2013-04-04 14:52:42 +00:00
|
|
|
|
|
|
|
// leave this as first line for PCH reasons...
|
|
|
|
//
|
|
|
|
#include "../server/exe_headers.h"
|
|
|
|
|
|
|
|
#include "../client/snd_music.h" // didn't want to put this in snd_local because of rebuild times etc.
|
|
|
|
#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
|
|
|
|
|
2013-04-04 18:01:17 +00:00
|
|
|
void CM_CleanLeafCache(void);
|
2013-04-04 14:52:42 +00:00
|
|
|
|
|
|
|
CMiniHeap *G2VertSpaceServer = NULL;
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SV_SetConfigstring
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SV_SetConfigstring (int index, const char *val) {
|
|
|
|
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_SendServerCommand( NULL, "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_SetUserinfo
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SV_SetUserinfo( int index, const char *val ) {
|
|
|
|
if ( index < 0 || index >= 1 ) {
|
|
|
|
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 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
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 >= 1 ) {
|
|
|
|
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 ) {
|
|
|
|
gentity_t *svent;
|
|
|
|
int entnum;
|
|
|
|
|
|
|
|
for ( entnum = 0; entnum < ge->num_entities ; entnum++ ) {
|
|
|
|
svent = SV_GentityNum(entnum);
|
|
|
|
if (!svent->inuse) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (!svent->linked) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
svent->s.number = entnum;
|
|
|
|
|
|
|
|
//
|
|
|
|
// take current state as baseline
|
|
|
|
//
|
|
|
|
sv.svEntities[entnum].baseline = svent->s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SV_Startup
|
|
|
|
|
|
|
|
Called when a game is about to begin
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SV_Startup( void ) {
|
|
|
|
if ( svs.initialized ) {
|
|
|
|
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
|
|
|
|
}
|
|
|
|
|
|
|
|
const int iSize = sizeof(client_t) * 1;
|
|
|
|
svs.clients = (struct client_s *) Z_Malloc (iSize, TAG_CLIENTS, qfalse );
|
|
|
|
memset(svs.clients,0,iSize);
|
|
|
|
svs.numSnapshotEntities = 1 * 4 * 64;
|
|
|
|
svs.initialized = qtrue;
|
|
|
|
|
|
|
|
Cvar_Set( "sv_running", "1" );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
SV_SpawnServer
|
|
|
|
|
|
|
|
Change the server to a new map, taking all connected
|
|
|
|
clients along with it.
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int checksum;
|
|
|
|
|
|
|
|
RE_RegisterMedia_LevelLoadBegin( server, eForceReload, bAllowScreenDissolve );
|
|
|
|
|
|
|
|
|
|
|
|
Cvar_SetValue( "cl_paused", 0 );
|
|
|
|
Cvar_Set( "timescale", "1" );//jic we were skipping
|
|
|
|
|
|
|
|
// shut down the existing game if it is running
|
|
|
|
SV_ShutdownGameProgs();
|
|
|
|
|
|
|
|
Com_Printf ("------ Server Initialization ------\n%s\n", com_version->string);
|
|
|
|
Com_Printf ("Server: %s\n",server);
|
|
|
|
|
|
|
|
// init client structures and svs.numSnapshotEntities
|
|
|
|
if ( !Cvar_VariableValue("sv_running") ) {
|
|
|
|
SV_Startup();
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't let sound stutter and dump all stuff on the hunk
|
|
|
|
CL_MapLoading();
|
|
|
|
|
|
|
|
Hunk_Clear();
|
|
|
|
// clear out those shaders, images and Models
|
|
|
|
R_InitImages();
|
|
|
|
R_InitShaders();
|
|
|
|
R_ModelInit();
|
|
|
|
|
|
|
|
// create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection
|
|
|
|
if (!G2VertSpaceServer)
|
|
|
|
{
|
|
|
|
static const int MiniHeapSize=128 * 1024; // maxsize of ghoul2 miniheap
|
|
|
|
G2VertSpaceServer = new CMiniHeap(MiniHeapSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (svs.snapshotEntities)
|
|
|
|
{
|
|
|
|
Z_Free(svs.snapshotEntities);
|
|
|
|
}
|
|
|
|
// allocate the snapshot entities
|
|
|
|
svs.snapshotEntities = (entityState_t *) Z_Malloc (sizeof(entityState_t)*svs.numSnapshotEntities, TAG_CLIENTS, qtrue );
|
|
|
|
|
|
|
|
Music_SetLevelName(server);
|
|
|
|
|
|
|
|
// 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", va("map %s", server) );
|
|
|
|
|
|
|
|
// wipe the entire per-level structure
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
|
|
if ( sv.configstrings[i] ) {
|
|
|
|
Z_Free( sv.configstrings[i] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
memset (&sv, 0, sizeof(sv));
|
|
|
|
|
|
|
|
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
|
|
sv.configstrings[i] = CopyString("");
|
|
|
|
}
|
|
|
|
|
|
|
|
sv.time = 1000;
|
2013-04-04 18:01:17 +00:00
|
|
|
G2API_SetTime(sv.time,G2T_SV_TIME);
|
|
|
|
|
2013-04-04 14:52:42 +00:00
|
|
|
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
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();
|
|
|
|
|
|
|
|
// run a few frames to allow everything to settle
|
|
|
|
for ( i = 0 ;i < 3 ; i++ ) {
|
|
|
|
ge->RunFrame( sv.time );
|
|
|
|
sv.time += 100;
|
2013-04-04 18:01:17 +00:00
|
|
|
G2API_SetTime(sv.time,G2T_SV_TIME);
|
2013-04-04 14:52:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// create a baseline for more efficient communications
|
|
|
|
SV_CreateBaseline ();
|
|
|
|
|
|
|
|
for (i=0 ; i<1 ; i++) {
|
|
|
|
// clear all time counters, because we have reset sv.time
|
|
|
|
svs.clients[i].lastPacketTime = 0;
|
|
|
|
svs.clients[i].lastConnectTime = 0;
|
|
|
|
svs.clients[i].nextSnapshotTime = 0;
|
|
|
|
|
|
|
|
// send the new gamestate to all connected clients
|
|
|
|
if (svs.clients[i].state >= CS_CONNECTED) {
|
|
|
|
char *denied;
|
|
|
|
|
|
|
|
// connect the client again
|
|
|
|
denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ ); // firstTime = qfalse, qbFromSavedGame
|
|
|
|
if ( denied ) {
|
|
|
|
// this generally shouldn't happen, because the client
|
|
|
|
// was connected before the level change
|
|
|
|
SV_DropClient( &svs.clients[i], denied );
|
|
|
|
} else {
|
|
|
|
svs.clients[i].state = CS_CONNECTED;
|
|
|
|
// when we get the next packet from a connected client,
|
|
|
|
// the new gamestate will be sent
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// run another frame to allow things to look at all connected clients
|
|
|
|
ge->RunFrame( sv.time );
|
|
|
|
sv.time += 100;
|
2013-04-04 18:01:17 +00:00
|
|
|
G2API_SetTime(sv.time,G2T_SV_TIME);
|
2013-04-04 14:52:42 +00:00
|
|
|
|
|
|
|
|
|
|
|
// save systeminfo and serverinfo strings
|
|
|
|
SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
|
|
|
|
cvar_modifiedFlags &= ~CVAR_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
|
|
|
|
svs.nextHeartbeatTime = -9999999;
|
|
|
|
|
|
|
|
Hunk_SetMark();
|
|
|
|
|
|
|
|
Com_Printf ("-----------------------------------\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SV_Init
|
|
|
|
|
|
|
|
Only called at main exe startup, not for each game
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SV_Init (void) {
|
|
|
|
SV_AddOperatorCommands ();
|
|
|
|
|
|
|
|
// serverinfo vars
|
|
|
|
Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
|
|
|
|
sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
|
|
|
|
|
|
|
|
// systeminfo
|
|
|
|
Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO );
|
|
|
|
sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
|
|
|
|
|
|
// server vars
|
|
|
|
sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
|
|
|
|
sv_timeout = Cvar_Get ("sv_timeout", "120", CVAR_TEMP );
|
|
|
|
sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
|
|
|
|
Cvar_Get ("nextmap", "", CVAR_TEMP );
|
|
|
|
sv_spawntarget = Cvar_Get ("spawntarget", "", 0 );
|
|
|
|
|
|
|
|
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
|
|
|
|
sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
|
|
|
|
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
|
|
|
|
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
|
|
|
|
sv_testsave = Cvar_Get ("sv_testsave", "0", 0);
|
|
|
|
sv_compress_saved_games = Cvar_Get ("sv_compress_saved_games", "1", 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
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;
|
|
|
|
|
|
|
|
SV_SendServerCommand( NULL, "print \"%s\"", message );
|
|
|
|
SV_SendServerCommand( NULL, "disconnect" );
|
|
|
|
|
|
|
|
// send it twice, ignoring rate
|
|
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
|
|
for (i=0, cl = svs.clients ; i < 1 ; i++, cl++) {
|
|
|
|
if (cl->state >= CS_CONNECTED) {
|
|
|
|
// 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();
|
|
|
|
SV_ShutdownGameProgs();
|
|
|
|
|
|
|
|
if (svs.snapshotEntities)
|
|
|
|
{
|
|
|
|
Z_Free(svs.snapshotEntities);
|
|
|
|
svs.snapshotEntities = NULL;
|
|
|
|
}
|
|
|
|
// remove allocated space for ghoul2 game side model transforms
|
|
|
|
delete G2VertSpaceServer;
|
|
|
|
G2VertSpaceServer = NULL;
|
|
|
|
|
|
|
|
// free current level
|
|
|
|
memset( &sv, 0, sizeof( sv ) );
|
|
|
|
|
|
|
|
// free server static data
|
|
|
|
if ( svs.clients ) {
|
|
|
|
Z_Free( svs.clients );
|
|
|
|
}
|
|
|
|
memset( &svs, 0, sizeof( svs ) );
|
|
|
|
|
2013-04-04 18:01:17 +00:00
|
|
|
// Ensure we free any memory used by the leaf cache.
|
|
|
|
CM_CleanLeafCache();
|
|
|
|
|
2013-04-04 14:52:42 +00:00
|
|
|
Cvar_Set( "sv_running", "0" );
|
|
|
|
|
|
|
|
Com_Printf( "---------------------------\n" );
|
|
|
|
}
|
|
|
|
|