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7d657ba62f
* [cl|sv]_packetdelay (from tjw)
702 lines
18 KiB
C
702 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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/*
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===============
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SV_SetConfigstring
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===============
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*/
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void SV_SetConfigstring (int index, const char *val) {
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int len, i;
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int maxChunkSize = MAX_STRING_CHARS - 24;
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client_t *client;
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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// don't bother broadcasting an update if no change
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if ( !strcmp( val, sv.configstrings[ index ] ) ) {
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return;
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}
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// change the string in sv
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Z_Free( sv.configstrings[index] );
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sv.configstrings[index] = CopyString( val );
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// send it to all the clients if we aren't
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// spawning a new server
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if ( sv.state == SS_GAME || sv.restarting ) {
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// send the data to all relevent clients
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for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
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continue;
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}
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len = strlen( val );
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if( len >= maxChunkSize ) {
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int sent = 0;
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int remaining = len;
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char *cmd;
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char buf[MAX_STRING_CHARS];
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while (remaining > 0 ) {
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if ( sent == 0 ) {
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cmd = "bcs0";
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}
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else if( remaining < maxChunkSize ) {
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cmd = "bcs2";
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}
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else {
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cmd = "bcs1";
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}
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Q_strncpyz( buf, &val[sent], maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );
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sent += (maxChunkSize - 1);
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remaining -= (maxChunkSize - 1);
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}
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} else {
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// standard cs, just send it
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SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
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}
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}
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}
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}
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/*
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===============
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SV_GetConfigstring
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===============
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*/
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void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
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}
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if ( !sv.configstrings[index] ) {
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buffer[0] = 0;
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return;
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}
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Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
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}
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/*
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===============
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SV_SetUserinfo
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===============
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*/
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void SV_SetUserinfo( int index, const char *val ) {
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
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Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
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}
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/*
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===============
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SV_GetUserinfo
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===============
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*/
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void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
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}
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Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress non-delta messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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void SV_CreateBaseline( void ) {
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sharedEntity_t *svent;
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int entnum;
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for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
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svent = SV_GentityNum(entnum);
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if (!svent->r.linked) {
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continue;
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}
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
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sv.svEntities[entnum].baseline = svent->s;
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}
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}
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/*
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===============
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SV_BoundMaxClients
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===============
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*/
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void SV_BoundMaxClients( int minimum ) {
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// get the current maxclients value
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Cvar_Get( "sv_maxclients", "8", 0 );
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sv_maxclients->modified = qfalse;
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if ( sv_maxclients->integer < minimum ) {
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Cvar_Set( "sv_maxclients", va("%i", minimum) );
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} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
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Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
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}
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}
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/*
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===============
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SV_Startup
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Called when a host starts a map when it wasn't running
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one before. Successive map or map_restart commands will
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NOT cause this to be called, unless the game is exited to
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the menu system first.
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===============
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*/
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void SV_Startup( void ) {
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if ( svs.initialized ) {
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Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
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}
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SV_BoundMaxClients( 1 );
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svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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svs.initialized = qtrue;
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Cvar_Set( "sv_running", "1" );
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}
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/*
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==================
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SV_ChangeMaxClients
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==================
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*/
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void SV_ChangeMaxClients( void ) {
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int oldMaxClients;
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int i;
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client_t *oldClients;
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int count;
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// get the highest client number in use
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count = 0;
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for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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if (i > count)
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count = i;
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}
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}
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count++;
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oldMaxClients = sv_maxclients->integer;
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// never go below the highest client number in use
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SV_BoundMaxClients( count );
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// if still the same
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if ( sv_maxclients->integer == oldMaxClients ) {
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return;
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}
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oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
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// copy the clients to hunk memory
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for ( i = 0 ; i < count ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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oldClients[i] = svs.clients[i];
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}
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else {
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Com_Memset(&oldClients[i], 0, sizeof(client_t));
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}
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}
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// free old clients arrays
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Z_Free( svs.clients );
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// allocate new clients
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svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
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// copy the clients over
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for ( i = 0 ; i < count ; i++ ) {
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if ( oldClients[i].state >= CS_CONNECTED ) {
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svs.clients[i] = oldClients[i];
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}
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}
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// free the old clients on the hunk
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Hunk_FreeTempMemory( oldClients );
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// allocate new snapshot entities
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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}
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/*
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================
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SV_ClearServer
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================
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*/
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void SV_ClearServer(void) {
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int i;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( sv.configstrings[i] ) {
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Z_Free( sv.configstrings[i] );
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}
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}
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Com_Memset (&sv, 0, sizeof(sv));
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}
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/*
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================
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SV_TouchCGame
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touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
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================
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*/
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void SV_TouchCGame(void) {
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fileHandle_t f;
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char filename[MAX_QPATH];
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Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
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FS_FOpenFileRead( filename, &f, qfalse );
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if ( f ) {
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FS_FCloseFile( f );
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}
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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This is NOT called for map_restart
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================
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*/
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void SV_SpawnServer( char *server, qboolean killBots ) {
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int i;
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int checksum;
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qboolean isBot;
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char systemInfo[16384];
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const char *p;
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// shut down the existing game if it is running
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SV_ShutdownGameProgs();
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Com_Printf ("------ Server Initialization ------\n");
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Com_Printf ("Server: %s\n",server);
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// if not running a dedicated server CL_MapLoading will connect the client to the server
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// also print some status stuff
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CL_MapLoading();
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// make sure all the client stuff is unloaded
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CL_ShutdownAll();
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// clear the whole hunk because we're (re)loading the server
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Hunk_Clear();
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// clear collision map data
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CM_ClearMap();
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// init client structures and svs.numSnapshotEntities
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if ( !Cvar_VariableValue("sv_running") ) {
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SV_Startup();
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} else {
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// check for maxclients change
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if ( sv_maxclients->modified ) {
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SV_ChangeMaxClients();
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}
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}
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// clear pak references
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FS_ClearPakReferences(0);
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// allocate the snapshot entities on the hunk
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svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
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svs.nextSnapshotEntities = 0;
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// toggle the server bit so clients can detect that a
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// server has changed
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svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
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// set nextmap to the same map, but it may be overriden
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// by the game startup or another console command
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Cvar_Set( "nextmap", "map_restart 0");
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// Cvar_Set( "nextmap", va("map %s", server) );
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for (i=0 ; i<sv_maxclients->integer ; i++) {
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// save when the server started for each client already connected
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if (svs.clients[i].state >= CS_CONNECTED) {
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svs.clients[i].oldServerTime = sv.time;
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}
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}
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// wipe the entire per-level structure
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SV_ClearServer();
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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sv.configstrings[i] = CopyString("");
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}
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// make sure we are not paused
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Cvar_Set("cl_paused", "0");
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// get a new checksum feed and restart the file system
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srand(Com_Milliseconds());
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sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
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FS_Restart( sv.checksumFeed );
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CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
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// set serverinfo visible name
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Cvar_Set( "mapname", server );
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Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
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// serverid should be different each time
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sv.serverId = com_frameTime;
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sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
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sv.checksumFeedServerId = sv.serverId;
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Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
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// clear physics interaction links
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SV_ClearWorld ();
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// media configstring setting should be done during
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// the loading stage, so connected clients don't have
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// to load during actual gameplay
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sv.state = SS_LOADING;
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// load and spawn all other entities
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SV_InitGameProgs();
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// don't allow a map_restart if game is modified
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sv_gametype->modified = qfalse;
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// run a few frames to allow everything to settle
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for (i = 0;i < 3; i++)
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{
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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SV_BotFrame (sv.time);
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sv.time += 100;
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svs.time += 100;
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}
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// create a baseline for more efficient communications
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SV_CreateBaseline ();
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for (i=0 ; i<sv_maxclients->integer ; i++) {
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// send the new gamestate to all connected clients
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if (svs.clients[i].state >= CS_CONNECTED) {
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char *denied;
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if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
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if ( killBots ) {
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SV_DropClient( &svs.clients[i], "" );
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continue;
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}
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isBot = qtrue;
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}
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else {
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isBot = qfalse;
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}
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// connect the client again
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denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
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if ( denied ) {
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// this generally shouldn't happen, because the client
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// was connected before the level change
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SV_DropClient( &svs.clients[i], denied );
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} else {
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if( !isBot ) {
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// when we get the next packet from a connected client,
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// the new gamestate will be sent
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svs.clients[i].state = CS_CONNECTED;
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}
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else {
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client_t *client;
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sharedEntity_t *ent;
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client = &svs.clients[i];
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client->state = CS_ACTIVE;
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ent = SV_GentityNum( i );
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ent->s.number = i;
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client->gentity = ent;
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client->deltaMessage = -1;
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client->nextSnapshotTime = svs.time; // generate a snapshot immediately
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VM_Call( gvm, GAME_CLIENT_BEGIN, i );
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}
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}
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}
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}
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// run another frame to allow things to look at all the players
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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SV_BotFrame (sv.time);
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sv.time += 100;
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svs.time += 100;
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if ( sv_pure->integer ) {
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// the server sends these to the clients so they will only
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// load pk3s also loaded at the server
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p = FS_LoadedPakChecksums();
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Cvar_Set( "sv_paks", p );
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if (strlen(p) == 0) {
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Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
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}
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p = FS_LoadedPakNames();
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Cvar_Set( "sv_pakNames", p );
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// if a dedicated pure server we need to touch the cgame because it could be in a
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// seperate pk3 file and the client will need to load the latest cgame.qvm
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if ( com_dedicated->integer ) {
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SV_TouchCGame();
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}
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}
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else {
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Cvar_Set( "sv_paks", "" );
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Cvar_Set( "sv_pakNames", "" );
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}
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// the server sends these to the clients so they can figure
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// out which pk3s should be auto-downloaded
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p = FS_ReferencedPakChecksums();
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Cvar_Set( "sv_referencedPaks", p );
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p = FS_ReferencedPakNames();
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Cvar_Set( "sv_referencedPakNames", p );
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// save systeminfo and serverinfo strings
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Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
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cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
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SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
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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_BotInitBotLib(void);
|
|
|
|
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 );
|
|
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);
|
|
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 );
|
|
|
|
// 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();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
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" );
|
|
}
|
|
// 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 );
|
|
|
|
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
|
|
CL_Disconnect( qfalse );
|
|
}
|
|
|