quakeforge/nq/source/sv_main.c

1269 lines
32 KiB
C

/*
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 <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) {
set_union (fatpvs, Mod_LeafPVS (leaf, sv.worldmodel));
}
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 qboolean
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 ();
}