/* =========================================================================== 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 . =========================================================================== */ #pragma once #include "qcommon/q_shared.h" #include "qcommon/qcommon.h" #include "game/g_public.h" #include "game/bg_public.h" #include "rd-common/tr_public.h" //============================================================================= #define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND // GAME BOTH REFERENCE !!! #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 server_s { serverState_t state; qboolean restarting; // if true, send configstring changes during SS_LOADING int serverId; // changes each server start int restartedServerId; // serverId before a map_restart int checksumFeed; // int snapshotCounter; // incremented for each snapshot built int timeResidual; // <= 1000 / sv_frame->value int nextFrameTime; // when time > nextFrameTime, process world char *configstrings[MAX_CONFIGSTRINGS]; svEntity_t svEntities[MAX_GENTITIES]; char *entityParsePoint; // used during game VM init // the game virtual machine will update these on init and changes sharedEntity_t *gentities; int gentitySize; int num_entities; // current number, <= MAX_GENTITIES playerState_t *gameClients; int gameClientSize; // will be > sizeof(playerState_t) due to game private data int restartTime; int time; //rwwRMG - added: int mLocalSubBSPIndex; int mLocalSubBSPModelOffset; char *mLocalSubBSPEntityParsePoint; char *mSharedMemory; time_t realMapTimeStarted; // time the current map was started qboolean demosPruned; // whether or not existing demos were cleaned up already } server_t; typedef struct clientSnapshot_s { int areabytes; byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits playerState_t ps; playerState_t vps; //vehicle I'm riding's playerstate (if applicable) -rww #ifdef _ONEBIT_COMBO int *pDeltaOneBit; int *pDeltaOneBitVeh; int *pDeltaNumBit; int *pDeltaNumBitVeh; #endif 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; // struct to hold demo data for a single demo typedef struct { char demoName[MAX_OSPATH]; qboolean demorecording; qboolean demowaiting; // don't record until a non-delta message is sent int minDeltaFrame; // the first non-delta frame stored in the demo. cannot delta against frames older than this fileHandle_t demofile; qboolean isBot; int botReliableAcknowledge; // for bots, need to maintain a separate reliableAcknowledge to record server messages into the demo file } demoInfo_t; typedef struct client_s { clientState_t state; char userinfo[MAX_INFO_STRING]; // name, etc qboolean sentGamedir; //see if he has been sent an svc_setgame char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet int reliableAcknowledge; // last acknowledged reliable message int reliableSent; // last sent reliable message, not necesarily acknowledged yet int messageAcknowledge; int gamestateMessageNum; // netchan->outgoingSequence of gamestate int challenge; usercmd_t lastUsercmd; int lastMessageNum; // for delta compression int lastClientCommand; // reliable client message sequence char lastClientCommandString[MAX_STRING_CHARS]; sharedEntity_t *gentity; // SV_GentityNum(clientnum) char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked // downloading char downloadName[MAX_QPATH]; // if not empty string, we are downloading fileHandle_t download; // file being downloaded int downloadSize; // total bytes (can't use EOF because of paks) int downloadCount; // bytes sent int downloadClientBlock; // last block we sent to the client, awaiting ack int downloadCurrentBlock; // current block number int downloadXmitBlock; // last block we xmited unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks int downloadBlockSize[MAX_DOWNLOAD_WINDOW]; qboolean downloadEOF; // We have sent the EOF block int downloadSendTime; // time we last got an ack from the client int deltaMessage; // frame last client usercmd message int lastReliableTime; // svs.time when reliable command was last received int lastPacketTime; // svs.time when packet was last received int lastConnectTime; // svs.time when connection started int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec 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 int ping; int rate; // bytes / second int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked int wishSnaps; // requested snapshot/sec rate int pureAuthentic; qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all netchan_t netchan; int lastUserInfoChange; //if > svs.time && count > x, deny change -rww int lastUserInfoCount; //allow a certain number of changes within a certain time period -rww int oldServerTime; qboolean csUpdated[MAX_CONFIGSTRINGS]; demoInfo_t demo; } client_t; //============================================================================= // this structure will be cleared only when the game dll changes typedef struct serverStatic_s { qboolean initialized; // sv_init has completed int time; // will be strictly increasing across level changes time_t startTime; // time since epoch the executable was started int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer() client_t *clients; // [sv_maxclients->integer]; int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_SNAPSHOT_ENTITIES int nextSnapshotEntities; // next snapshotEntities to use entityState_t *snapshotEntities; // [numSnapshotEntities] int nextHeartbeatTime; netadr_t redirectAddress; // for rcon return messages netadr_t authorizeAddress; // for rcon return messages qboolean gameStarted; // gvm is loaded } serverStatic_t; #define SERVER_MAXBANS 1024 // Structure for managing bans typedef struct serverBan_s { netadr_t ip; // For a CIDR-Notation type suffix int subnet; qboolean isexception; } serverBan_t; //============================================================================= extern serverStatic_t svs; // persistant server info across maps extern server_t sv; // cleared each map //FIXME: dedi server probably can't have this.. extern refexport_t *re; // interface to refresh .dll extern cvar_t *sv_snapsMin; extern cvar_t *sv_snapsMax; extern cvar_t *sv_snapsPolicy; extern cvar_t *sv_fps; extern cvar_t *sv_timeout; extern cvar_t *sv_zombietime; extern cvar_t *sv_rconPassword; extern cvar_t *sv_privatePassword; extern cvar_t *sv_allowDownload; extern cvar_t *sv_maxclients; extern cvar_t *sv_privateClients; extern cvar_t *sv_hostname; extern cvar_t *sv_master[MAX_MASTER_SERVERS]; extern cvar_t *sv_reconnectlimit; extern cvar_t *sv_showghoultraces; extern cvar_t *sv_showloss; extern cvar_t *sv_padPackets; extern cvar_t *sv_killserver; extern cvar_t *sv_mapname; extern cvar_t *sv_mapChecksum; extern cvar_t *sv_serverid; extern cvar_t *sv_ratePolicy; extern cvar_t *sv_clientRate; extern cvar_t *sv_minRate; extern cvar_t *sv_maxRate; extern cvar_t *sv_minPing; extern cvar_t *sv_maxPing; extern cvar_t *sv_gametype; extern cvar_t *sv_pure; extern cvar_t *sv_floodProtect; extern cvar_t *sv_floodProtectSlow; extern cvar_t *sv_lanForceRate; extern cvar_t *sv_needpass; extern cvar_t *sv_filterCommands; extern cvar_t *sv_autoDemo; extern cvar_t *sv_autoDemoBots; extern cvar_t *sv_autoDemoMaxMaps; extern cvar_t *sv_legacyFixes; extern cvar_t *sv_banFile; extern cvar_t *sv_maxOOBRate; extern cvar_t *sv_maxOOBRateIP; extern cvar_t *sv_autoWhitelist; extern serverBan_t serverBans[SERVER_MAXBANS]; extern int serverBansCount; //=========================================================== // // sv_main.c // typedef struct leakyBucket_s leakyBucket_t; struct leakyBucket_s { int lastTime; unsigned short burst; }; extern leakyBucket_t outboundLeakyBucket; qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period, int now ); qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period, int now ); void SVC_LoadWhitelist( void ); void SVC_WhitelistAdr( netadr_t adr ); void SV_FinalMessage (char *message); void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...); void SV_AddOperatorCommands (void); void SV_RemoveOperatorCommands (void); void SV_MasterHeartbeat (void); void SV_MasterShutdown (void); // // sv_init.c // void SV_SetConfigstring( int index, const char *val ); void SV_GetConfigstring( int index, char *buffer, int bufferSize ); void SV_UpdateConfigstrings( client_t *client ); void SV_SetUserinfo( int index, const char *val ); void SV_GetUserinfo( int index, char *buffer, int bufferSize ); void SV_ChangeMaxClients( void ); void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ); // // sv_challenge.cpp // void SV_ChallengeInit(); void SV_ChallengeShutdown(); int SV_CreateChallenge(netadr_t from); qboolean SV_VerifyChallenge(int receivedChallenge, netadr_t from); // // sv_client.c // void SV_GetChallenge( netadr_t from ); void SV_DirectConnect( netadr_t from ); void SV_SendClientMapChange( client_t *client ); void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ); void SV_UserinfoChanged( client_t *cl ); void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd ); void SV_DropClient( client_t *drop, const char *reason ); void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK ); void SV_ClientThink (client_t *cl, usercmd_t *cmd); void SV_WriteDownloadToClient( client_t *cl , msg_t *msg ); // // sv_ccmds.c // void SV_Heartbeat_f( void ); void SV_RecordDemo( client_t *cl, char *demoName ); void SV_StopRecordDemo( client_t *cl ); void SV_AutoRecordDemo( client_t *cl ); void SV_StopAutoRecordDemos(); void SV_BeginAutoRecordDemos(); // // sv_snapshot.c // void SV_AddServerCommand( client_t *client, const char *cmd ); void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ); void SV_WriteFrameToClient (client_t *client, msg_t *msg); void SV_SendMessageToClient( msg_t *msg, client_t *client ); void SV_SendClientMessages( void ); void SV_SendClientSnapshot( client_t *client ); // // sv_game.c // int SV_NumForGentity( sharedEntity_t *ent ); sharedEntity_t *SV_GentityNum( int num ); playerState_t *SV_GameClientNum( int num ); svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ); sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ); void SV_InitGameProgs ( void ); void SV_ShutdownGameProgs ( void ); qboolean SV_inPVS (const vec3_t p1, const vec3_t p2); // // sv_bot.c // void SV_BotFrame( int time ); int SV_BotAllocateClient(void); void SV_BotFreeClient( int clientNum ); void SV_BotInitCvars(void); int SV_BotGetSnapshotEntity( int client, int ent ); int SV_BotGetConsoleMessage( int client, char *buf, int size ); void *Bot_GetMemoryGame(int size); void Bot_FreeMemoryGame(void *ptr); int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points); void BotImport_DebugPolygonDelete(int id); //============================================================ // // 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( sharedEntity_t *ent ); // call before removing an entity, and before trying to move one, // so it doesn't clip against itself void SV_LinkEntity( sharedEntity_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 sharedEntity_t *ent ); void SV_SectorList_f( void ); int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); // fills in a table of entity numbers 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. void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule, int traceFlags, int useLod ); // 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) 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 ); // clip to a specific entity // // sv_net_chan.c // void SV_Netchan_Transmit( client_t *client, msg_t *msg); //int length, const byte *data ); void SV_Netchan_TransmitNextFragment( netchan_t *chan ); qboolean SV_Netchan_Process( client_t *client, msg_t *msg );