// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "server.h" /* Ghoul2 Insert Start */ #if !defined (MINIHEAP_H_INC) #include "../qcommon/miniheap.h" #endif /* Ghoul2 Insert End */ serverStatic_t svs; // persistant server info server_t sv; // local server game_export_t *ge; cvar_t *sv_fps; // time rate for running non-clients cvar_t *sv_timeout; // seconds without any message cvar_t *sv_zombietime; // seconds to sink messages after disconnect cvar_t *sv_reconnectlimit; // minimum seconds between connect messages cvar_t *sv_showloss; // report when usercmds are lost cvar_t *sv_killserver; // menu system can set to 1 to shut server down cvar_t *sv_mapname; cvar_t *sv_spawntarget; cvar_t *sv_mapChecksum; cvar_t *sv_serverid; cvar_t *sv_testsave; // Run the savegame enumeration every game frame cvar_t *sv_compress_saved_games; // compress the saved games on the way out (only affect saver, loader can read both) /* ============================================================================= EVENT MESSAGES ============================================================================= */ /* =============== SV_ExpandNewlines Converts newlines to "\n" so a line prints nicer =============== */ char *SV_ExpandNewlines( char *in ) { static char string[1024]; int l; l = 0; while ( *in && l < sizeof(string) - 3 ) { if ( *in == '\n' ) { string[l++] = '\\'; string[l++] = 'n'; } else { string[l++] = *in; } in++; } string[l] = 0; return string; } /* ====================== SV_AddServerCommand The given command will be transmitted to the client, and is guaranteed to not have future snapshot_t executed before it is executed ====================== */ void SV_AddServerCommand( client_t *client, const char *cmd ) { int index; // if we would be losing an old command that hasn't been acknowledged, // we must drop the connection if ( client->reliableSequence - client->reliableAcknowledge > MAX_RELIABLE_COMMANDS ) { SV_DropClient( client, "Server command overflow" ); return; } client->reliableSequence++; index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 ); if ( client->reliableCommands[ index ] ) { Z_Free( client->reliableCommands[ index ] ); } client->reliableCommands[ index ] = CopyString( cmd ); } /* ================= SV_SendServerCommand Sends a reliable command string to be interpreted by the client game module: "cp", "print", "chat", etc A NULL client will broadcast to all clients ================= */ void SV_SendServerCommand(client_t *cl, const char *fmt, ...) { va_list argptr; byte message[MAX_MSGLEN]; int len; client_t *client; int j; message[0] = svc_serverCommand; va_start (argptr,fmt); vsprintf ((char *)message+1, fmt,argptr); va_end (argptr); len = strlen( (char *)message ) + 1; if ( cl != NULL ) { SV_AddServerCommand( cl, (char *)message ); return; } // send the data to all relevent clients for (j = 0, client = svs.clients; j < 1 ; j++, client++) { if ( client->state < CS_PRIMED ) { continue; } SV_AddServerCommand( client, (char *)message ); } } /* ============================================================================== CONNECTIONLESS COMMANDS ============================================================================== */ /* ================ SVC_Status Responds with all the info that qplug or qspy can see about the server and all connected players. Used for getting detailed information after the simple info query. ================ */ void SVC_Status( netadr_t from ) { char player[1024]; char status[MAX_MSGLEN]; int i; client_t *cl; int statusLength; int playerLength; int score; char infostring[MAX_INFO_STRING]; strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) ); // echo back the parameter to status. so servers can use it as a challenge // to prevent timed spoofed reply packets that add ghost servers Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) ); status[0] = 0; statusLength = 0; for (i=0 ; i < 1 ; i++) { cl = &svs.clients[i]; if ( cl->state >= CS_CONNECTED ) { if ( cl->gentity && cl->gentity->client ) { score = cl->gentity->client->persistant[PERS_SCORE]; } else { score = 0; } Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n", score, cl->ping, cl->name); playerLength = strlen(player); if (statusLength + playerLength >= sizeof(status) ) { break; // can't hold any more } strcpy (status + statusLength, player); statusLength += playerLength; } } NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status ); } /* ================ SVC_Info Responds with a short info message that should be enough to determine if a user is interested in a server to do a full status ================ */ static void SVC_Info( netadr_t from ) { int i, count; char infostring[MAX_INFO_STRING]; count = 0; for ( i = 0 ; i < 1 ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { count++; } } infostring[0] = 0; // echo back the parameter to status. so servers can use it as a challenge // to prevent timed spoofed reply packets that add ghost servers Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) ); Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) ); //Info_SetValueForKey( infostring, "hostname", sv_hostname->string ); Info_SetValueForKey( infostring, "mapname", sv_mapname->string ); Info_SetValueForKey( infostring, "clients", va("%i", count) ); Info_SetValueForKey( infostring, "sv_maxclients", va("%i", 1) ); NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring ); } /* ================= SV_ConnectionlessPacket A connectionless packet has four leading 0xff characters to distinguish it from a game channel. Clients that are in the game can still send connectionless packets. ================= */ static void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) { char *s; char *c; MSG_BeginReading( msg ); MSG_ReadLong( msg ); // skip the -1 marker s = MSG_ReadStringLine( msg ); Cmd_TokenizeString( s ); c = Cmd_Argv(0); Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c); if (!strcmp(c,"getstatus")) { SVC_Status( from ); } else if (!strcmp(c,"getinfo")) { SVC_Info( from ); } else if (!strcmp(c,"connect")) { SV_DirectConnect( from ); } else if (!strcmp(c,"disconnect")) { // if a client starts up a local server, we may see some spurious // server disconnect messages when their new server sees our final // sequenced messages to the old client } else { Com_DPrintf ("bad connectionless packet from %s:\n%s\n" , NET_AdrToString (from), s); } } //============================================================================ /* ================= SV_ReadPackets ================= */ void SV_PacketEvent( netadr_t from, msg_t *msg ) { int i; client_t *cl; int qport; // check for connectionless packet (0xffffffff) first if ( msg->cursize >= 4 && *(int *)msg->data == -1) { SV_ConnectionlessPacket( from, msg ); return; } // read the qport out of the message so we can fix up // stupid address translating routers MSG_BeginReading( msg ); MSG_ReadLong( msg ); // sequence number MSG_ReadLong( msg ); // sequence number qport = MSG_ReadShort( msg ) & 0xffff; // find which client the message is from for (i=0, cl=svs.clients ; i < 1 ; i++,cl++) { if (cl->state == CS_FREE) { continue; } if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) { continue; } // it is possible to have multiple clients from a single IP // address, so they are differentiated by the qport variable if (cl->netchan.qport != qport) { continue; } // the IP port can't be used to differentiate them, because // some address translating routers periodically change UDP // port assignments if (cl->netchan.remoteAddress.port != from.port) { Com_Printf( "SV_ReadPackets: fixing up a translated port\n" ); cl->netchan.remoteAddress.port = from.port; } // make sure it is a valid, in sequence packet if (Netchan_Process(&cl->netchan, msg)) { // zombie clients stil neet to do the Netchan_Process // to make sure they don't need to retransmit the final // reliable message, but they don't do any other processing if (cl->state != CS_ZOMBIE) { cl->lastPacketTime = sv.time; // don't timeout cl->frames[ cl->netchan.incomingAcknowledged & PACKET_MASK ] .messageAcked = sv.time; SV_ExecuteClientMessage( cl, msg ); } } return; } // if we received a sequenced packet from an address we don't reckognize, // send an out of band disconnect packet to it NET_OutOfBandPrint( NS_SERVER, from, "disconnect" ); } /* =================== SV_CalcPings Updates the cl->ping variables =================== */ void SV_CalcPings (void) { int i, j; client_t *cl; int total, count; int delta; for (i=0 ; i < 1 ; i++) { cl = &svs.clients[i]; if ( cl->state != CS_ACTIVE ) { continue; } if ( cl->gentity->svFlags & SVF_BOT ) { continue; } total = 0; count = 0; for ( j = 0 ; j < PACKET_BACKUP ; j++ ) { delta = cl->frames[j].messageAcked - cl->frames[j].messageSent; if ( delta >= 0 ) { count++; total += delta; } } if (!count) { cl->ping = 999; } else { cl->ping = total/count; if ( cl->ping > 999 ) { cl->ping = 999; } } // let the game dll know about the ping cl->gentity->client->ping = cl->ping; } } /* ================== SV_CheckTimeouts If a packet has not been received from a client for timeout->integer seconds, drop the conneciton. Server time is used instead of realtime to avoid dropping the local client while debugging. When a client is normally dropped, the client_t goes into a zombie state for a few seconds to make sure any final reliable message gets resent if necessary ================== */ void SV_CheckTimeouts( void ) { int i; client_t *cl; int droppoint; int zombiepoint; droppoint = sv.time - 1000 * sv_timeout->integer; zombiepoint = sv.time - 1000 * sv_zombietime->integer; for (i=0,cl=svs.clients ; i < 1 ; i++,cl++) { // message times may be wrong across a changelevel if (cl->lastPacketTime > sv.time) { cl->lastPacketTime = sv.time; } if (cl->state == CS_ZOMBIE && cl->lastPacketTime < zombiepoint) { cl->state = CS_FREE; // can now be reused continue; } if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) { // wait several frames so a debugger session doesn't // cause a timeout if ( ++cl->timeoutCount > 5 ) { SV_DropClient (cl, "timed out"); cl->state = CS_FREE; // don't bother with zombie state } } else { cl->timeoutCount = 0; } } } /* ================== SV_CheckPaused ================== */ qboolean SV_CheckPaused( void ) { if ( !cl_paused->integer ) { return qfalse; } sv_paused->integer = 1; return qtrue; } /* This wonderful hack is needed to avoid rendering frames until several camera related things have wended their way through the network. The problem is basically that the server asks the client where the camera is to decide what entities down to the client. However right after certain transitions the client tends to give a wrong answer. CGCam_Disable is one such time/ When this happens we want to dump all rendered frame until these things have happened, in order: 0) (This state will mean that we are awaiting state 1) 1) The server has run a frame and built a packet 2) The client has computed a camera position 3) The server has run a frame and built a packet 4) The client has recieved a packet (This state also means the game is running normally). We will keep track of this here: */ /* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ extern cvar_t *cl_newClock; void SV_Frame( int msec,float fractionMsec ) { int frameMsec; int startTime=0; // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown ("Server was killed.\n"); Cvar_Set( "sv_killserver", "0" ); return; } if ( !com_sv_running->integer ) { return; } extern void SE_CheckForLanguageUpdates(void); SE_CheckForLanguageUpdates(); // will fast-return else load different language if menu changed it // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } // go ahead and let time slip if the server really hitched badly if ( msec > 1000 ) { Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000\n", msec ); msec = 1000; } // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer ; sv.timeResidual += msec; sv.timeResidualFraction+=fractionMsec; if (sv.timeResidualFraction>=1.0f) { sv.timeResidualFraction-=1.0f; if (cl_newClock&&cl_newClock->integer) { sv.timeResidual++; } } if ( sv.timeResidual < frameMsec ) { return; } // if time is about to hit the 32nd bit, restart the // level, which will force the time back to zero, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( sv.time > 0x70000000 ) { SV_Shutdown( "Restarting server due to time wrapping" ); Com_Printf("You win. if you can play this long and not die, you deserve to win.\n"); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; } if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } if ( com_speeds->integer ) { startTime = Sys_Milliseconds (); } // SV_BotFrame( sv.time ); // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; sv.time += frameMsec; G2API_SetTime(sv.time,G2T_SV_TIME); // let everything in the world think and move ge->RunFrame( sv.time ); } if ( com_speeds->integer ) { time_game = Sys_Milliseconds () - startTime; } SG_TestSave(); // returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code // check timeouts SV_CheckTimeouts (); // update ping based on the last known frame from all clients SV_CalcPings (); // send messages back to the clients SV_SendClientMessages (); } //============================================================================