448 lines
13 KiB
C
448 lines
13 KiB
C
// server.h
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#define QW_SERVER
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#define MAX_MASTERS 8 // max recipients for heartbeat packets
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#define MAX_SIGNON_BUFFERS 8
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typedef enum {
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ss_dead, // no map loaded
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ss_loading, // spawning level edicts
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ss_active // actively running
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} server_state_t;
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// some qc commands are only valid before the server has finished
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// initializing (precache commands, static sounds / objects, etc)
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typedef struct
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{
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qboolean active; // false when server is going down
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server_state_t state; // precache commands are only valid during load
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double time;
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int lastcheck; // used by PF_checkclient
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double lastchecktime; // for monster ai
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double next_PIV_time; // Last Player In View time
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char name[64]; // map name
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char midi_name[128]; // midi file name
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byte cd_track; // cd track number
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int current_skill;
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char startspot[64];
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char modelname[MAX_QPATH]; // maps/<name>.bsp, for model_precache[0]
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struct model_s *worldmodel;
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char *model_precache[MAX_MODELS]; // NULL terminated
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char *sound_precache[MAX_SOUNDS]; // NULL terminated
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char *lightstyles[MAX_LIGHTSTYLES];
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struct model_s *models[MAX_MODELS];
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struct EffectT Effects[MAX_EFFECTS];
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int num_edicts; // increases towards MAX_EDICTS
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edict_t *edicts; // can NOT be array indexed, because
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// edict_t is variable sized, but can
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// be used to reference the world ent
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byte *pvs, *phs; // fully expanded and decompressed
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// added to every client's unreliable buffer each frame, then cleared
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sizebuf_t datagram;
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byte datagram_buf[MAX_DATAGRAM];
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// added to every client's reliable buffer each frame, then cleared
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sizebuf_t reliable_datagram;
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byte reliable_datagram_buf[MAX_MSGLEN];
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// the multicast buffer is used to send a message to a set of clients
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sizebuf_t multicast;
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byte multicast_buf[MAX_MSGLEN];
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// the master buffer is used for building log packets
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sizebuf_t master;
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byte master_buf[MAX_DATAGRAM];
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// the signon buffer will be sent to each client as they connect
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// includes the entity baselines, the static entities, etc
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// large levels will have >MAX_DATAGRAM sized signons, so
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// multiple signon messages are kept
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sizebuf_t signon;
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int num_signon_buffers;
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int signon_buffer_size[MAX_SIGNON_BUFFERS];
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byte signon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM];
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} server_t;
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#define NUM_SPAWN_PARMS 16
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typedef enum
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{
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cs_free, // can be reused for a new connection
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cs_zombie, // client has been disconnected, but don't reuse
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// connection for a couple seconds
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cs_connected, // has been assigned to a client_t, but not in game yet
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cs_spawned // client is fully in game
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} client_state_t;
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typedef struct
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{
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// received from client
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// reply
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double senttime;
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float ping_time;
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packet_entities_t entities;
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} client_frame_t;
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typedef struct client_s
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{
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client_state_t state;
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int spectator; // non-interactive
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qboolean sendinfo; // at end of frame, send info to all
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// this prevents malicious multiple broadcasts
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qboolean portals; // They have portals mission pack installed
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int userid; // identifying number
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char userinfo[MAX_INFO_STRING]; // infostring
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usercmd_t lastcmd; // for filling in big drops and partial predictions
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double localtime; // of last message
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int oldbuttons;
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float maxspeed; // localized maxspeed
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float entgravity; // localized ent gravity
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edict_t *edict; // EDICT_NUM(clientnum+1)
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char name[32]; // for printing to other people
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// extracted from userinfo
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int playerclass;
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int siege_team;
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int next_playerclass;
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int messagelevel; // for filtering printed messages
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// the datagram is written to after every frame, but only cleared
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// when it is sent out to the client. overflow is tolerated.
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sizebuf_t datagram;
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byte datagram_buf[MAX_DATAGRAM];
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double connection_started; // or time of disconnect for zombies
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qboolean send_message; // set on frames a datagram arived on
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// spawn parms are carried from level to level
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float spawn_parms[NUM_SPAWN_PARMS];
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// client known data for deltas
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int old_frags;
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int stats[MAX_CL_STATS];
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client_frame_t frames[UPDATE_BACKUP]; // updates can be deltad from here
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FILE *download; // file being downloaded
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int downloadsize; // total bytes
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int downloadcount; // bytes sent
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int spec_track; // entnum of player tracking
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double whensaid[10]; // JACK: For floodprots
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int whensaidhead; // Head value for floodprots
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double lockedtill;
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//===== NETWORK ============
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int chokecount;
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int delta_sequence; // -1 = no compression
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netchan_t netchan;
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entvars_t old_v;
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qboolean send_all_v;
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unsigned PIV, LastPIV; // people in view
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qboolean skipsend; // Skip sending this frame, guaranteed to send next frame
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} client_t;
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// a client can leave the server in one of four ways:
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// dropping properly by quiting or disconnecting
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// timing out if no valid messages are received for timeout.value seconds
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// getting kicked off by the server operator
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// a program error, like an overflowed reliable buffer
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//=============================================================================
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#define STATFRAMES 100
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typedef struct
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{
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double active;
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double idle;
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int count;
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int packets;
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double latched_active;
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double latched_idle;
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int latched_packets;
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} svstats_t;
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typedef struct
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{
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int spawncount; // number of servers spawned since start,
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// used to check late spawns
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client_t clients[MAX_CLIENTS];
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int serverflags; // episode completion information
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qboolean changelevel_issued; // cleared when at SV_SpawnServer
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double last_heartbeat;
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int heartbeat_sequence;
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svstats_t stats;
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char info[MAX_SERVERINFO_STRING];
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// log messages are used so that fraglog processes can get stats
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int logsequence; // the message currently being filled
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double logtime; // time of last swap
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sizebuf_t log[2];
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byte log_buf[2][MAX_DATAGRAM];
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} server_static_t;
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//=============================================================================
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// edict->movetype values
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // gravity
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#define MOVETYPE_STEP 4 // gravity, special edge handling
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
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#define MOVETYPE_BOUNCE 10
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//#ifdef QUAKE2
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
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#define MOVETYPE_FOLLOW 12 // track movement of aiment
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//#endif
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#define MOVETYPE_PUSHPULL 13 // pushable/pullable object
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#define MOVETYPE_SWIM 14 // should keep the object in water
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// edict->solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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#define SOLID_PHASE 5 // won't slow down when hitting entities flagged as FL_MONSTER
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// edict->deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// edict->flags
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#define FL_FLY 1
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#define FL_SWIM 2
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#define FL_CONVEYOR 4
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#define FL_CLIENT 8
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#define FL_INWATER 16
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#define FL_MONSTER 32
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#define FL_GODMODE 64
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#define FL_NOTARGET 128
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#define FL_ITEM 256
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#define FL_ONGROUND 512
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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#define FL_JUMPRELEASED 4096 // for jump debouncing
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#define FL_FLASHLIGHT 8192
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#define FL_ARCHIVE_OVERRIDE 1048576
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#define FL_ARTIFACTUSED 16384
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#define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle
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#define FL_CLASS_DEPENDENT 2097152 // model will appear different to each player
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#define FL_SPECIAL_ABILITY1 4194304 // has 1st special ability
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#define FL_SPECIAL_ABILITY2 8388608 // has 2nd special ability
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#define FL2_CROUCHED 4096
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// Built-in Spawn Flags
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#define SPAWNFLAG_NOT_PALADIN 256
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#define SPAWNFLAG_NOT_CLERIC 512
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#define SPAWNFLAG_NOT_NECROMANCER 1024
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#define SPAWNFLAG_NOT_THEIF 2048
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#define SPAWNFLAG_NOT_EASY 4096
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#define SPAWNFLAG_NOT_MEDIUM 8192
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#define SPAWNFLAG_NOT_HARD 16384
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#define SPAWNFLAG_NOT_DEATHMATCH 32768
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#define SPAWNFLAG_NOT_COOP 65536
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#define SPAWNFLAG_NOT_SINGLE 131072
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#ifdef QUAKE2RJ
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// server flags
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#define SFL_EPISODE_1 1
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#define SFL_EPISODE_2 2
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#define SFL_EPISODE_3 4
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#define SFL_EPISODE_4 8
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#define SFL_NEW_UNIT 16
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#define SFL_NEW_EPISODE 32
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#define SFL_CROSS_TRIGGERS 65280
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#endif
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#define MULTICAST_ALL 0
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#define MULTICAST_PHS 1
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#define MULTICAST_PVS 2
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#define MULTICAST_ALL_R 3
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#define MULTICAST_PHS_R 4
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#define MULTICAST_PVS_R 5
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//============================================================================
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extern cvar_t sv_mintic, sv_maxtic;
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extern cvar_t sv_maxspeed;
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extern netadr_t master_adr[MAX_MASTERS]; // address of the master server
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extern cvar_t spawn;
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extern cvar_t teamplay;
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extern cvar_t skill;
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extern cvar_t deathmatch;
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extern cvar_t coop;
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extern cvar_t maxclients;
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extern cvar_t randomclass;
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extern cvar_t damageScale;
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extern cvar_t meleeDamScale;
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extern cvar_t shyRespawn;
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extern cvar_t spartanPrint;
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extern cvar_t manaScale;
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extern cvar_t tomeMode;
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extern cvar_t tomeRespawn;
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extern cvar_t w2Respawn;
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extern cvar_t altRespawn;
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extern cvar_t fixedLevel;
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extern cvar_t autoItems;
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extern cvar_t dmMode;
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extern cvar_t easyFourth;
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extern cvar_t patternRunner;
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extern cvar_t fraglimit;
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extern cvar_t timelimit;
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extern cvar_t noexit;
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extern server_static_t svs; // persistant server info
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extern server_t sv; // local server
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extern client_t *host_client;
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extern edict_t *sv_player;
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extern char localmodels[MAX_MODELS][5]; // inline model names for precache
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extern char localinfo[MAX_LOCALINFO_STRING+1];
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extern int host_hunklevel;
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extern FILE *sv_logfile;
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extern FILE *sv_fraglogfile;
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//===========================================================
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//
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// sv_main.c
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//
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void SV_Shutdown (void);
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void SV_Frame (float time);
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void SV_FinalMessage (char *message);
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void SV_DropClient (client_t *drop);
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int SV_CalcPing (client_t *cl);
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void SV_FullClientUpdate (client_t *client, sizebuf_t *buf);
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int SV_ModelIndex (char *name);
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qboolean SV_CheckBottom (edict_t *ent);
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qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean set_trace);
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void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg);
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void SV_MoveToGoal (void);
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void SV_SaveSpawnparms (void);
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void SV_Physics_Client (edict_t *ent);
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void SV_ExecuteUserCommand (char *s);
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void SV_InitOperatorCommands (void);
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void SV_SendServerinfo (client_t *client);
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void SV_ExtractFromUserinfo (client_t *cl);
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void Master_Heartbeat (void);
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void Master_Packet (void);
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//
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// sv_init.c
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//
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void SV_SpawnServer (char *server, char *startspot);
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//
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// sv_phys.c
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//
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void SV_ProgStartFrame (void);
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void SV_Physics (void);
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void SV_CheckVelocity (edict_t *ent);
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void SV_AddGravity (edict_t *ent, float scale);
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qboolean SV_RunThink (edict_t *ent);
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void SV_Physics_Toss (edict_t *ent);
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void SV_RunNewmis (void);
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void SV_Impact (edict_t *e1, edict_t *e2);
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//
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// sv_send.c
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//
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extern unsigned clients_multicast;
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void SV_SendClientMessages (void);
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void SV_Multicast (vec3_t origin, int to);
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void SV_MulticastSpecific (unsigned clients, qboolean reliable);
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void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
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float attenuation);
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void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
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void SV_StartParticle2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
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void SV_StartParticle3 (vec3_t org, vec3_t box, int color, int effect, int count);
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void SV_StartParticle4 (vec3_t org, float radius, int color, int effect, int count);
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void SV_StartRainEffect (vec3_t org, vec3_t e_size, int x_dir, int y_dir, int color, int count);
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void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...);
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void SV_BroadcastPrintf (int level, char *fmt, ...);
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void SV_BroadcastCommand (char *fmt, ...);
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void SV_SendMessagesToAll (void);
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void SV_FindModelNumbers (void);
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//
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// sv_user.c
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//
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void SV_ExecuteClientMessage (client_t *cl);
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void SV_UserInit (void);
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//
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// svonly.c
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//
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typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t;
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void SV_BeginRedirect (redirect_t rd);
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void SV_EndRedirect (void);
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//
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// sv_ccmds.c
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//
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void SV_Status_f (void);
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//
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// sv_ents.c
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//
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void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg);
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