//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" #include "server.h" /* Ghoul2 Insert Start */ #if !defined(TR_LOCAL_H) #include "../renderer/tr_local.h" #endif #if !defined (MINIHEAP_H_INC) #include "../qcommon/MiniHeap.h" #endif #include "../qcommon/stringed_ingame.h" /* =============== SV_SetConfigstring =============== */ void SV_SetConfigstring (int index, const char *val) { int len, i; int maxChunkSize = MAX_STRING_CHARS - 24; client_t *client; if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index); } if ( !val ) { val = ""; } // don't bother broadcasting an update if no change if ( !strcmp( val, sv.configstrings[ index ] ) ) { return; } // change the string in sv Z_Free( sv.configstrings[index] ); sv.configstrings[index] = CopyString( val ); // send it to all the clients if we aren't // spawning a new server if ( sv.state == SS_GAME || sv.restarting ) { // send the data to all relevent clients for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) { if ( client->state < CS_PRIMED ) { continue; } // do not always send server info to all clients if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) { continue; } len = strlen( val ); if( len >= maxChunkSize ) { int sent = 0; int remaining = len; char *cmd; char buf[MAX_STRING_CHARS]; while (remaining > 0 ) { if ( sent == 0 ) { cmd = "bcs0"; } else if( remaining < maxChunkSize ) { cmd = "bcs2"; } else { cmd = "bcs1"; } Q_strncpyz( buf, &val[sent], maxChunkSize ); SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf ); sent += (maxChunkSize - 1); remaining -= (maxChunkSize - 1); } } else { // standard cs, just send it SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val ); } } } } /* =============== SV_GetConfigstring =============== */ void SV_GetConfigstring( int index, char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize ); } if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index); } if ( !sv.configstrings[index] ) { buffer[0] = 0; return; } Q_strncpyz( buffer, sv.configstrings[index], bufferSize ); } /* ================ SV_AddConfigstring ================ */ int SV_AddConfigstring (const char *name, int start, int max) { int i; if (!name || !name[0]) { return 0; } if (name[0] == '/' || name[0] == '\\') { #if _DEBUG Com_DPrintf( "WARNING: Leading slash on '%s'\n", name); #endif name++; if (!name[0]) { return 0; } } for (i=1 ; i < max ; i++) { if (sv.configstrings[start+i][0] == 0) { // Didn't find it SV_SetConfigstring ((start+i), name); break; } else if (!Q_stricmp(sv.configstrings[start+i], name)) { return i; } } return 0; } /* =============== SV_SetUserinfo =============== */ void SV_SetUserinfo( int index, const char *val ) { if ( index < 0 || index >= sv_maxclients->integer ) { Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index); } if ( !val ) { val = ""; } Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) ); Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) ); } /* =============== SV_GetUserinfo =============== */ void SV_GetUserinfo( int index, char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize ); } if ( index < 0 || index >= sv_maxclients->integer ) { Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index); } Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize ); } /* ================ SV_CreateBaseline Entity baselines are used to compress non-delta messages to the clients -- only the fields that differ from the baseline will be transmitted ================ */ void SV_CreateBaseline( void ) { sharedEntity_t *svent; int entnum; for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) { svent = SV_GentityNum(entnum); if (!svent->r.linked) { continue; } svent->s.number = entnum; // // take current state as baseline // sv.svEntities[entnum].baseline = svent->s; } } /* =============== SV_BoundMaxClients =============== */ void SV_BoundMaxClients( int minimum ) { // get the current maxclients value Cvar_Get( "sv_maxclients", "8", 0 ); sv_maxclients->modified = qfalse; if ( sv_maxclients->integer < minimum ) { Cvar_Set( "sv_maxclients", va("%i", minimum) ); } else if ( sv_maxclients->integer > MAX_CLIENTS ) { Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) ); } } /* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); svs.clients = (struct client_s *)Z_Malloc (sizeof(client_t) * sv_maxclients->integer, TAG_CLIENTS, qtrue ); if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; Cvar_Set( "r_ghoul2animsmooth", "0"); Cvar_Set( "r_ghoul2unsqashaftersmooth", "0"); } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; Cvar_Set( "sv_running", "1" ); } /* Ghoul2 Insert Start */ void SV_InitSV(void) { // clear out most of the sv struct memset(&sv, 0, (sizeof(sv))); sv.mLocalSubBSPIndex = -1; } /* Ghoul2 Insert End */ /* ================== SV_ChangeMaxClients ================== */ void SV_ChangeMaxClients( void ) { int oldMaxClients; int i; client_t *oldClients; int count; // get the highest client number in use count = 0; for ( i = 0 ; i < sv_maxclients->integer ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { if (i > count) count = i; } } count++; oldMaxClients = sv_maxclients->integer; // never go below the highest client number in use SV_BoundMaxClients( count ); // if still the same if ( sv_maxclients->integer == oldMaxClients ) { return; } oldClients = (struct client_s *)Hunk_AllocateTempMemory( count * sizeof(client_t) ); // copy the clients to hunk memory for ( i = 0 ; i < count ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { oldClients[i] = svs.clients[i]; } else { Com_Memset(&oldClients[i], 0, sizeof(client_t)); } } // free old clients arrays Z_Free( svs.clients ); // allocate new clients svs.clients = (struct client_s *)Z_Malloc ( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS, qtrue ); Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) ); // copy the clients over for ( i = 0 ; i < count ; i++ ) { if ( oldClients[i].state >= CS_CONNECTED ) { svs.clients[i] = oldClients[i]; } } // free the old clients on the hunk Hunk_FreeTempMemory( oldClients ); // allocate new snapshot entities if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } } /* ================ SV_ClearServer ================ */ void SV_ClearServer(void) { int i; for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( sv.configstrings[i] ) { Z_Free( sv.configstrings[i] ); } } // CM_ClearMap(); /* Ghoul2 Insert Start */ // nope, can't do this anymore.. sv contains entitystates with STL in them. // memset (&sv, 0, sizeof(sv)); SV_InitSV(); /* Ghoul2 Insert End */ // Com_Memset (&sv, 0, sizeof(sv)); } /* ================ SV_TouchCGame touch the cgame.vm so that a pure client can load it if it's in a seperate pk3 ================ */ void SV_TouchCGame(void) { fileHandle_t f; char filename[MAX_QPATH]; if (Cvar_VariableValue( "vm_cgame" )) { Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" ); } else { Com_sprintf( filename, sizeof(filename), "cgamex86.dll" ); } FS_FOpenFileRead( filename, &f, qfalse ); if ( f ) { FS_FCloseFile( f ); } } void SV_SendMapChange(void) { int i; if (svs.clients) { for (i=0 ; iinteger ; i++) { if (svs.clients[i].state >= CS_CONNECTED) { if ( svs.clients[i].netchan.remoteAddress.type != NA_BOT ) { SV_SendClientMapChange( &svs.clients[i] ) ; } } } } } void R_SVModelInit(); #ifdef _XBOX //To avoid fragmentation, we want everything free by this point. //Much of this probably violates DLL boundaries, so it's done on //Xbox only. extern void NAV_Free(void); extern void CL_ClearLastLevel(void); void SV_ClearLastLevel(void) { CL_ClearLastLevel(); NAV_Free(); int i; for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( sv.configstrings[i] ) { Z_Free( sv.configstrings[i] ); sv.configstrings[i] = NULL; } } } #endif /* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. This is NOT called for map_restart ================ */ extern CMiniHeap *G2VertSpaceServer; extern CMiniHeap CMiniHeap_singleton; extern void RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload); void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) { int i; int checksum; qboolean isBot; char systemInfo[16384]; const char *p; SV_SendMapChange(); RE_RegisterMedia_LevelLoadBegin(server, eForceReload); // shut down the existing game if it is running SV_ShutdownGameProgs(); Com_Printf ("------ Server Initialization ------\n"); Com_Printf ("Server: %s\n",server); /* Ghoul2 Insert Start */ // de allocate the snapshot entities if (svs.snapshotEntities) { delete[] svs.snapshotEntities; svs.snapshotEntities = NULL; } /* Ghoul2 Insert End */ SV_SendMapChange(); #ifdef _XBOX // disable vsync during load for speed qglDisable(GL_VSYNC); #endif // if not running a dedicated server CL_MapLoading will connect the client to the server // also print some status stuff CL_MapLoading(); #ifndef DEDICATED // make sure all the client stuff is unloaded CL_ShutdownAll(); #endif CM_ClearMap(); #ifdef _XBOX // extern qboolean RE_RegisterImages_LevelLoadEnd(void); // RE_RegisterImages_LevelLoadEnd(); R_DeleteTextures(); #endif // clear the whole hunk because we're (re)loading the server Hunk_Clear(); #ifdef _XBOX SV_ClearLastLevel(); #endif R_InitSkins(); R_InitShaders(qtrue); #if defined(_XBOX) && defined(_DEBUG) //Useful for memory debugging. Please don't delete. Comment out if //necessary. extern void Z_DisplayLevelMemory(int, int, int); extern void Z_Details_f(void); extern void Z_TagPointers(memtag_t); Z_DisplayLevelMemory(0, 0, 0); Z_Details_f(); #endif // init client structures and svs.numSnapshotEntities if ( !Cvar_VariableValue("sv_running") ) { SV_Startup(); } else { // check for maxclients change if ( sv_maxclients->modified ) { SV_ChangeMaxClients(); } } SV_SendMapChange(); /* Ghoul2 Insert Start */ // clear out those shaders, images and Models as long as this // isnt a dedicated server. /* if ( !com_dedicated->integer ) { #ifndef DEDICATED R_InitImages(); R_InitShaders(); R_ModelInit(); #endif } else */ if (com_dedicated->integer) { R_SVModelInit(); } SV_SendMapChange(); // clear pak references FS_ClearPakReferences(0); /* Ghoul2 Insert Start */ // allocate the snapshot entities on the hunk // svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high ); svs.nextSnapshotEntities = 0; // allocate the snapshot entities svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities]; // we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities); /* Ghoul2 Insert End */ // toggle the server bit so clients can detect that a // server has changed svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // set nextmap to the same map, but it may be overriden // by the game startup or another console command Cvar_Set( "nextmap", "map_restart 0"); // Cvar_Set( "nextmap", va("map %s", server) ); // wipe the entire per-level structure SV_ClearServer(); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END // make sure we are not paused Cvar_Set("cl_paused", "0"); // get a new checksum feed and restart the file system srand(Com_Milliseconds()); sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds(); FS_Restart( sv.checksumFeed ); #ifdef _XBOX CL_StartHunkUsers(); CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); // RE_LoadWorldMap(va("maps/%s.bsp", server)); // Start up voice system if it isn't running yet. (ie, if we're on syslink) if( !logged_on ) g_Voice.Initialize(); #else CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); #endif SV_SendMapChange(); // set serverinfo visible name Cvar_Set( "mapname", server ); Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); // serverid should be different each time sv.serverId = com_frameTime; sv.restartedServerId = sv.serverId; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // clear physics interaction links SV_ClearWorld (); // media configstring setting should be done during // the loading stage, so connected clients don't have // to load during actual gameplay sv.state = SS_LOADING; // load and spawn all other entities SV_InitGameProgs(); // don't allow a map_restart if game is modified sv_gametype->modified = qfalse; // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; } //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END // create a baseline for more efficient communications SV_CreateBaseline (); for (i=0 ; iinteger ; i++) { // send the new gamestate to all connected clients if (svs.clients[i].state >= CS_CONNECTED) { char *denied; if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { if ( killBots ) { SV_DropClient( &svs.clients[i], "" ); continue; } isBot = qtrue; } else { isBot = qfalse; } // connect the client again denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( &svs.clients[i], denied ); } else { if( !isBot ) { // when we get the next packet from a connected client, // the new gamestate will be sent svs.clients[i].state = CS_CONNECTED; } else { client_t *client; sharedEntity_t *ent; client = &svs.clients[i]; client->state = CS_ACTIVE; ent = SV_GentityNum( i ); ent->s.number = i; client->gentity = ent; client->deltaMessage = -1; client->nextSnapshotTime = svs.time; // generate a snapshot immediately VM_Call( gvm, GAME_CLIENT_BEGIN, i ); } } } } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END if ( sv_pure->integer ) { // the server sends these to the clients so they will only // load pk3s also loaded at the server p = FS_LoadedPakChecksums(); Cvar_Set( "sv_paks", p ); if (strlen(p) == 0) { Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" ); } p = FS_LoadedPakNames(); Cvar_Set( "sv_pakNames", p ); // if a dedicated pure server we need to touch the cgame because it could be in a // seperate pk3 file and the client will need to load the latest cgame.qvm if ( com_dedicated->integer ) { SV_TouchCGame(); } } else { Cvar_Set( "sv_paks", "" ); Cvar_Set( "sv_pakNames", "" ); } // the server sends these to the clients so they can figure // out which pk3s should be auto-downloaded p = FS_ReferencedPakChecksums(); Cvar_Set( "sv_referencedPaks", p ); p = FS_ReferencedPakNames(); Cvar_Set( "sv_referencedPakNames", p ); // save systeminfo and serverinfo strings Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SYSTEMINFO, systemInfo ); SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; // any media configstring setting now should issue a warning // and any configstring changes should be reliably transmitted // to all clients sv.state = SS_GAME; // send a heartbeat now so the master will get up to date info SV_Heartbeat_f(); Hunk_SetMark(); /* MrE: 2000-09-13: now called in CL_DownloadsComplete // don't call when running dedicated if ( !com_dedicated->integer ) { // note that this is called after setting the hunk mark with Hunk_SetMark CL_StartHunkUsers(); } */ } /* =============== SV_Init Only called at main exe startup, not for each game =============== */ void SV_BotInitBotLib(void); void SV_Init (void) { SV_AddOperatorCommands (); // serverinfo vars Cvar_Get ("dmflags", "0", CVAR_SERVERINFO); Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO); Cvar_Get ("timelimit", "0", CVAR_SERVERINFO); Cvar_Get ("capturelimit", "0", CVAR_SERVERINFO); // Get these to establish them and to make sure they have a default before the menus decide to stomp them. Cvar_Get ("g_maxHolocronCarry", "3", CVAR_SERVERINFO); Cvar_Get ("g_privateDuel", "1", CVAR_SERVERINFO ); Cvar_Get ("g_saberLocking", "1", CVAR_SERVERINFO ); Cvar_Get ("g_maxForceRank", "6", CVAR_SERVERINFO ); Cvar_Get ("duel_fraglimit", "10", CVAR_SERVERINFO); Cvar_Get ("g_forceBasedTeams", "0", CVAR_SERVERINFO); Cvar_Get ("g_duelWeaponDisable", "1", CVAR_SERVERINFO); sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH ); sv_needpass = Cvar_Get ("g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM ); Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO); Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM); sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM); sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO); sv_hostname = Cvar_Get ("sv_hostname", "*Jedi*", CVAR_SERVERINFO | CVAR_ARCHIVE ); sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO ); #ifdef USE_CD_KEY sv_allowAnonymous = Cvar_Get ("sv_allowAnonymous", "0", CVAR_SERVERINFO); #endif // systeminfo Cvar_Get ("sv_cheats", "0", CVAR_SYSTEMINFO | CVAR_ROM ); sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM ); #ifndef DLL_ONLY // bk010216 - for DLL-only servers sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO ); #else sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM ); #endif Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); // server vars sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP ); sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP ); sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP ); sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP ); sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP ); Cvar_Get ("nextmap", "", CVAR_TEMP ); #ifndef _XBOX // No master or downloads on Xbox sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO); sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 ); sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE ); sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE ); sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE ); sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE ); #endif sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0); sv_showghoultraces = Cvar_Get ("sv_showghoultraces", "0", 0); sv_showloss = Cvar_Get ("sv_showloss", "0", 0); sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0); sv_killserver = Cvar_Get ("sv_killserver", "0", 0); sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM); // sv_debugserver = Cvar_Get ("sv_debugserver", "0", 0); // initialize bot cvars so they are listed and can be set before loading the botlib SV_BotInitCvars(); // init the botlib here because we need the pre-compiler in the UI SV_BotInitBotLib(); #ifdef _XBOX svs.clientRefNum = 0; #endif // Only allocated once, no point in moving it around and fragmenting // create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection G2VertSpaceServer = &CMiniHeap_singleton; } /* ================== SV_FinalMessage Used by SV_Shutdown to send a final message to all connected clients before the server goes down. The messages are sent immediately, not just stuck on the outgoing message list, because the server is going to totally exit after returning from this function. ================== */ void SV_FinalMessage( char *message ) { int i, j; client_t *cl; // send it twice, ignoring rate for ( j = 0 ; j < 2 ; j++ ) { for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) { if (cl->state >= CS_CONNECTED) { // don't send a disconnect to a local client if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) { SV_SendServerCommand( cl, "print \"%s\"", message ); SV_SendServerCommand( cl, "disconnect" ); } // force a snapshot to be sent cl->nextSnapshotTime = -1; SV_SendClientSnapshot( cl ); } } } } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown( char *finalmsg ) { if ( !com_sv_running || !com_sv_running->integer ) { return; } // Com_Printf( "----- Server Shutdown -----\n" ); if ( svs.clients && !com_errorEntered ) { SV_FinalMessage( finalmsg ); } SV_RemoveOperatorCommands(); #ifndef _XBOX // No master on Xbox SV_MasterShutdown(); #endif SV_ShutdownGameProgs(); /* Ghoul2 Insert Start */ // de allocate the snapshot entities if (svs.snapshotEntities) { delete[] svs.snapshotEntities; svs.snapshotEntities = NULL; } // free current level SV_ClearServer(); CM_ClearMap();//jfm: add a clear here since it's commented out in clearServer. This prevents crashing cmShaderTable on exit. // free server static data if ( svs.clients ) { Z_Free( svs.clients ); } Com_Memset( &svs, 0, sizeof( svs ) ); Cvar_Set( "sv_running", "0" ); Cvar_Set("ui_singlePlayerActive", "0"); // Com_Printf( "---------------------------\n" ); #ifdef _XBOX // If we were advertising on Live, remove the listing. This also unregisters // the server's key. SysLink keys are never unregistered, so we don't do anything // special here for them. if ( logged_on ) XBL_MM_Shutdown(); // Tear down voice now if we're on system link (Live keeps it active) if( !logged_on ) g_Voice.Shutdown(); // Wipe our player list - this is important memset( &xbOnlineInfo, 0, sizeof(xbOnlineInfo) ); #endif // disconnect any local clients CL_Disconnect( qfalse ); }