jedioutcast/code/server/sv_main.cpp

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2013-04-04 14:52:42 +00:00
// 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;
}
/*
==================
SV_Frame
Player movement occurs as a result of packet events, which
happen before SV_Frame is called
==================
*/
void SV_Frame( int msec ) {
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 SP_CheckForLanguageUpdates(void);
SP_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;
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;
// 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 ();
}
//============================================================================