mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 20:42:30 +00:00
773 lines
20 KiB
C
773 lines
20 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "server.h"
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_SendConfigstring
|
|
|
|
Creates and sends the server command necessary to update the CS index for the
|
|
given client
|
|
===============
|
|
*/
|
|
static void SV_SendConfigstring(client_t *client, int index)
|
|
{
|
|
int maxChunkSize = MAX_STRING_CHARS - 24;
|
|
int len;
|
|
|
|
len = strlen(sv.configstrings[index]);
|
|
|
|
if( len >= maxChunkSize ) {
|
|
int sent = 0;
|
|
int remaining = len;
|
|
char *cmd;
|
|
char buf[MAX_STRING_CHARS];
|
|
|
|
while (remaining > 0 ) {
|
|
if ( sent == 0 ) {
|
|
cmd = "bcs0";
|
|
}
|
|
else if( remaining < maxChunkSize ) {
|
|
cmd = "bcs2";
|
|
}
|
|
else {
|
|
cmd = "bcs1";
|
|
}
|
|
Q_strncpyz( buf, &sv.configstrings[index][sent],
|
|
maxChunkSize );
|
|
|
|
SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
|
|
index, buf );
|
|
|
|
sent += (maxChunkSize - 1);
|
|
remaining -= (maxChunkSize - 1);
|
|
}
|
|
} else {
|
|
// standard cs, just send it
|
|
SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
|
|
sv.configstrings[index] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_UpdateConfigstrings
|
|
|
|
Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
|
|
Configstring indexes that have changed while the client was in CS_PRIMED
|
|
===============
|
|
*/
|
|
void SV_UpdateConfigstrings(client_t *client)
|
|
{
|
|
int index;
|
|
|
|
for( index = 0; index <= MAX_CONFIGSTRINGS; index++ ) {
|
|
// if the CS hasn't changed since we went to CS_PRIMED, ignore
|
|
if(!client->csUpdated[index])
|
|
continue;
|
|
|
|
// do not always send server info to all clients
|
|
if ( index == CS_SERVERINFO && client->gentity &&
|
|
(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
|
|
continue;
|
|
}
|
|
SV_SendConfigstring(client, index);
|
|
client->csUpdated[index] = qfalse;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_SetConfigstring
|
|
|
|
===============
|
|
*/
|
|
void SV_SetConfigstring (int index, const char *val) {
|
|
int len, i;
|
|
client_t *client;
|
|
|
|
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.restarting ) {
|
|
|
|
// send the data to all relevent clients
|
|
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
|
|
if ( client->state < CS_ACTIVE ) {
|
|
if ( client->state == CS_PRIMED )
|
|
client->csUpdated[ index ] = qtrue;
|
|
continue;
|
|
}
|
|
// do not always send server info to all clients
|
|
if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
|
|
continue;
|
|
}
|
|
|
|
|
|
len = strlen( val );
|
|
SV_SendConfigstring(client, index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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 >= sv_maxclients->integer ) {
|
|
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 ) );
|
|
Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
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 >= sv_maxclients->integer ) {
|
|
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
|
|
================
|
|
*/
|
|
static void SV_CreateBaseline( void ) {
|
|
sharedEntity_t *svent;
|
|
int entnum;
|
|
|
|
for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
|
|
svent = SV_GentityNum(entnum);
|
|
if (!svent->r.linked) {
|
|
continue;
|
|
}
|
|
svent->s.number = entnum;
|
|
|
|
//
|
|
// take current state as baseline
|
|
//
|
|
sv.svEntities[entnum].baseline = svent->s;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_BoundMaxClients
|
|
|
|
===============
|
|
*/
|
|
static void SV_BoundMaxClients( int minimum ) {
|
|
// get the current maxclients value
|
|
Cvar_Get( "sv_maxclients", "8", 0 );
|
|
|
|
sv_maxclients->modified = qfalse;
|
|
|
|
if ( sv_maxclients->integer < minimum ) {
|
|
Cvar_Set( "sv_maxclients", va("%i", minimum) );
|
|
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
|
|
Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_Startup
|
|
|
|
Called when a host starts a map when it wasn't running
|
|
one before. Successive map or map_restart commands will
|
|
NOT cause this to be called, unless the game is exited to
|
|
the menu system first.
|
|
===============
|
|
*/
|
|
static void SV_Startup( void ) {
|
|
if ( svs.initialized ) {
|
|
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
|
|
}
|
|
SV_BoundMaxClients( 1 );
|
|
|
|
svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
|
|
if ( com_dedicated->integer ) {
|
|
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
|
|
} else {
|
|
// we don't need nearly as many when playing locally
|
|
svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
|
|
}
|
|
svs.initialized = qtrue;
|
|
|
|
// Don't respect sv_killserver unless a server is actually running
|
|
if ( sv_killserver->integer ) {
|
|
Cvar_Set( "sv_killserver", "0" );
|
|
}
|
|
|
|
Cvar_Set( "sv_running", "1" );
|
|
|
|
// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
|
|
NET_JoinMulticast6();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_ChangeMaxClients
|
|
==================
|
|
*/
|
|
void SV_ChangeMaxClients( void ) {
|
|
int oldMaxClients;
|
|
int i;
|
|
client_t *oldClients;
|
|
int count;
|
|
|
|
// get the highest client number in use
|
|
count = 0;
|
|
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
|
|
if ( svs.clients[i].state >= CS_CONNECTED ) {
|
|
if (i > count)
|
|
count = i;
|
|
}
|
|
}
|
|
count++;
|
|
|
|
oldMaxClients = sv_maxclients->integer;
|
|
// never go below the highest client number in use
|
|
SV_BoundMaxClients( count );
|
|
// if still the same
|
|
if ( sv_maxclients->integer == oldMaxClients ) {
|
|
return;
|
|
}
|
|
|
|
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
|
|
// copy the clients to hunk memory
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
if ( svs.clients[i].state >= CS_CONNECTED ) {
|
|
oldClients[i] = svs.clients[i];
|
|
}
|
|
else {
|
|
Com_Memset(&oldClients[i], 0, sizeof(client_t));
|
|
}
|
|
}
|
|
|
|
// free old clients arrays
|
|
Z_Free( svs.clients );
|
|
|
|
// allocate new clients
|
|
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
|
|
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
|
|
|
|
// copy the clients over
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
if ( oldClients[i].state >= CS_CONNECTED ) {
|
|
svs.clients[i] = oldClients[i];
|
|
}
|
|
}
|
|
|
|
// free the old clients on the hunk
|
|
Hunk_FreeTempMemory( oldClients );
|
|
|
|
// allocate new snapshot entities
|
|
if ( com_dedicated->integer ) {
|
|
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
|
|
} else {
|
|
// we don't need nearly as many when playing locally
|
|
svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_ClearServer
|
|
================
|
|
*/
|
|
static void SV_ClearServer(void) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
if ( sv.configstrings[i] ) {
|
|
Z_Free( sv.configstrings[i] );
|
|
}
|
|
}
|
|
Com_Memset (&sv, 0, sizeof(sv));
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_TouchCGame
|
|
|
|
touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
|
|
================
|
|
*/
|
|
static void SV_TouchCGame(void) {
|
|
fileHandle_t f;
|
|
char filename[MAX_QPATH];
|
|
|
|
Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
|
|
FS_FOpenFileRead( filename, &f, qfalse );
|
|
if ( f ) {
|
|
FS_FCloseFile( f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_SpawnServer
|
|
|
|
Change the server to a new map, taking all connected
|
|
clients along with it.
|
|
This is NOT called for map_restart
|
|
================
|
|
*/
|
|
void SV_SpawnServer( char *server, qboolean killBots ) {
|
|
int i;
|
|
int checksum;
|
|
qboolean isBot;
|
|
char systemInfo[16384];
|
|
const char *p;
|
|
|
|
// shut down the existing game if it is running
|
|
SV_ShutdownGameProgs();
|
|
|
|
Com_Printf ("------ Server Initialization ------\n");
|
|
Com_Printf ("Server: %s\n",server);
|
|
|
|
// if not running a dedicated server CL_MapLoading will connect the client to the server
|
|
// also print some status stuff
|
|
CL_MapLoading();
|
|
|
|
// make sure all the client stuff is unloaded
|
|
CL_ShutdownAll();
|
|
|
|
// clear the whole hunk because we're (re)loading the server
|
|
Hunk_Clear();
|
|
|
|
#ifndef DEDICATED
|
|
// Restart renderer
|
|
CL_StartHunkUsers( qtrue );
|
|
#endif
|
|
|
|
// clear collision map data
|
|
CM_ClearMap();
|
|
|
|
// init client structures and svs.numSnapshotEntities
|
|
if ( !Cvar_VariableValue("sv_running") ) {
|
|
SV_Startup();
|
|
} else {
|
|
// check for maxclients change
|
|
if ( sv_maxclients->modified ) {
|
|
SV_ChangeMaxClients();
|
|
}
|
|
}
|
|
|
|
// clear pak references
|
|
FS_ClearPakReferences(0);
|
|
|
|
// allocate the snapshot entities on the hunk
|
|
svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
|
|
svs.nextSnapshotEntities = 0;
|
|
|
|
// 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", "map_restart 0");
|
|
// Cvar_Set( "nextmap", va("map %s", server) );
|
|
|
|
for (i=0 ; i<sv_maxclients->integer ; i++) {
|
|
// save when the server started for each client already connected
|
|
if (svs.clients[i].state >= CS_CONNECTED) {
|
|
svs.clients[i].oldServerTime = sv.time;
|
|
}
|
|
}
|
|
|
|
// wipe the entire per-level structure
|
|
SV_ClearServer();
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
sv.configstrings[i] = CopyString("");
|
|
}
|
|
|
|
// make sure we are not paused
|
|
Cvar_Set("cl_paused", "0");
|
|
|
|
// get a new checksum feed and restart the file system
|
|
sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
|
|
FS_Restart( sv.checksumFeed );
|
|
|
|
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;
|
|
sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
|
|
sv.checksumFeedServerId = sv.serverId;
|
|
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();
|
|
|
|
// don't allow a map_restart if game is modified
|
|
sv_gametype->modified = qfalse;
|
|
|
|
// run a few frames to allow everything to settle
|
|
for (i = 0;i < 3; i++)
|
|
{
|
|
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
|
|
SV_BotFrame (sv.time);
|
|
sv.time += 100;
|
|
svs.time += 100;
|
|
}
|
|
|
|
// create a baseline for more efficient communications
|
|
SV_CreateBaseline ();
|
|
|
|
for (i=0 ; i<sv_maxclients->integer ; i++) {
|
|
// send the new gamestate to all connected clients
|
|
if (svs.clients[i].state >= CS_CONNECTED) {
|
|
char *denied;
|
|
|
|
if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
|
|
if ( killBots ) {
|
|
SV_DropClient( &svs.clients[i], "" );
|
|
continue;
|
|
}
|
|
isBot = qtrue;
|
|
}
|
|
else {
|
|
isBot = qfalse;
|
|
}
|
|
|
|
// connect the client again
|
|
denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
|
|
if ( denied ) {
|
|
// this generally shouldn't happen, because the client
|
|
// was connected before the level change
|
|
SV_DropClient( &svs.clients[i], denied );
|
|
} else {
|
|
if( !isBot ) {
|
|
// when we get the next packet from a connected client,
|
|
// the new gamestate will be sent
|
|
svs.clients[i].state = CS_CONNECTED;
|
|
}
|
|
else {
|
|
client_t *client;
|
|
sharedEntity_t *ent;
|
|
|
|
client = &svs.clients[i];
|
|
client->state = CS_ACTIVE;
|
|
ent = SV_GentityNum( i );
|
|
ent->s.number = i;
|
|
client->gentity = ent;
|
|
|
|
client->deltaMessage = -1;
|
|
client->nextSnapshotTime = svs.time; // generate a snapshot immediately
|
|
|
|
VM_Call( gvm, GAME_CLIENT_BEGIN, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// run another frame to allow things to look at all the players
|
|
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
|
|
SV_BotFrame (sv.time);
|
|
sv.time += 100;
|
|
svs.time += 100;
|
|
|
|
if ( sv_pure->integer ) {
|
|
// the server sends these to the clients so they will only
|
|
// load pk3s also loaded at the server
|
|
p = FS_LoadedPakChecksums();
|
|
Cvar_Set( "sv_paks", p );
|
|
if (strlen(p) == 0) {
|
|
Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
|
|
}
|
|
p = FS_LoadedPakNames();
|
|
Cvar_Set( "sv_pakNames", p );
|
|
|
|
// if a dedicated pure server we need to touch the cgame because it could be in a
|
|
// seperate pk3 file and the client will need to load the latest cgame.qvm
|
|
if ( com_dedicated->integer ) {
|
|
SV_TouchCGame();
|
|
}
|
|
}
|
|
else {
|
|
Cvar_Set( "sv_paks", "" );
|
|
Cvar_Set( "sv_pakNames", "" );
|
|
}
|
|
// the server sends these to the clients so they can figure
|
|
// out which pk3s should be auto-downloaded
|
|
p = FS_ReferencedPakChecksums();
|
|
Cvar_Set( "sv_referencedPaks", p );
|
|
p = FS_ReferencedPakNames();
|
|
Cvar_Set( "sv_referencedPakNames", p );
|
|
|
|
// save systeminfo and serverinfo strings
|
|
Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
|
|
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
|
|
SV_SetConfigstring( CS_SYSTEMINFO, 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
|
|
SV_Heartbeat_f();
|
|
|
|
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 ("dmflags", "0", CVAR_SERVERINFO);
|
|
Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
|
|
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
|
|
sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
|
|
Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
|
|
Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
|
|
sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
|
|
sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
|
|
sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
|
|
sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
|
|
|
|
sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
|
|
sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
|
|
sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
|
|
sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
|
|
sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO );
|
|
|
|
// systeminfo
|
|
Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
|
|
#ifdef USE_VOIP
|
|
sv_voip = Cvar_Get ("sv_voip", "1", CVAR_SYSTEMINFO | CVAR_LATCH);
|
|
Cvar_CheckRange( sv_voip, 0, 1, qtrue );
|
|
#endif
|
|
Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
|
|
// server vars
|
|
sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
|
|
sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
|
|
sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
|
|
sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
|
|
sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
|
|
Cvar_Get ("nextmap", "", CVAR_TEMP );
|
|
|
|
sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
|
|
Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE);
|
|
sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
|
|
sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE );
|
|
sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE );
|
|
sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE );
|
|
sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE );
|
|
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
|
|
sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
|
|
sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
|
|
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
|
|
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
|
|
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
|
|
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
|
|
sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE);
|
|
|
|
// initialize bot cvars so they are listed and can be set before loading the botlib
|
|
SV_BotInitCvars();
|
|
|
|
// init the botlib here because we need the pre-compiler in the UI
|
|
SV_BotInitBotLib();
|
|
|
|
// Load saved bans
|
|
Cbuf_AddText("rehashbans\n");
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
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;
|
|
|
|
// send it twice, ignoring rate
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
|
|
if (cl->state >= CS_CONNECTED) {
|
|
// don't send a disconnect to a local client
|
|
if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
|
|
SV_SendServerCommand( cl, "print \"%s\n\"\n", message );
|
|
SV_SendServerCommand( cl, "disconnect \"%s\"", message );
|
|
}
|
|
// 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 (%s) -----\n", finalmsg );
|
|
|
|
NET_LeaveMulticast6();
|
|
|
|
if ( svs.clients && !com_errorEntered ) {
|
|
SV_FinalMessage( finalmsg );
|
|
}
|
|
|
|
SV_RemoveOperatorCommands();
|
|
SV_MasterShutdown();
|
|
SV_ShutdownGameProgs();
|
|
|
|
// free current level
|
|
SV_ClearServer();
|
|
|
|
// free server static data
|
|
if ( svs.clients ) {
|
|
Z_Free( svs.clients );
|
|
}
|
|
Com_Memset( &svs, 0, sizeof( svs ) );
|
|
|
|
Cvar_Set( "sv_running", "0" );
|
|
Cvar_Set("ui_singlePlayerActive", "0");
|
|
|
|
Com_Printf( "---------------------------\n" );
|
|
|
|
// disconnect any local clients
|
|
if( sv_killserver->integer != 2 )
|
|
CL_Disconnect( qfalse );
|
|
}
|
|
|