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189e8b33f3
client is loading the map on a busy server. Specifically, hold back all configstring update commands while the client is CS_PRIMED. Once the client goes from CS_PRIMED to CS_ACTIVE, send the cleint commands for updating each of the configstring indexes which were updated while the client was CS_PRIMED.
410 lines
14 KiB
C
410 lines
14 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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// server.h
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../game/g_public.h"
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#include "../game/bg_public.h"
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//=============================================================================
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#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
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// GAME BOTH REFERENCE !!!
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#define MAX_ENT_CLUSTERS 16
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typedef struct svEntity_s {
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struct worldSector_s *worldSector;
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struct svEntity_s *nextEntityInWorldSector;
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entityState_t baseline; // for delta compression of initial sighting
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int numClusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int lastCluster; // if all the clusters don't fit in clusternums
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int areanum, areanum2;
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int snapshotCounter; // used to prevent double adding from portal views
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} svEntity_t;
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typedef enum {
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SS_DEAD, // no map loaded
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SS_LOADING, // spawning level entities
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SS_GAME // actively running
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} serverState_t;
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typedef struct {
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serverState_t state;
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qboolean restarting; // if true, send configstring changes during SS_LOADING
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int serverId; // changes each server start
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int restartedServerId; // serverId before a map_restart
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int checksumFeed; // the feed key that we use to compute the pure checksum strings
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
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// the serverId associated with the current checksumFeed (always <= serverId)
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int checksumFeedServerId;
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int snapshotCounter; // incremented for each snapshot built
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int timeResidual; // <= 1000 / sv_frame->value
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int nextFrameTime; // when time > nextFrameTime, process world
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struct cmodel_s *models[MAX_MODELS];
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char *configstrings[MAX_CONFIGSTRINGS];
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svEntity_t svEntities[MAX_GENTITIES];
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char *entityParsePoint; // used during game VM init
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// the game virtual machine will update these on init and changes
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sharedEntity_t *gentities;
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int gentitySize;
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int num_entities; // current number, <= MAX_GENTITIES
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playerState_t *gameClients;
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int gameClientSize; // will be > sizeof(playerState_t) due to game private data
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int restartTime;
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int time;
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} server_t;
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typedef struct {
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int areabytes;
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byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps;
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int num_entities;
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int first_entity; // into the circular sv_packet_entities[]
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// the entities MUST be in increasing state number
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// order, otherwise the delta compression will fail
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int messageSent; // time the message was transmitted
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int messageAcked; // time the message was acked
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int messageSize; // used to rate drop packets
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} clientSnapshot_t;
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typedef enum {
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CS_FREE, // can be reused for a new connection
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CS_ZOMBIE, // client has been disconnected, but don't reuse
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// connection for a couple seconds
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CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
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CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
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CS_ACTIVE // client is fully in game
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} clientState_t;
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typedef struct netchan_buffer_s {
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msg_t msg;
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byte msgBuffer[MAX_MSGLEN];
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struct netchan_buffer_s *next;
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} netchan_buffer_t;
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typedef struct client_s {
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clientState_t state;
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char userinfo[MAX_INFO_STRING]; // name, etc
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char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
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int reliableAcknowledge; // last acknowledged reliable message
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int reliableSent; // last sent reliable message, not necesarily acknowledged yet
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int messageAcknowledge;
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int gamestateMessageNum; // netchan->outgoingSequence of gamestate
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int challenge;
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usercmd_t lastUsercmd;
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int lastMessageNum; // for delta compression
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int lastClientCommand; // reliable client message sequence
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char lastClientCommandString[MAX_STRING_CHARS];
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sharedEntity_t *gentity; // SV_GentityNum(clientnum)
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char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
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// downloading
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char downloadName[MAX_QPATH]; // if not empty string, we are downloading
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fileHandle_t download; // file being downloaded
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int downloadSize; // total bytes (can't use EOF because of paks)
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int downloadCount; // bytes sent
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int downloadClientBlock; // last block we sent to the client, awaiting ack
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int downloadCurrentBlock; // current block number
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int downloadXmitBlock; // last block we xmited
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unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
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int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
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qboolean downloadEOF; // We have sent the EOF block
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int downloadSendTime; // time we last got an ack from the client
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int deltaMessage; // frame last client usercmd message
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int nextReliableTime; // svs.time when another reliable command will be allowed
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int lastPacketTime; // svs.time when packet was last received
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int lastConnectTime; // svs.time when connection started
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int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
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qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
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int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
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clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
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int ping;
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int rate; // bytes / second
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int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
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int pureAuthentic;
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qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
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netchan_t netchan;
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// TTimo
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// queuing outgoing fragmented messages to send them properly, without udp packet bursts
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// in case large fragmented messages are stacking up
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// buffer them into this queue, and hand them out to netchan as needed
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netchan_buffer_t *netchan_start_queue;
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netchan_buffer_t **netchan_end_queue;
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int oldServerTime;
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qboolean csUpdated[MAX_CONFIGSTRINGS+1];
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} client_t;
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//=============================================================================
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// MAX_CHALLENGES is made large to prevent a denial
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// of service attack that could cycle all of them
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// out before legitimate users connected
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#define MAX_CHALLENGES 1024
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#define AUTHORIZE_TIMEOUT 5000
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typedef struct {
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netadr_t adr;
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int challenge;
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int time; // time the last packet was sent to the autherize server
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int pingTime; // time the challenge response was sent to client
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int firstTime; // time the adr was first used, for authorize timeout checks
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qboolean connected;
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} challenge_t;
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#define MAX_MASTERS 8 // max recipients for heartbeat packets
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// this structure will be cleared only when the game dll changes
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typedef struct {
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qboolean initialized; // sv_init has completed
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int time; // will be strictly increasing across level changes
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int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
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client_t *clients; // [sv_maxclients->integer];
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int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
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int nextSnapshotEntities; // next snapshotEntities to use
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entityState_t *snapshotEntities; // [numSnapshotEntities]
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int nextHeartbeatTime;
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challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
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netadr_t redirectAddress; // for rcon return messages
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netadr_t authorizeAddress; // for rcon return messages
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} serverStatic_t;
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//=============================================================================
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extern serverStatic_t svs; // persistant server info across maps
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extern server_t sv; // cleared each map
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extern vm_t *gvm; // game virtual machine
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#define MAX_MASTER_SERVERS 5
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extern cvar_t *sv_fps;
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extern cvar_t *sv_timeout;
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extern cvar_t *sv_zombietime;
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extern cvar_t *sv_rconPassword;
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extern cvar_t *sv_privatePassword;
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extern cvar_t *sv_allowDownload;
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extern cvar_t *sv_maxclients;
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extern cvar_t *sv_privateClients;
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extern cvar_t *sv_hostname;
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extern cvar_t *sv_master[MAX_MASTER_SERVERS];
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extern cvar_t *sv_reconnectlimit;
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extern cvar_t *sv_showloss;
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extern cvar_t *sv_padPackets;
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extern cvar_t *sv_killserver;
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extern cvar_t *sv_mapname;
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extern cvar_t *sv_mapChecksum;
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extern cvar_t *sv_serverid;
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extern cvar_t *sv_minRate;
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extern cvar_t *sv_maxRate;
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extern cvar_t *sv_minPing;
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extern cvar_t *sv_maxPing;
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extern cvar_t *sv_gametype;
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extern cvar_t *sv_pure;
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extern cvar_t *sv_floodProtect;
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extern cvar_t *sv_lanForceRate;
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extern cvar_t *sv_strictAuth;
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//===========================================================
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//
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// sv_main.c
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//
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void SV_FinalMessage (char *message);
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void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
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void SV_AddOperatorCommands (void);
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void SV_RemoveOperatorCommands (void);
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void SV_MasterHeartbeat (void);
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void SV_MasterShutdown (void);
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//
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// sv_init.c
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//
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void SV_SetConfigstring( int index, const char *val );
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void SV_GetConfigstring( int index, char *buffer, int bufferSize );
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void SV_UpdateConfigstrings( client_t *client );
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void SV_SetUserinfo( int index, const char *val );
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void SV_GetUserinfo( int index, char *buffer, int bufferSize );
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void SV_ChangeMaxClients( void );
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void SV_SpawnServer( char *server, qboolean killBots );
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//
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// sv_client.c
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//
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void SV_GetChallenge( netadr_t from );
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void SV_DirectConnect( netadr_t from );
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void SV_AuthorizeIpPacket( netadr_t from );
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void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
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void SV_UserinfoChanged( client_t *cl );
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void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
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void SV_DropClient( client_t *drop, const char *reason );
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void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
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void SV_ClientThink (client_t *cl, usercmd_t *cmd);
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void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
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//
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// sv_ccmds.c
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//
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void SV_Heartbeat_f( void );
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//
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// sv_snapshot.c
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//
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void SV_AddServerCommand( client_t *client, const char *cmd );
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void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
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void SV_WriteFrameToClient (client_t *client, msg_t *msg);
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void SV_SendMessageToClient( msg_t *msg, client_t *client );
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void SV_SendClientMessages( void );
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void SV_SendClientSnapshot( client_t *client );
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//
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// sv_game.c
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//
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int SV_NumForGentity( sharedEntity_t *ent );
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sharedEntity_t *SV_GentityNum( int num );
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playerState_t *SV_GameClientNum( int num );
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svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
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sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
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void SV_InitGameProgs ( void );
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void SV_ShutdownGameProgs ( void );
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void SV_RestartGameProgs( void );
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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
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//
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// sv_bot.c
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//
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void SV_BotFrame( int time );
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int SV_BotAllocateClient(void);
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void SV_BotFreeClient( int clientNum );
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void SV_BotInitCvars(void);
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int SV_BotLibSetup( void );
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int SV_BotLibShutdown( void );
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int SV_BotGetSnapshotEntity( int client, int ent );
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int SV_BotGetConsoleMessage( int client, char *buf, int size );
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int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
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void BotImport_DebugPolygonDelete(int id);
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//============================================================
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//
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// high level object sorting to reduce interaction tests
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//
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void SV_ClearWorld (void);
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// called after the world model has been loaded, before linking any entities
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void SV_UnlinkEntity( sharedEntity_t *ent );
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// call before removing an entity, and before trying to move one,
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// so it doesn't clip against itself
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void SV_LinkEntity( sharedEntity_t *ent );
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// Needs to be called any time an entity changes origin, mins, maxs,
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// or solid. Automatically unlinks if needed.
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// sets ent->v.absmin and ent->v.absmax
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// sets ent->leafnums[] for pvs determination even if the entity
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// is not solid
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clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
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void SV_SectorList_f( void );
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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// fills in a table of entity numbers with entities that have bounding boxes
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// that intersect the given area. It is possible for a non-axial bmodel
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// to be returned that doesn't actually intersect the area on an exact
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// test.
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// returns the number of pointers filled in
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// The world entity is never returned in this list.
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int SV_PointContents( const vec3_t p, int passEntityNum );
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// returns the CONTENTS_* value from the world and all entities at the given point.
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void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
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// mins and maxs are relative
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// if the entire move stays in a solid volume, trace.allsolid will be set,
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// trace.startsolid will be set, and trace.fraction will be 0
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// if the starting point is in a solid, it will be allowed to move out
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// to an open area
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// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
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void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule );
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// clip to a specific entity
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//
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// sv_net_chan.c
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//
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void SV_Netchan_Transmit( client_t *client, msg_t *msg);
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void SV_Netchan_TransmitNextFragment( client_t *client );
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qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
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