quakeforge/qw/source/sv_init.c
Bill Currie 7ab3095024 back out Misty's realtime reset work. It did achieve its goal, but winding
realtime back caused the problems with clients not reconnect on map change
and after my preliminary mucking around with time, I'm convinced there's a
better way.
2002-06-20 16:15:27 +00:00

443 lines
11 KiB
C

/*
sv_init.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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/crc.h"
#include "QF/cvar.h"
#include "QF/info.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vfs.h"
#include "compat.h"
#include "crudefile.h"
#include "pmove.h"
#include "server.h"
#include "sv_progs.h"
#include "world.h"
info_t *localinfo; // local game info
char localmodels[MAX_MODELS][5]; // inline model names for precache
entity_state_t baselines[MAX_EDICTS];
server_t sv; // local server
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;
}
/*
SV_FlushSignon
Moves to the next signon buffer if needed
*/
void
SV_FlushSignon (void)
{
if (sv.signon.cursize < sv.signon.maxsize - 512)
return;
if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS - 1)
Sys_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize;
sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
sv.num_signon_buffers++;
sv.signon.cursize = 0;
}
/*
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
*/
void
SV_CreateBaseline (void)
{
int entnum;
edict_t *svent;
for (entnum = 0; entnum < sv.num_edicts; entnum++) {
svent = EDICT_NUM (&sv_pr_state, entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > MAX_CLIENTS && !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)->skinnum = SVfloat (svent, skin);
if (entnum > 0 && entnum <= MAX_CLIENTS) {
((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)));
}
// LordHavoc: setup baseline to include new effects
((entity_state_t*)svent->data)->alpha = 255;
((entity_state_t*)svent->data)->scale = 16;
((entity_state_t*)svent->data)->glow_size = 0;
((entity_state_t*)svent->data)->glow_color = 254;
((entity_state_t*)svent->data)->colormod = 255;
// flush the signon message out to a separate buffer if nearly full
SV_FlushSignon ();
// 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)->skinnum);
MSG_WriteCoordAngleV (&sv.signon,
((entity_state_t*)svent->data)->origin,
((entity_state_t*)svent->data)->angles);
}
}
/*
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
*/
void
SV_SaveSpawnparms (void)
{
int i, j;
if (!sv.state)
return; // no progs loaded yet
// serverflags is the only game related thing maintained
svs.serverflags = *sv_globals.serverflags;
for (i = 0, host_client = svs.clients; i < MAX_CLIENTS; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
// needs to reconnect
host_client->state = cs_connected;
// 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_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
*/
void
SV_CalcPHS (void)
{
byte *scan;
int bitbyte, count, index, num, rowbytes, rowwords, vcount, i, j,
k, l;
unsigned int *dest, *src;
SV_Printf ("Building PHS...\n");
num = sv.worldmodel->numleafs;
rowwords = (num + 31) >> 5;
rowbytes = rowwords * 4;
sv.pvs = Hunk_Alloc (rowbytes * num);
scan = sv.pvs;
vcount = 0;
for (i = 0; i < num; i++, scan += rowbytes) {
memcpy (scan, Mod_LeafPVS (sv.worldmodel->leafs + i, sv.worldmodel),
rowbytes);
if (i == 0)
continue;
for (j = 0; j < num; j++) {
if (scan[j >> 3] & (1 << (j & 7))) {
vcount++;
}
}
}
sv.phs = Hunk_Alloc (rowbytes * num);
count = 0;
scan = sv.pvs;
dest = (unsigned int *) sv.phs;
for (i = 0; i < num; i++, dest += rowwords, scan += rowbytes) {
memcpy (dest, scan, rowbytes);
for (j = 0; j < rowbytes; j++) {
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k = 0; k < 8; k++) {
if (!(bitbyte & (1 << k)))
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
index = ((j << 3) + k + 1);
if (index >= num)
continue;
src = (unsigned int *) sv.pvs + index * rowwords;
for (l = 0; l < rowwords; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j = 0; j < num; j++)
if (((byte *) dest)[j >> 3] & (1 << (j & 7)))
count++;
}
SV_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n",
vcount / num, count / num, num);
}
unsigned int
SV_CheckModel (const char *mdl)
{
byte stackbuf[1024]; // avoid dirtying the cache heap
byte *buf;
unsigned short crc = 0;
// int len;
buf = (byte *) COM_LoadStackFile (mdl, stackbuf, sizeof (stackbuf));
if (buf) {
crc = CRC_Block (buf, com_filesize);
} else {
SV_Printf ("WARNING: cannot generate checksum for %s\n", mdl);
}
return crc;
}
/*
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
*/
void
SV_SpawnServer (const char *server)
{
edict_t *ent;
int i;
Con_DPrintf ("SpawnServer: %s\n", server);
SV_SaveSpawnparms ();
svs.spawncount++; // any partially connected client
// will be restarted
sv.state = ss_dead;
sv_pr_state.null_bad = 0;
Mod_ClearAll ();
Hunk_FreeToLowMark (host_hunklevel);
// wipe the entire per-level structure
memset (&sv, 0, sizeof (sv));
sv.datagram.maxsize = sizeof (sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.reliable_datagram.maxsize = sizeof (sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.multicast.maxsize = sizeof (sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.master.maxsize = sizeof (sv.master_buf);
sv.master.data = sv.master_buf;
sv.signon.maxsize = sizeof (sv.signon_buffers[0]);
sv.signon.data = sv.signon_buffers[0];
sv.num_signon_buffers = 1;
strcpy (sv.name, server);
// load progs to get entity field count which determines how big each
// edict is
SV_LoadProgs ();
Info_SetValueForStarKey (svs.info, "*progs", va ("%i", sv_pr_state.crc),
!sv_highchars->int_val);
// 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];
}
// leave slots at start for clients only
sv.num_edicts = MAX_CLIENTS + 1;
for (i = 0; i < MAX_CLIENTS; i++) {
ent = EDICT_NUM (&sv_pr_state, i + 1);
svs.clients[i].edict = ent;
// ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
}
sv.time = 1.0;
strncpy (sv.name, server, sizeof (sv.name));
snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server);
sv.worldmodel = Mod_ForName (sv.modelname, true);
SV_CalcPHS ();
// clear physics 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;
sv.models[1] = sv.worldmodel;
for (i = 1; i < sv.worldmodel->numsubmodels; i++) {
sv.model_precache[1 + i] = localmodels[i];
sv.models[i + 1] = Mod_ForName (localmodels[i], false);
}
// check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel ("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel ("progs/eyes.mdl");
// spawn the rest of the entities on the map
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
sv_pr_state.null_bad = 0;
ent = EDICT_NUM (&sv_pr_state, 0);
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;
*sv_globals.mapname = PR_SetString (&sv_pr_state, sv.name);
// serverflags are for cross level information (sigils)
*sv_globals.serverflags = svs.serverflags;
// close all CF files that progs didn't close from the last map
CF_CloseAllFiles ();
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame ();
// load and spawn all other entities
ED_LoadFromFile (&sv_pr_state, sv.worldmodel->entities);
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
sv.state = ss_active;
sv_pr_state.null_bad = 1;
// run two frames to allow everything to settle
sv_frametime = 0.1;
SV_Physics ();
SV_Physics ();
// save movement vars
SV_SetMoveVars ();
// create a baseline for more efficient communications
SV_CreateBaseline ();
sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize;
Info_SetValueForKey (svs.info, "map", sv.name, !sv_highchars->int_val);
Con_DPrintf ("Server spawned.\n");
}
void
SV_SetMoveVars (void)
{
movevars.gravity = sv_gravity->value;
movevars.stopspeed = sv_stopspeed->value;
movevars.maxspeed = sv_maxspeed->value;
movevars.spectatormaxspeed = sv_spectatormaxspeed->value;
movevars.accelerate = sv_accelerate->value;
movevars.airaccelerate = sv_airaccelerate->value;
movevars.wateraccelerate = sv_wateraccelerate->value;
movevars.friction = sv_friction->value;
movevars.waterfriction = sv_waterfriction->value;
movevars.entgravity = 1.0;
}