mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-30 07:41:16 +00:00
4fa93fbfd4
In 2013 ioquake3 stopped referencing the pk3 file that qagame.qvm was loaded from. This had the unintended side affect of causing non-dedicated pure servers to no longer reference a pk3 that only contains the three QVM files. Non-dedicated pure servers did not reference the pk3 containing the latest cgame.qvm so if client did not have the pk3 file they were kicked as unpure instead of the client trying to download the pk3 file. Also make server touch ui.qvm since it's required to pass pure check and may be separate from cgame.qvm.
783 lines
20 KiB
C
783 lines
20 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_SendConfigstring
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Creates and sends the server command necessary to update the CS index for the
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given client
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===============
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*/
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static void SV_SendConfigstring(client_t *client, int index)
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{
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int maxChunkSize = MAX_STRING_CHARS - 24;
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int len;
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len = strlen(sv.configstrings[index]);
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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, &sv.configstrings[index][sent],
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maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
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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,
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sv.configstrings[index] );
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}
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}
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/*
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===============
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SV_UpdateConfigstrings
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Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
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Configstring indexes that have changed while the client was in CS_PRIMED
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===============
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*/
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void SV_UpdateConfigstrings(client_t *client)
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{
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int index;
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for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
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// if the CS hasn't changed since we went to CS_PRIMED, ignore
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if(!client->csUpdated[index])
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continue;
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && client->gentity &&
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(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
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continue;
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}
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SV_SendConfigstring(client, index);
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client->csUpdated[index] = qfalse;
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}
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}
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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 i;
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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", 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 relevant 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_ACTIVE ) {
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if ( client->state == CS_PRIMED )
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client->csUpdated[ index ] = qtrue;
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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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SV_SendConfigstring(client, index);
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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", 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", 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", 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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static 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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static 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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static 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 * MAX_SNAPSHOT_ENTITIES;
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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 * MAX_SNAPSHOT_ENTITIES;
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}
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svs.initialized = qtrue;
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// Don't respect sv_killserver unless a server is actually running
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if ( sv_killserver->integer ) {
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Cvar_Set( "sv_killserver", "0" );
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}
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Cvar_Set( "sv_running", "1" );
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// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
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NET_JoinMulticast6();
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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 * MAX_SNAPSHOT_ENTITIES;
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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 * MAX_SNAPSHOT_ENTITIES;
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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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static 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_TouchFile
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================
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*/
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static void SV_TouchFile( const char *filename ) {
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fileHandle_t f;
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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(qfalse);
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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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sv.checksumFeed = ( ((unsigned int)rand() << 16) ^ (unsigned int)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;
|
|
client->lastSnapshotTime = 0; // 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 );
|
|
|
|
// we need to touch the cgame and ui qvm because they could be in
|
|
// separate pk3 files and the client will need to download the pk3
|
|
// files with the latest cgame and ui qvm to pass the pure check
|
|
SV_TouchFile( "vm/cgame.qvm" );
|
|
SV_TouchFile( "vm/ui.qvm" );
|
|
}
|
|
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();
|
|
|
|
#ifndef DEDICATED
|
|
if ( com_dedicated->integer ) {
|
|
// restart renderer in order to show console for dedicated servers
|
|
// launched through the regular binary
|
|
CL_StartHunkUsers( qtrue );
|
|
}
|
|
#endif
|
|
|
|
Com_Printf ("-----------------------------------\n");
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_Init
|
|
|
|
Only called at main exe startup, not for each game
|
|
===============
|
|
*/
|
|
void SV_Init (void)
|
|
{
|
|
int index;
|
|
|
|
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);
|
|
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_dlRate = Cvar_Get("sv_dlRate", "100", 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_LATCH);
|
|
Cvar_CheckRange(sv_voip, 0, 1, qtrue);
|
|
sv_voipProtocol = Cvar_Get("sv_voipProtocol", sv_voip->integer ? "opus" : "", CVAR_SYSTEMINFO | CVAR_ROM );
|
|
#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", "master.ioquake3.org", 0);
|
|
for(index = 2; index < MAX_MASTER_SERVERS; index++)
|
|
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", 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 );
|
|
#ifndef STANDALONE
|
|
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
|
|
#endif
|
|
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->lastSnapshotTime = 0;
|
|
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)
|
|
{
|
|
int index;
|
|
|
|
for(index = 0; index < sv_maxclients->integer; index++)
|
|
SV_FreeClient(&svs.clients[index]);
|
|
|
|
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 );
|
|
}
|
|
|