299 lines
10 KiB
C
299 lines
10 KiB
C
// server.h
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../game/g_public.h"
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#ifndef SERVER_H
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#define SERVER_H
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//=============================================================================
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#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
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// GAME BOTH REFERENCE !!!
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#define MAX_ENT_CLUSTERS 16
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typedef struct svEntity_s {
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struct worldSector_s *worldSector;
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struct svEntity_s *nextEntityInWorldSector;
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entityState_t baseline; // for delta compression of initial sighting
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int numClusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int lastCluster; // if all the clusters don't fit in clusternums
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int areanum, areanum2;
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int snapshotCounter; // used to prevent double adding from portal views
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} svEntity_t;
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typedef enum {
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SS_DEAD, // no map loaded
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SS_LOADING, // spawning level entities
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SS_GAME // actively running
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} serverState_t;
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typedef struct {
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serverState_t state;
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int serverId; // changes each server start
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int snapshotCounter; // incremented for each snapshot built
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int time; // all entities are correct for this time // These 2 saved out
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int timeResidual; // <= 1000 / sv_frame->value // during savegame.
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float timeResidualFraction; // fraction of a msec accumulated
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int nextFrameTime; // when time > nextFrameTime, process world // this doesn't get used anywhere! -Ste
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struct cmodel_s *models[MAX_MODELS];
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char *configstrings[MAX_CONFIGSTRINGS];
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//
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// be careful, Jake's code uses the 'svEntities' field as a marker to memset-this-far-only inside SV_InitSV()!!!!!
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//
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svEntity_t svEntities[MAX_GENTITIES];
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} server_t;
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typedef struct {
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int areabytes;
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byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps;
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int num_entities;
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int first_entity; // into the circular sv_packet_entities[]
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// the entities MUST be in increasing state number
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// order, otherwise the delta compression will fail
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int messageSent; // time the message was transmitted
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int messageAcked; // time the message was acked
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int messageSize; // used to rate drop packets
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} clientSnapshot_t;
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typedef enum {
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CS_FREE, // can be reused for a new connection
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CS_ZOMBIE, // client has been disconnected, but don't reuse
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// connection for a couple seconds
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CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
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CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
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CS_ACTIVE // client is fully in game
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} clientState_t;
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typedef struct client_s {
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clientState_t state;
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char userinfo[MAX_INFO_STRING]; // name, etc
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char *reliableCommands[MAX_RELIABLE_COMMANDS];
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int reliableSequence;
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int reliableAcknowledge;
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int gamestateMessageNum; // netchan->outgoingSequence of gamestate
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usercmd_t lastUsercmd;
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int lastMessageNum; // for delta compression
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int cmdNum; // command number last executed
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int lastClientCommand; // reliable client message sequence
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gentity_t *gentity; // SV_GentityNum(clientnum)
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char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
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byte *download; // file being downloaded
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int downloadsize; // total bytes (can't use EOF because of paks)
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int downloadcount; // bytes sent
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int deltaMessage; // frame last client usercmd message
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int lastPacketTime; // sv.time when packet was last received
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int lastConnectTime; // sv.time when connection started
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int nextSnapshotTime; // send another snapshot when sv.time >= nextSnapshotTime
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qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
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qboolean droppedCommands; // true if enough pakets to pass the cl_packetdup were dropped
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int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
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clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
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int ping;
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int rate; // bytes / second
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int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
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netchan_t netchan;
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} client_t;
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//=============================================================================
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typedef struct {
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netadr_t adr;
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int challenge;
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int time;
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} challenge_t;
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// this structure will be cleared only when the game dll changes
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typedef struct {
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qboolean initialized; // sv_init has completed
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client_t *clients; // [sv_maxclients->integer];
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int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
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int nextSnapshotEntities; // next snapshotEntities to use
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entityState_t *snapshotEntities; // [numSnapshotEntities]
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int nextHeartbeatTime;
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} serverStatic_t;
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//=============================================================================
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extern serverStatic_t svs; // persistant server info across maps
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extern server_t sv; // cleared each map
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extern game_export_t *ge;
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extern cvar_t *sv_fps;
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extern cvar_t *sv_timeout;
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extern cvar_t *sv_zombietime;
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extern cvar_t *sv_reconnectlimit;
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extern cvar_t *sv_showloss;
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extern cvar_t *sv_killserver;
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extern cvar_t *sv_mapname;
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extern cvar_t *sv_spawntarget;
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extern cvar_t *sv_mapChecksum;
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extern cvar_t *sv_serverid;
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extern cvar_t *sv_testsave;
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extern cvar_t *sv_compress_saved_games;
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//===========================================================
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//
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// sv_main.c
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//
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void SV_FinalMessage (char *message);
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void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
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void SV_AddOperatorCommands (void);
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void SV_RemoveOperatorCommands (void);
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//
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// sv_init.c
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//
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void SV_SetConfigstring( int index, const char *val );
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void SV_GetConfigstring( int index, char *buffer, int bufferSize );
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void SV_SetUserinfo( int index, const char *val );
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void SV_GetUserinfo( int index, char *buffer, int bufferSize );
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void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve );
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//
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// sv_client.c
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//
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void SV_DirectConnect( netadr_t from );
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void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
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void SV_UserinfoChanged( client_t *cl );
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void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded );
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void SV_DropClient( client_t *drop, const char *reason );
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void SV_ExecuteClientCommand( client_t *cl, const char *s );
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void SV_ClientThink (client_t *cl, usercmd_t *cmd);
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//
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// sv_snapshot.c
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//
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void SV_AddServerCommand( client_t *client, const char *cmd );
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void SV_SendMessageToClient( msg_t *msg, client_t *client );
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void SV_SendClientMessages( void );
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void SV_SendClientSnapshot( client_t *client );
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//
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// sv_game.c
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//
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gentity_t *SV_GentityNum( int num );
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svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt );
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gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
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void SV_InitGameProgs (void);
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void SV_ShutdownGameProgs (void);
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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
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//============================================================
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//
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// high level object sorting to reduce interaction tests
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//
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void SV_ClearWorld (void);
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// called after the world model has been loaded, before linking any entities
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void SV_UnlinkEntity( gentity_t *ent );
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// call before removing an entity, and before trying to move one,
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// so it doesn't clip against itself
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void SV_LinkEntity( gentity_t *ent );
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// Needs to be called any time an entity changes origin, mins, maxs,
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// or solid. Automatically unlinks if needed.
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// sets ent->v.absmin and ent->v.absmax
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// sets ent->leafnums[] for pvs determination even if the entity
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// is not solid
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clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent );
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void SV_SectorList_f( void );
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
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// fills in a table of entity pointers with entities that have bounding boxes
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// that intersect the given area. It is possible for a non-axial bmodel
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// to be returned that doesn't actually intersect the area on an exact
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// test.
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// returns the number of pointers filled in
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// The world entity is never returned in this list.
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int SV_PointContents( const vec3_t p, int passEntityNum );
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// returns the CONTENTS_* value from the world and all entities at the given point.
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/*
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Ghoul2 Insert Start
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*/
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void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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const int passEntityNum, const int contentmask, const EG2_Collision eG2TraceType = G2_NOCOLLIDE, const int useLod = 0);
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/*
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Ghoul2 Insert End
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*/
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// mins and maxs are relative
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// if the entire move stays in a solid volume, trace.allsolid will be set,
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// trace.startsolid will be set, and trace.fraction will be 0
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// if the starting point is in a solid, it will be allowed to move out
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// to an open area
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// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
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///////////////////////////////////////////////
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//
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// sv_savegame.cpp
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//
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void SV_LoadGame_f(void);
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void SV_LoadTransition_f(void);
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void SV_SaveGame_f(void);
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void SV_WipeGame_f(void);
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qboolean SV_TryLoadTransition( const char *mapname );
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qboolean SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave);
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qboolean SG_ReadSavegame(const char *psPathlessBaseName);
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void SG_WipeSavegame(const char *psPathlessBaseName);
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qboolean SG_Append(unsigned long chid, void *data, int length);
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int SG_Read (unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
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int SG_ReadOptional (unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
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void SG_Shutdown();
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void SG_TestSave(void);
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//
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// note that this version number does not mean that a savegame with the same version can necessarily be loaded,
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// since anyone can change any loadsave-affecting structure somewhere in a header and change a chunk size.
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// What it's used for is for things like mission pack etc if we need to distinguish "street-copy" savegames from
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// any new enhanced ones that need to ask for new chunks during loading.
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//
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#define iSAVEGAME_VERSION 1
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int SG_Version(void); // call this to know what version number a successfully-opened savegame file was
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//
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extern SavedGameJustLoaded_e eSavedGameJustLoaded;
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extern qboolean qbLoadTransition;
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//
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///////////////////////////////////////////////
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#endif // #ifndef SERVER_H
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