jkxr/Projects/Android/jni/OpenJK/code/server/server.h

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// server.h
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../game/g_public.h"
#include "../game/bg_public.h"
#ifndef SERVER_H
#define SERVER_H
//=============================================================================
//#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
// GAME BOTH REFERENCE !!!
//rww - this won't do.. I need to include bg_public.h in the exe elsewhere.
//I'm including it here instead so we can have our PERS_SCORE value. And have
//it be the proper enum value.
#define MAX_ENT_CLUSTERS 16
typedef struct svEntity_s {
struct worldSector_s *worldSector;
struct svEntity_s *nextEntityInWorldSector;
entityState_t baseline; // for delta compression of initial sighting
int numClusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int lastCluster; // if all the clusters don't fit in clusternums
int areanum, areanum2;
int snapshotCounter; // used to prevent double adding from portal views
} svEntity_t;
typedef enum {
SS_DEAD, // no map loaded
SS_LOADING, // spawning level entities
SS_GAME // actively running
} serverState_t;
typedef struct {
serverState_t state;
int serverId; // changes each server start
int snapshotCounter; // incremented for each snapshot built
int time; // all entities are correct for this time // These 2 saved out
int timeResidual; // <= 1000 / sv_frame->value // during savegame.
float timeResidualFraction; // fraction of a msec accumulated
int nextFrameTime; // when time > nextFrameTime, process world // this doesn't get used anywhere! -Ste
char *configstrings[MAX_CONFIGSTRINGS];
//
// be careful, Jake's code uses the 'svEntities' field as a marker to memset-this-far-only inside SV_InitSV()!!!!!
//
char *entityParsePoint; // used during game VM init
int mLocalSubBSPIndex;
int mLocalSubBSPModelOffset;
char *mLocalSubBSPEntityParsePoint;
svEntity_t svEntities[MAX_GENTITIES];
} server_t;
typedef struct {
int areabytes;
byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
// the entities MUST be in increasing state number
// order, otherwise the delta compression will fail
int messageSent; // time the message was transmitted
int messageAcked; // time the message was acked
int messageSize; // used to rate drop packets
} clientSnapshot_t;
typedef enum {
CS_FREE, // can be reused for a new connection
CS_ZOMBIE, // client has been disconnected, but don't reuse
// connection for a couple seconds
CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
CS_ACTIVE // client is fully in game
} clientState_t;
typedef struct client_s {
clientState_t state;
char userinfo[MAX_INFO_STRING]; // name, etc
char *reliableCommands[MAX_RELIABLE_COMMANDS];
int reliableSequence;
int reliableAcknowledge;
int gamestateMessageNum; // netchan->outgoingSequence of gamestate
usercmd_t lastUsercmd;
int lastMessageNum; // for delta compression
int cmdNum; // command number last executed
int lastClientCommand; // reliable client message sequence
gentity_t *gentity; // SV_GentityNum(clientnum)
char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
byte *download; // file being downloaded
int downloadsize; // total bytes (can't use EOF because of paks)
int downloadcount; // bytes sent
int deltaMessage; // frame last client usercmd message
int lastPacketTime; // sv.time when packet was last received
int lastConnectTime; // sv.time when connection started
qboolean droppedCommands; // true if enough pakets to pass the cl_packetdup were dropped
int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
netchan_t netchan;
} client_t;
//=============================================================================
typedef struct {
netadr_t adr;
int challenge;
int time;
} challenge_t;
// this structure will be cleared only when the game dll changes
typedef struct {
qboolean initialized; // sv_init has completed
client_t *clients; // [sv_maxclients->integer];
int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
int nextSnapshotEntities; // next snapshotEntities to use
entityState_t *snapshotEntities; // [numSnapshotEntities]
} serverStatic_t;
//=============================================================================
extern serverStatic_t svs; // persistant server info across maps
extern server_t sv; // cleared each map
extern game_export_t *ge;
extern cvar_t *sv_fps;
extern cvar_t *sv_timeout;
extern cvar_t *sv_zombietime;
extern cvar_t *sv_reconnectlimit;
extern cvar_t *sv_showloss;
extern cvar_t *sv_killserver;
extern cvar_t *sv_mapname;
extern cvar_t *sv_spawntarget;
extern cvar_t *sv_mapChecksum;
extern cvar_t *sv_serverid;
extern cvar_t *sv_testsave;
extern cvar_t *sv_compress_saved_games;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage (char *message);
void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
void SV_AddOperatorCommands (void);
void SV_RemoveOperatorCommands (void);
//
// sv_init.c
//
void SV_SetConfigstring( int index, const char *val );
void SV_GetConfigstring( int index, char *buffer, int bufferSize );
void SV_SetUserinfo( int index, const char *val );
void SV_GetUserinfo( int index, char *buffer, int bufferSize );
void SV_SpawnServer( const char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve );
//
// sv_client.c
//
void SV_DirectConnect( netadr_t from );
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
void SV_UserinfoChanged( client_t *cl );
void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded );
void SV_DropClient( client_t *drop, const char *reason );
void SV_ExecuteClientCommand( client_t *cl, const char *s );
void SV_ClientThink (client_t *cl, usercmd_t *cmd);
//
// sv_snapshot.c
//
void SV_AddServerCommand( client_t *client, const char *cmd );
void SV_SendMessageToClient( msg_t *msg, client_t *client );
void SV_SendClientMessages( void );
void SV_SendClientSnapshot( client_t *client );
//
// sv_game.c
//
gentity_t *SV_GentityNum( int num );
svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt );
gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
void SV_InitGameProgs (void);
void SV_ShutdownGameProgs (qboolean shutdownCin);
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
//============================================================
//
// high level object sorting to reduce interaction tests
//
void SV_ClearWorld (void);
// called after the world model has been loaded, before linking any entities
void SV_UnlinkEntity( gentity_t *ent );
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
void SV_LinkEntity( gentity_t *ent );
// Needs to be called any time an entity changes origin, mins, maxs,
// or solid. Automatically unlinks if needed.
// sets ent->v.absmin and ent->v.absmax
// sets ent->leafnums[] for pvs determination even if the entity
// is not solid
clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent );
void SV_SectorList_f( void );
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, gentity_t **elist, int maxcount );
// fills in a table of entity pointers with entities that have bounding boxes
// that intersect the given area. It is possible for a non-axial bmodel
// to be returned that doesn't actually intersect the area on an exact
// test.
// returns the number of pointers filled in
// The world entity is never returned in this list.
int SV_PointContents( const vec3_t p, int passEntityNum );
// returns the CONTENTS_* value from the world and all entities at the given point.
/*
Ghoul2 Insert Start
*/
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
const int passEntityNum, const int contentmask, const EG2_Collision eG2TraceType = G2_NOCOLLIDE, const int useLod = 0);
/*
Ghoul2 Insert End
*/
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set,
// trace.startsolid will be set, and trace.fraction will be 0
// if the starting point is in a solid, it will be allowed to move out
// to an open area
// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
///////////////////////////////////////////////
//
// sv_savegame.cpp
//
void SV_LoadGame_f(void);
void SV_LoadTransition_f(void);
void SV_SaveGame_f(void);
void SV_WipeGame_f(void);
qboolean SV_TryLoadTransition( const char *mapname );
qboolean SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave);
qboolean SG_ReadSavegame(const char *psPathlessBaseName);
void SG_WipeSavegame(const char *psPathlessBaseName);
qboolean SG_Append(unsigned int chid, const void *data, int length);
int SG_Read (unsigned int chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
int SG_ReadOptional (unsigned int chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
void SG_Shutdown();
void SG_TestSave(void);
//
// note that this version number does not mean that a savegame with the same version can necessarily be loaded,
// since anyone can change any loadsave-affecting structure somewhere in a header and change a chunk size.
// What it's used for is for things like mission pack etc if we need to distinguish "street-copy" savegames from
// any new enhanced ones that need to ask for new chunks during loading.
//
#define iSAVEGAME_VERSION 1
int SG_Version(void); // call this to know what version number a successfully-opened savegame file was
//
extern SavedGameJustLoaded_e eSavedGameJustLoaded;
extern qboolean qbLoadTransition;
//
///////////////////////////////////////////////
#ifdef JK2_MODE
// glue
class cStrings
{
private:
unsigned int Flags;
char *Reference;
public:
cStrings(unsigned int initFlags = 0, char *initReference = NULL);
virtual ~cStrings(void);
virtual void Clear(void);
void SetFlags(unsigned int newFlags);
void SetReference(char *newReference);
unsigned int GetFlags(void) { return Flags; }
char *GetReference(void) { return Reference; }
virtual bool UnderstandToken(int token, char *data );
virtual bool Load(char *&Data, int &Size );
};
class cStringsSingle : public cStrings
{
private:
char *Text;
virtual void Clear(void);
void SetText(const char *newText);
public:
cStringsSingle(unsigned int initFlags = 0, char *initReference = NULL);
virtual ~cStringsSingle();
char *GetText(void) { return Text; }
virtual bool UnderstandToken(int token, char *data );
};
#endif
#endif // #ifndef SERVER_H