent, modelindex) & 0xFF00) bits |= U_MODEL2; if (SVdata (ent)->sendinterval) bits |= U_LERPFINISH; if (bits >= 65536) bits |= U_EXTEND1; if (bits >= 16777216) bits |= U_EXTEND2; } 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_EXTEND1) MSG_WriteByte (msg, bits >> 16); if (bits & U_EXTEND2) MSG_WriteByte (msg, bits >> 24); 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]); if (bits & U_ALPHA) MSG_WriteByte(msg, SVdata (ent)->alpha); if (bits & U_FRAME2) MSG_WriteByte(msg, (int) SVfloat (ent, frame) >> 8); if (bits & U_MODEL2) MSG_WriteByte(msg, (int) SVfloat (ent, modelindex) >> 8); if (bits & U_LERPFINISH) MSG_WriteByte(msg, rint ((SVfloat (ent, nextthink) - sv.time) * 255)); } } static void SV_CleanupEnts (void) { pr_uint_t 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; vec3_t v; edict_t *other; const char *weaponmodel; weaponmodel = PR_GetString (&sv_pr_state, SVstring (ent, weaponmodel)); // 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)); VectorBlend (SVvector (other, mins), SVvector (other, maxs), 0.5, v); VectorAdd (v, SVvector (other, origin), v); MSG_WriteCoordV (msg, v); 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); MSG_WriteAngleV (msg, SVvector (ent, angles)); 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 if (sv_fields.items2 != -1) items = (int) SVfloat (ent, items) | ((int) SVfloat (ent, items2) << 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; if (sv.protocol != PROTOCOL_NETQUAKE) { if (bits & SU_WEAPON && SV_ModelIndex(weaponmodel) & 0xFF00) bits |= SU_WEAPON2; if ((int) SVfloat (ent, armorvalue) & 0xFF00) bits |= SU_ARMOR2; if ((int) SVfloat (ent, currentammo) & 0xFF00) bits |= SU_AMMO2; if ((int) SVfloat (ent, ammo_shells) & 0xFF00) bits |= SU_SHELLS2; if ((int) SVfloat (ent, ammo_nails) & 0xFF00) bits |= SU_NAILS2; if ((int) SVfloat (ent, ammo_rockets) & 0xFF00) bits |= SU_ROCKETS2; if ((int) SVfloat (ent, ammo_cells) & 0xFF00) bits |= SU_CELLS2; if (bits & SU_WEAPONFRAME && (int) SVfloat (ent, weaponframe) & 0xFF00) bits |= SU_WEAPONFRAME2; if (bits & SU_WEAPON && SVdata (ent)->alpha != ENTALPHA_DEFAULT) bits |= SU_WEAPONALPHA; //for now, weaponalpha = client entity alpha if (bits >= 65536) bits |= SU_EXTEND1; if (bits >= 16777216) bits |= SU_EXTEND2; } // send the data MSG_WriteByte (msg, svc_clientdata); MSG_WriteShort (msg, bits); if (bits & SU_EXTEND1) MSG_WriteByte(msg, bits>>16); if (bits & SU_EXTEND2) MSG_WriteByte(msg, bits>>24); if (bits & SU_VIEWHEIGHT) MSG_WriteByte (msg, SVvector (ent, view_ofs)[2]); if (bits & SU_IDEALPITCH) MSG_WriteByte (msg, SVfloat (ent, idealpitch)); for (i = 0; i < 3; i++) { if (bits & (SU_PUNCH1 << i)) MSG_WriteByte (msg, SVvector (ent, punchangle)[i]); if (bits & (SU_VELOCITY1 << i)) MSG_WriteByte (msg, SVvector (ent, velocity)[i] / 16); } // if (bits & SU_ITEMS) // [always sent] 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 (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 { // NOTE: this is abysmally stupid. weapon is being treated as a // radio button style bit mask, limiting the available weapons to // 32. Sure, that's a lot of weapons, but still... // // Send the index of the lowest order set bit. unsigned weapon; weapon = (unsigned) SVfloat (ent, weapon); for (i = 0; i < 32; i++) { if (weapon & (1 << i)) { MSG_WriteByte (msg, i); break; } } } if (bits & SU_WEAPON2) MSG_WriteByte (msg, SV_ModelIndex(weaponmodel) >> 8); if (bits & SU_ARMOR2) MSG_WriteByte (msg, (int) SVfloat (ent, armorvalue) >> 8); if (bits & SU_AMMO2) MSG_WriteByte (msg, (int) SVfloat (ent, currentammo) >> 8); if (bits & SU_SHELLS2) MSG_WriteByte (msg, (int) SVfloat (ent, ammo_shells) >> 8); if (bits & SU_NAILS2) MSG_WriteByte (msg, (int) SVfloat (ent, ammo_nails) >> 8); if (bits & SU_ROCKETS2) MSG_WriteByte (msg, (int) SVfloat (ent, ammo_rockets) >> 8); if (bits & SU_CELLS2) MSG_WriteByte (msg, (int) SVfloat (ent, ammo_cells) >> 8); if (bits & SU_WEAPONFRAME2) MSG_WriteByte (msg, (int) SVfloat (ent, weaponframe) >> 8); if (bits & SU_WEAPONALPHA) MSG_WriteByte (msg, SVdata (ent)->alpha); //for now, weaponalpha = client entity alpha } static bool SV_SendClientDatagram (client_t *client) { byte buf[MAX_DATAGRAM]; sizebuf_t msg; msg.data = buf; msg.maxsize = sizeof (buf); msg.cursize = 0; if (strcmp (client->netconnection->address, "LOCAL") != 0) msg.maxsize = DATAGRAM_MTU; 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; } static void SV_UpdateToReliableMessages (void) { unsigned 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 */ static void SV_SendNop (client_t *client) { sizebuf_t msg; byte buf[4]; msg.data = buf; msg.maxsize = sizeof (buf); msg.cursize = 0; MSG_WriteByte (&msg, svc_nop); if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) SV_DropClient (true); // if the message couldn't send, kick off client->last_message = sv.time; } void SV_SendClientMessages (void) { unsigned 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 (sv.time - host_client->last_message > 5) SV_SendNop (host_client); continue; // don't send out non-signon messages } } // check for an overflowed message. Should happen only on a very // bad 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 = sv.time; 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; } static void SV_CreateBaseline (void) { pr_uint_t entnum; edict_t *svent; entity_state_t *baseline; int bits; for (entnum = 0; entnum < sv.num_edicts; entnum++) { // get the current server version svent = EDICT_NUM (&sv_pr_state, entnum); baseline = &SVdata (svent)->state; if (svent->free) continue; if (entnum > svs.maxclients && !SVfloat (svent, modelindex)) continue; // create entity baseline VectorCopy (SVvector (svent, origin), baseline->origin); VectorCopy (SVvector (svent, angles), baseline->angles); baseline->frame = SVfloat (svent, frame); baseline->skinnum = SVfloat (svent, skin); if (entnum > 0 && entnum <= svs.maxclients) { baseline->colormap = entnum; baseline->modelindex = SV_ModelIndex ("progs/player.mdl"); baseline->alpha = ENTALPHA_DEFAULT; } else { const char *model; model = PR_GetString (&sv_pr_state, SVstring (svent, model)); baseline->colormap = 0; baseline->modelindex = SV_ModelIndex (model); baseline->alpha = ENTALPHA_DEFAULT; } bits = 0; if (sv.protocol == PROTOCOL_NETQUAKE) { //still want to send baseline in PROTOCOL_NETQUAKE, so reset //these values if (baseline->modelindex & 0xFF00) baseline->modelindex = 0; if (baseline->frame & 0xFF00) baseline->frame = 0; baseline->alpha = ENTALPHA_DEFAULT; } else { if (baseline->modelindex & 0xFF00) bits |= B_LARGEMODEL; if (baseline->frame & 0xFF00) bits |= B_LARGEFRAME; if (baseline->alpha != ENTALPHA_DEFAULT) bits |= B_ALPHA; } // add to the message if (bits) MSG_WriteByte (&sv.signon, svc_spawnbaseline2); else MSG_WriteByte (&sv.signon, svc_spawnbaseline); MSG_WriteShort (&sv.signon, entnum); if (bits) MSG_WriteByte (&sv.signon, bits); if (bits & B_LARGEMODEL) MSG_WriteShort (&sv.signon, baseline->modelindex); else MSG_WriteByte (&sv.signon, baseline->modelindex); if (bits & B_LARGEFRAME) MSG_WriteShort (&sv.signon, baseline->frame); else MSG_WriteByte (&sv.signon, baseline->frame); MSG_WriteByte (&sv.signon, baseline->colormap); MSG_WriteByte (&sv.signon, baseline->skinnum); MSG_WriteCoordAngleV (&sv.signon, (vec_t*)&baseline->origin,//FIXME baseline->angles); if (bits & B_ALPHA) MSG_WriteByte (&sv.signon, baseline->alpha); } } /* SV_SendReconnect Tell all the clients that the server is changing levels */ static void SV_SendReconnect (void) { byte data[128]; sizebuf_t msg; msg.data = data; msg.cursize = 0; msg.maxsize = sizeof (data); MSG_WriteByte (&msg, svc_stufftext); MSG_WriteString (&msg, "reconnect\n"); NET_SendToAll (&msg, 5.0); if (!net_is_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) { unsigned 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) { byte *buf; QFile *ent_file; edict_t *ent; // let's not have any servers with no name if (hostname[0] == 0) Cvar_Set ("hostname", "UNNAMED"); Sys_MaskPrintf (SYS_dev, "SpawnServer: %s\n", server); svs.changelevel_issued = false; // now safe to issue another svs.phys_client = SV_Physics_Client; // tell all connected clients that we are going to a new level if (sv.active) { SV_SendReconnect (); } // make cvars consistant if (coop) deathmatch = 0; current_skill = skill; if (current_skill < 0) current_skill = 0; if (current_skill > 3) current_skill = 3; skill = current_skill; // set up the new server Host_SpawnServer (); memset (&sv, 0, sizeof (sv)); strcpy (sv.name, server); sv.protocol = sv_protocol; // load progs to get entity field count sv.max_edicts = bound (MIN_EDICTS, max_edicts, MAX_EDICTS); SV_LoadProgs (); SV_FreeAllEdictLeafs (); 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 only clients sv.num_edicts = svs.maxclients + 1; for (unsigned 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) { Sys_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 (unsigned i = 1; i < sv.worldmodel->brush.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 (&E_fld (ent, 0), 0, sv_pr_state.progs->entityfields * 4); ent->free = false; SVstring (ent, model) = PR_SetString (&sv_pr_state, sv.worldmodel->path); SVfloat (ent, modelindex) = 1; // world model SVfloat (ent, solid) = SOLID_BSP; SVfloat (ent, movetype) = MOVETYPE_PUSH; if (coop) *sv_globals.coop = coop; else *sv_globals.deathmatch = deathmatch; *sv_globals.mapname = PR_SetString (&sv_pr_state, sv.name); // serverflags are for cross level information (sigils) *sv_globals.serverflags = svs.serverflags; *sv_globals.time = sv.time; ent_file = QFS_VOpenFile (va (0, "maps/%s.ent", server), 0, sv.worldmodel->vpath); if ((buf = QFS_LoadFile (ent_file, 0))) { ED_LoadFromFile (&sv_pr_state, (char *) buf); free (buf); } else { ED_LoadFromFile (&sv_pr_state, sv.worldmodel->brush.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 sv_frametime = host_frametime = 0.1; SV_Physics (); sv.time += host_frametime; SV_Physics (); sv.time += host_frametime; // create a baseline for more efficient communications SV_CreateBaseline (); if (sv.signon.cursize > 8000-2) Sys_Printf ("%i byte signon buffer exceeds standard limit of 7998.\n", sv.signon.cursize); // send serverinfo to all connected clients for (unsigned i = 0; i < svs.maxclients; i++) { host_client = svs.clients + i; if (host_client->active) { SV_SendServerinfo (host_client); } } Sys_MaskPrintf (SYS_dev, "Server spawned.\n"); } void SV_Frame (void) { if (net_is_dedicated) { Con_ProcessInput (); GIB_Thread_Execute (); cmd_source = src_command; Cbuf_Execute_Stack (host_cbuf); } *sv_globals.frametime = sv_frametime = host_frametime; // set the time and clear the general datagram SV_ClearDatagram (); SV_CheckForNewClients (); // read client messages SV_RunClients (); // move things around and think // always pause in single player if in console or menus if (!sv.paused && (svs.maxclients > 1 || host_in_game)) { SV_Physics (); sv.time += host_frametime; } // send all messages to the clients SV_SendClientMessages (); }