/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
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 .
===========================================================================
*/
#include "server.h"
#include "ghoul2/G2.h"
#include "qcommon/cm_public.h"
#include "qcommon/MiniHeap.h"
#include "qcommon/stringed_ingame.h"
#include "sv_gameapi.h"
/*
===============
SV_SendConfigstring
Creates and sends the server command necessary to update the CS index for the
given client
===============
*/
static void SV_SendConfigstring(client_t *client, int index)
{
int maxChunkSize = MAX_STRING_CHARS - 24;
int len;
len = strlen(sv.configstrings[index]);
if( len >= maxChunkSize ) {
int sent = 0;
int remaining = len;
char *cmd;
char buf[MAX_STRING_CHARS];
while (remaining > 0 ) {
if ( sent == 0 ) {
cmd = "bcs0";
}
else if( remaining < maxChunkSize ) {
cmd = "bcs2";
}
else {
cmd = "bcs1";
}
Q_strncpyz( buf, &sv.configstrings[index][sent],
maxChunkSize );
SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
index, buf );
sent += (maxChunkSize - 1);
remaining -= (maxChunkSize - 1);
}
} else {
// standard cs, just send it
SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
sv.configstrings[index] );
}
}
/*
===============
SV_UpdateConfigstrings
Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
Configstring indexes that have changed while the client was in CS_PRIMED
===============
*/
void SV_UpdateConfigstrings(client_t *client)
{
int index;
for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
// if the CS hasn't changed since we went to CS_PRIMED, ignore
if(!client->csUpdated[index])
continue;
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity &&
(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
client->csUpdated[index] = qfalse;
}
}
/*
===============
SV_SetConfigstring
===============
*/
void SV_SetConfigstring (int index, const char *val) {
int i;
client_t *client;
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
}
if ( !val ) {
val = "";
}
// don't bother broadcasting an update if no change
if ( !strcmp( val, sv.configstrings[ index ] ) ) {
return;
}
// change the string in sv
Z_Free( sv.configstrings[index] );
sv.configstrings[index] = CopyString( val );
// send it to all the clients if we aren't
// spawning a new server
if ( sv.state == SS_GAME || sv.restarting ) {
// send the data to all relevent clients
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if ( client->state < CS_ACTIVE ) {
if ( client->state == CS_PRIMED )
client->csUpdated[ index ] = qtrue;
continue;
}
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
}
}
}
/*
===============
SV_GetConfigstring
===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
}
if ( !sv.configstrings[index] ) {
buffer[0] = 0;
return;
}
Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
}
/*
===============
SV_SetUserinfo
===============
*/
void SV_SetUserinfo( int index, const char *val ) {
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
}
if ( !val ) {
val = "";
}
Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
}
/*
===============
SV_GetUserinfo
===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
}
Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline( void ) {
sharedEntity_t *svent;
int entnum;
for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
svent = SV_GentityNum(entnum);
if (!svent->r.linked) {
continue;
}
svent->s.number = entnum;
//
// take current state as baseline
//
sv.svEntities[entnum].baseline = svent->s;
}
}
/*
===============
SV_BoundMaxClients
===============
*/
void SV_BoundMaxClients( int minimum ) {
// get the current maxclients value
Cvar_Get( "sv_maxclients", "8", 0 );
sv_maxclients->modified = qfalse;
if ( sv_maxclients->integer < minimum ) {
Cvar_Set( "sv_maxclients", va("%i", minimum) );
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
}
}
/*
===============
SV_Startup
Called when a host starts a map when it wasn't running
one before. Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
void SV_Startup( void ) {
if ( svs.initialized ) {
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
}
SV_BoundMaxClients( 1 );
svs.clients = (struct client_s *)Z_Malloc (sizeof(client_t) * sv_maxclients->integer, TAG_CLIENTS, qtrue );
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
Cvar_Set( "r_ghoul2animsmooth", "0");
Cvar_Set( "r_ghoul2unsqashaftersmooth", "0");
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
SV_ChallengeInit();
svs.initialized = qtrue;
// Don't respect sv_killserver unless a server is actually running
if ( sv_killserver->integer ) {
Cvar_Set( "sv_killserver", "0" );
}
Cvar_Set( "sv_running", "1" );
}
/*
Ghoul2 Insert Start
*/
void SV_InitSV(void)
{
// clear out most of the sv struct
memset(&sv, 0, (sizeof(sv)));
sv.mLocalSubBSPIndex = -1;
}
/*
Ghoul2 Insert End
*/
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i;
client_t *oldClients;
int count;
// get the highest client number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = (struct client_s *)Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients arrays
Z_Free( svs.clients );
// allocate new clients
svs.clients = (struct client_s *)Z_Malloc ( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS, qtrue );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
for ( i = 0 ; i < count ; i++ ) {
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
}
}
// free the old clients on the hunk
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
}
/*
================
SV_ClearServer
================
*/
void SV_ClearServer(void) {
int i;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( sv.configstrings[i] ) {
Z_Free( sv.configstrings[i] );
}
}
// CM_ClearMap();
/*
Ghoul2 Insert Start
*/
// nope, can't do this anymore.. sv contains entitystates with STL in them.
// memset (&sv, 0, sizeof(sv));
SV_InitSV();
/*
Ghoul2 Insert End
*/
// Com_Memset (&sv, 0, sizeof(sv));
}
/*
================
SV_TouchCGame
touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
================
*/
void SV_TouchCGame(void) {
fileHandle_t f;
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof(filename), "cgamex86.dll" );
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
}
}
void SV_SendMapChange(void)
{
int i;
if (svs.clients)
{
for (i=0 ; iinteger ; i++)
{
if (svs.clients[i].state >= CS_CONNECTED)
{
if ( svs.clients[i].netchan.remoteAddress.type != NA_BOT ||
svs.clients[i].demo.demorecording )
{
SV_SendClientMapChange( &svs.clients[i] ) ;
}
}
}
}
}
extern void SV_SendClientGameState( client_t *client );
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) {
int i;
int checksum;
qboolean isBot;
char systemInfo[16384];
const char *p;
SV_StopAutoRecordDemos();
SV_SendMapChange();
re->RegisterMedia_LevelLoadBegin(server, eForceReload);
// shut down the existing game if it is running
SV_ShutdownGameProgs();
svs.gameStarted = qfalse;
Com_Printf ("------ Server Initialization ------\n");
Com_Printf ("Server: %s\n",server);
/*
Ghoul2 Insert Start
*/
// de allocate the snapshot entities
if (svs.snapshotEntities)
{
delete[] svs.snapshotEntities;
svs.snapshotEntities = NULL;
}
/*
Ghoul2 Insert End
*/
SV_SendMapChange();
// if not running a dedicated server CL_MapLoading will connect the client to the server
// also print some status stuff
CL_MapLoading();
#ifndef DEDICATED
// make sure all the client stuff is unloaded
CL_ShutdownAll( qfalse );
#endif
CM_ClearMap();
// clear the whole hunk because we're (re)loading the server
Hunk_Clear();
re->InitSkins();
re->InitShaders(qtrue);
// init client structures and svs.numSnapshotEntities
if ( !Cvar_VariableValue("sv_running") ) {
SV_Startup();
} else {
// check for maxclients change
if ( sv_maxclients->modified ) {
SV_ChangeMaxClients();
}
}
SV_SendMapChange();
/*
Ghoul2 Insert Start
*/
// clear out those shaders, images and Models as long as this
// isnt a dedicated server.
/*
if ( !com_dedicated->integer )
{
#ifndef DEDICATED
R_InitImages();
R_InitShaders();
R_ModelInit();
#endif
}
else
*/
if (com_dedicated->integer)
{
re->SVModelInit();
}
SV_SendMapChange();
// clear pak references
FS_ClearPakReferences(0);
/*
Ghoul2 Insert Start
*/
// allocate the snapshot entities on the hunk
// svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
svs.nextSnapshotEntities = 0;
// allocate the snapshot entities
svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities];
// we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty
memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities);
/*
Ghoul2 Insert End
*/
// toggle the server bit so clients can detect that a
// server has changed
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// set nextmap to the same map, but it may be overriden
// by the game startup or another console command
Cvar_Set( "nextmap", "map_restart 0");
// Cvar_Set( "nextmap", va("map %s", server) );
for (i=0 ; iinteger ; i++) {
// save when the server started for each client already connected
if (svs.clients[i].state >= CS_CONNECTED) {
svs.clients[i].oldServerTime = svs.time;
}
}
// wipe the entire per-level structure
SV_ClearServer();
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
sv.configstrings[i] = CopyString("");
}
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
// make sure we are not paused
Cvar_Set("cl_paused", "0");
// get a new checksum feed and restart the file system
srand(Com_Milliseconds());
sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
FS_Restart( sv.checksumFeed );
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
SV_SendMapChange();
// set serverinfo visible name
Cvar_Set( "mapname", server );
Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
// serverid should be different each time
sv.serverId = com_frameTime;
sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
time( &sv.realMapTimeStarted );
sv.demosPruned = qfalse;
// clear physics interaction links
SV_ClearWorld ();
// media configstring setting should be done during
// the loading stage, so connected clients don't have
// to load during actual gameplay
sv.state = SS_LOADING;
// load and spawn all other entities
SV_InitGameProgs();
// don't allow a map_restart if game is modified
sv_gametype->modified = qfalse;
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
GVM_RunFrame( sv.time );
SV_BotFrame( sv.time );
sv.time += 100;
svs.time += 100;
}
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
// create a baseline for more efficient communications
SV_CreateBaseline ();
for (i=0 ; iinteger ; i++) {
// send the new gamestate to all connected clients
if (svs.clients[i].state >= CS_CONNECTED) {
char *denied;
if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
if ( killBots ) {
SV_DropClient( &svs.clients[i], "" );
continue;
}
isBot = qtrue;
}
else {
isBot = qfalse;
}
// connect the client again
denied = GVM_ClientConnect( i, qfalse, isBot ); // firstTime = qfalse
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( &svs.clients[i], denied );
} else {
if( !isBot ) {
// when we get the next packet from a connected client,
// the new gamestate will be sent
svs.clients[i].state = CS_CONNECTED;
}
else {
client_t *client;
sharedEntity_t *ent;
client = &svs.clients[i];
client->state = CS_ACTIVE;
ent = SV_GentityNum( i );
ent->s.number = i;
client->gentity = ent;
client->deltaMessage = -1;
client->nextSnapshotTime = svs.time; // generate a snapshot immediately
GVM_ClientBegin( i );
}
}
}
}
// run another frame to allow things to look at all the players
GVM_RunFrame( sv.time );
SV_BotFrame( sv.time );
sv.time += 100;
svs.time += 100;
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
if ( sv_pure->integer ) {
// the server sends these to the clients so they will only
// load pk3s also loaded at the server
p = FS_LoadedPakChecksums();
Cvar_Set( "sv_paks", p );
if (strlen(p) == 0) {
Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
}
p = FS_LoadedPakNames();
Cvar_Set( "sv_pakNames", p );
// if a dedicated pure server we need to touch the cgame because it could be in a
// seperate pk3 file and the client will need to load the latest cgame.qvm
if ( com_dedicated->integer ) {
SV_TouchCGame();
}
}
else {
Cvar_Set( "sv_paks", "" );
Cvar_Set( "sv_pakNames", "" );
}
// the server sends these to the clients so they can figure
// out which pk3s should be auto-downloaded
p = FS_ReferencedPakChecksums();
Cvar_Set( "sv_referencedPaks", p );
p = FS_ReferencedPakNames();
Cvar_Set( "sv_referencedPakNames", p );
// save systeminfo and serverinfo strings
Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
// any media configstring setting now should issue a warning
// and any configstring changes should be reliably transmitted
// to all clients
sv.state = SS_GAME;
// send a heartbeat now so the master will get up to date info
SV_Heartbeat_f();
Hunk_SetMark();
/* MrE: 2000-09-13: now called in CL_DownloadsComplete
// don't call when running dedicated
if ( !com_dedicated->integer ) {
// note that this is called after setting the hunk mark with Hunk_SetMark
CL_StartHunkUsers();
}
*/
for ( client_t *client = svs.clients; client - svs.clients < sv_maxclients->integer; client++) {
// bots will not request gamestate, so it must be manually sent
// cannot do this above where it says it will because mapname is not set at that time
if ( client->netchan.remoteAddress.type == NA_BOT && client->demo.demorecording ) {
SV_SendClientGameState( client );
}
}
SV_BeginAutoRecordDemos();
}
/*
===============
SV_Init
Only called at main exe startup, not for each game
===============
*/
void SV_BotInitBotLib(void);
#ifdef DEDICATED
#define G2_VERT_SPACE_SERVER_SIZE 256
IHeapAllocator *G2VertSpaceServer = NULL;
CMiniHeap IHeapAllocator_singleton(G2_VERT_SPACE_SERVER_SIZE * 1024);
/*
================
CL_RefPrintf
DLL glue
================
*/
void QDECL SV_RefPrintf( int print_level, const char *fmt, ...) {
va_list argptr;
char msg[MAXPRINTMSG];
va_start (argptr,fmt);
Q_vsnprintf(msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if ( print_level == PRINT_ALL ) {
Com_Printf ("%s", msg);
} else if ( print_level == PRINT_WARNING ) {
Com_Printf (S_COLOR_YELLOW "%s", msg); // yellow
} else if ( print_level == PRINT_DEVELOPER ) {
Com_DPrintf (S_COLOR_RED "%s", msg); // red
}
}
qboolean Com_TheHunkMarkHasBeenMade(void);
//qcommon/vm.cpp
extern vm_t *currentVM;
//qcommon/cm_load.cpp
extern void *gpvCachedMapDiskImage;
extern qboolean gbUsingCachedMapDataRightNow;
static char *GetSharedMemory( void ) { return sv.mSharedMemory; }
static vm_t *GetCurrentVM( void ) { return currentVM; }
static void *CM_GetCachedMapDiskImage( void ) { return gpvCachedMapDiskImage; }
static void CM_SetCachedMapDiskImage( void *ptr ) { gpvCachedMapDiskImage = ptr; }
static void CM_SetUsingCache( qboolean usingCache ) { gbUsingCachedMapDataRightNow = usingCache; }
//server stuff D:
extern void SV_GetConfigstring( int index, char *buffer, int bufferSize );
extern void SV_SetConfigstring( int index, const char *val );
static IHeapAllocator *GetG2VertSpaceServer( void ) {
return G2VertSpaceServer;
}
refexport_t *re = NULL;
static void SV_InitRef( void ) {
static refimport_t ri;
refexport_t *ret;
Com_Printf( "----- Initializing Renderer ----\n" );
memset( &ri, 0, sizeof( ri ) );
//set up the import table
ri.Printf = SV_RefPrintf;
ri.Error = Com_Error;
ri.OPrintf = Com_OPrintf;
ri.Milliseconds = Sys_Milliseconds2; //FIXME: unix+mac need this
ri.Hunk_AllocateTempMemory = Hunk_AllocateTempMemory;
ri.Hunk_FreeTempMemory = Hunk_FreeTempMemory;
ri.Hunk_Alloc = Hunk_Alloc;
ri.Hunk_MemoryRemaining = Hunk_MemoryRemaining;
ri.Z_Malloc = Z_Malloc;
ri.Z_Free = Z_Free;
ri.Z_MemSize = Z_MemSize;
ri.Z_MorphMallocTag = Z_MorphMallocTag;
ri.Cmd_ExecuteString = Cmd_ExecuteString;
ri.Cmd_Argc = Cmd_Argc;
ri.Cmd_Argv = Cmd_Argv;
ri.Cmd_ArgsBuffer = Cmd_ArgsBuffer;
ri.Cmd_AddCommand = Cmd_AddCommand;
ri.Cmd_RemoveCommand = Cmd_RemoveCommand;
ri.Cvar_Set = Cvar_Set;
ri.Cvar_Get = Cvar_Get;
ri.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
ri.Cvar_VariableString = Cvar_VariableString;
ri.Cvar_VariableValue = Cvar_VariableValue;
ri.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
ri.Sys_LowPhysicalMemory = Sys_LowPhysicalMemory;
ri.SE_GetString = SE_GetString;
ri.FS_FreeFile = FS_FreeFile;
ri.FS_FreeFileList = FS_FreeFileList;
ri.FS_Read = FS_Read;
ri.FS_ReadFile = FS_ReadFile;
ri.FS_FCloseFile = FS_FCloseFile;
ri.FS_FOpenFileRead = FS_FOpenFileRead;
ri.FS_FOpenFileWrite = FS_FOpenFileWrite;
ri.FS_FOpenFileByMode = FS_FOpenFileByMode;
ri.FS_FileExists = FS_FileExists;
ri.FS_FileIsInPAK = FS_FileIsInPAK;
ri.FS_ListFiles = FS_ListFiles;
ri.FS_Write = FS_Write;
ri.FS_WriteFile = FS_WriteFile;
ri.CM_BoxTrace = CM_BoxTrace;
ri.CM_DrawDebugSurface = CM_DrawDebugSurface;
// ri.CM_CullWorldBox = CM_CullWorldBox;
// ri.CM_TerrainPatchIterate = CM_TerrainPatchIterate;
// ri.CM_RegisterTerrain = CM_RegisterTerrain;
// ri.CM_ShutdownTerrain = CM_ShutdownTerrain;
ri.CM_ClusterPVS = CM_ClusterPVS;
ri.CM_LeafArea = CM_LeafArea;
ri.CM_LeafCluster = CM_LeafCluster;
ri.CM_PointLeafnum = CM_PointLeafnum;
ri.CM_PointContents = CM_PointContents;
ri.Com_TheHunkMarkHasBeenMade = Com_TheHunkMarkHasBeenMade;
// ri.S_RestartMusic = S_RestartMusic;
// ri.SND_RegisterAudio_LevelLoadEnd = SND_RegisterAudio_LevelLoadEnd;
// ri.CIN_RunCinematic = CIN_RunCinematic;
// ri.CIN_PlayCinematic = CIN_PlayCinematic;
// ri.CIN_UploadCinematic = CIN_UploadCinematic;
// ri.CL_WriteAVIVideoFrame = CL_WriteAVIVideoFrame;
// g2 data access
ri.GetSharedMemory = GetSharedMemory;
// (c)g vm callbacks
ri.GetCurrentVM = GetCurrentVM;
// ri.CGVMLoaded = CGVMLoaded;
// ri.CGVM_RagCallback = CGVM_RagCallback;
// ugly win32 backend
ri.CM_GetCachedMapDiskImage = CM_GetCachedMapDiskImage;
ri.CM_SetCachedMapDiskImage = CM_SetCachedMapDiskImage;
ri.CM_SetUsingCache = CM_SetUsingCache;
//FIXME: Might have to do something about this...
ri.GetG2VertSpaceServer = GetG2VertSpaceServer;
G2VertSpaceServer = &IHeapAllocator_singleton;
ret = GetRefAPI( REF_API_VERSION, &ri );
// Com_Printf( "-------------------------------\n");
if ( !ret ) {
Com_Error (ERR_FATAL, "Couldn't initialize refresh" );
}
re = ret;
}
#endif
void SV_Init (void) {
time( &svs.startTime );
SV_AddOperatorCommands ();
// serverinfo vars
Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
Cvar_Get ("capturelimit", "0", CVAR_SERVERINFO);
// Get these to establish them and to make sure they have a default before the menus decide to stomp them.
Cvar_Get ("g_maxHolocronCarry", "3", CVAR_SERVERINFO);
Cvar_Get ("g_privateDuel", "1", CVAR_SERVERINFO );
Cvar_Get ("g_saberLocking", "1", CVAR_SERVERINFO );
Cvar_Get ("g_maxForceRank", "7", CVAR_SERVERINFO );
Cvar_Get ("duel_fraglimit", "10", CVAR_SERVERINFO);
Cvar_Get ("g_forceBasedTeams", "0", CVAR_SERVERINFO);
Cvar_Get ("g_duelWeaponDisable", "1", CVAR_SERVERINFO);
sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, "Server gametype value" );
sv_needpass = Cvar_Get ("g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, "Server needs password to join" );
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, "Number of reserved client slots available with password" );
Cvar_CheckRange( sv_privateClients, 0, MAX_CLIENTS, qtrue );
sv_hostname = Cvar_Get ("sv_hostname", "*Jedi*", CVAR_SERVERINFO | CVAR_ARCHIVE, "The name of the server that is displayed in the serverlist" );
sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH, "Max. connected clients" );
//cvar_t *sv_ratePolicy; // 1-2
//cvar_t *sv_clientRate;
sv_ratePolicy = Cvar_Get( "sv_ratePolicy", "1", CVAR_ARCHIVE_ND, "Determines which policy of enforcement is used for client's \"rate\" cvar" );
Cvar_CheckRange(sv_ratePolicy, 1, 2, qtrue);
sv_clientRate = Cvar_Get( "sv_clientRate", "50000", CVAR_ARCHIVE_ND);
sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO, "Min bandwidth rate allowed on server. Use 0 for unlimited." );
sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO, "Max bandwidth rate allowed on server. Use 0 for unlimited." );
sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO );
sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO );
sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO, "Protect against flooding of server commands" );
sv_floodProtectSlow = Cvar_Get ("sv_floodProtectSlow", "1", CVAR_ARCHIVE | CVAR_SERVERINFO, "Use original method of delaying commands with flood protection" );
// systeminfo
Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM, "Allow cheats on server if set to 1" );
sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO, "Pure server" );
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_snapsMin = Cvar_Get ("sv_snapsMin", "10", CVAR_ARCHIVE_ND ); // 1 <=> sv_snapsMax
sv_snapsMax = Cvar_Get ("sv_snapsMax", "40", CVAR_ARCHIVE_ND ); // sv_snapsMin <=> sv_fps
sv_snapsPolicy = Cvar_Get ("sv_snapsPolicy", "1", CVAR_ARCHIVE_ND, "Determines which policy of enforcement is used for client's \"snaps\" cvar");
Cvar_CheckRange(sv_snapsPolicy, 0, 2, qtrue);
sv_fps = Cvar_Get ("sv_fps", "40", CVAR_SERVERINFO, "Server frames per second" );
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, "Allow clients to download mod files via UDP from the server");
sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, CVAR_PROTECTED );
sv_master[1] = Cvar_Get ("sv_master2", JKHUB_MASTER_SERVER_NAME, CVAR_PROTECTED);
for(int index = 2; index < MAX_MASTER_SERVERS; index++)
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", CVAR_ARCHIVE_ND|CVAR_PROTECTED);
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
sv_showghoultraces = Cvar_Get ("sv_showghoultraces", "0", 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_ND );
sv_filterCommands = Cvar_Get( "sv_filterCommands", "1", CVAR_ARCHIVE );
// sv_debugserver = Cvar_Get ("sv_debugserver", "0", 0);
sv_autoDemo = Cvar_Get( "sv_autoDemo", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO, "Automatically take server-side demos" );
sv_autoDemoBots = Cvar_Get( "sv_autoDemoBots", "0", CVAR_ARCHIVE_ND, "Record server-side demos for bots" );
sv_autoDemoMaxMaps = Cvar_Get( "sv_autoDemoMaxMaps", "0", CVAR_ARCHIVE_ND );
sv_legacyFixes = Cvar_Get( "sv_legacyFixes", "1", CVAR_ARCHIVE );
sv_banFile = Cvar_Get( "sv_banFile", "serverbans.dat", CVAR_ARCHIVE, "File to use to store bans and exceptions" );
sv_maxOOBRate = Cvar_Get("sv_maxOOBRate", "1000", CVAR_ARCHIVE, "Maximum rate of handling incoming server commands" );
sv_maxOOBRateIP = Cvar_Get("sv_maxOOBRateIP", "1", CVAR_ARCHIVE, "Maximum rate of handling incoming server commands per IP address" );
sv_autoWhitelist = Cvar_Get("sv_autoWhitelist", "1", CVAR_ARCHIVE, "Save player IPs to allow them using server during DOS attack" );
// 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("sv_rehashbans\n");
// Load IP whitelist
SVC_LoadWhitelist();
// Only allocated once, no point in moving it around and fragmenting
// create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection
#ifdef DEDICATED
SV_InitRef();
#endif
}
/*
==================
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\"", 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 -----\n" );
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
SV_RemoveOperatorCommands();
SV_MasterShutdown();
SV_ChallengeShutdown();
SV_ShutdownGameProgs();
svs.gameStarted = qfalse;
/*
Ghoul2 Insert Start
*/
// de allocate the snapshot entities
if (svs.snapshotEntities)
{
delete[] svs.snapshotEntities;
svs.snapshotEntities = NULL;
}
// free current level
SV_ClearServer();
CM_ClearMap();//jfm: add a clear here since it's commented out in clearServer. This prevents crashing cmShaderTable on exit.
// free server static data
if ( svs.clients ) {
Z_Free( svs.clients );
}
Com_Memset( &svs, 0, sizeof( svs ) );
Cvar_Set( "sv_running", "0" );
Cvar_Set("ui_singlePlayerActive", "0");
// Com_Printf( "---------------------------\n" );
// disconnect any local clients
if( sv_killserver->integer != 2 )
CL_Disconnect( qfalse );
}