// 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 void CM_CleanLeafCache(void); 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_VariableIntegerValue("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; G2API_SetTime(sv.time,G2T_SV_TIME); 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; G2API_SetTime(sv.time,G2T_SV_TIME); } // 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; G2API_SetTime(sv.time,G2T_SV_TIME); // 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 ("helpUsObi", "0", 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 ) ); // Ensure we free any memory used by the leaf cache. CM_CleanLeafCache(); Cvar_Set( "sv_running", "0" ); Com_Printf( "---------------------------\n" ); }