mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 04:22:27 +00:00
497 lines
12 KiB
C++
497 lines
12 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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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 this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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#include "../client/snd_music.h" // didn't want to put this in snd_local because of rebuild times etc.
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#include "server.h"
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#if !defined (MINIHEAP_H_INC)
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#include "../qcommon/MiniHeap.h"
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#endif
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void CM_CleanLeafCache(void);
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extern void SV_FreeClient(client_t*);
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CMiniHeap *G2VertSpaceServer = NULL;
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/*
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Ghoul2 Insert End
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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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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", 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 ) {
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SV_SendServerCommand( NULL, "cs %i \"%s\"\n", index, val );
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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\n", 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 >= 1 ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", 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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}
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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 >= 1 ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", 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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void SV_CreateBaseline( void ) {
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gentity_t *svent;
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int entnum;
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for ( entnum = 0; entnum < ge->num_entities ; entnum++ ) {
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svent = SV_GentityNum(entnum);
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if (!svent->inuse) {
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continue;
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}
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if (!svent->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_Startup
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Called when a game is about to begin
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===============
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*/
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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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svs.clients = (struct client_s *) Z_Malloc ( sizeof(client_t) * 1, TAG_CLIENTS, qtrue );
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svs.numSnapshotEntities = 2 * 4 * 64;
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svs.initialized = qtrue;
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Cvar_Set( "sv_running", "1" );
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}
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qboolean CM_SameMap(const char *server);
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void Cvar_Defrag(void);
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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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================
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*/
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void SV_SpawnServer( const char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve )
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{
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int i;
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int checksum;
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re.RegisterMedia_LevelLoadBegin( server, eForceReload, bAllowScreenDissolve );
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Cvar_SetValue( "cl_paused", 0 );
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Cvar_Set( "timescale", "1" );//jic we were skipping
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// shut down the existing game if it is running
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SV_ShutdownGameProgs(qtrue);
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Com_Printf ("------ Server Initialization ------\n%s\n", com_version->string);
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Com_Printf ("Server: %s\n",server);
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// Moved up from below to help reduce fragmentation
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if (svs.snapshotEntities)
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{
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Z_Free(svs.snapshotEntities);
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svs.snapshotEntities = NULL;
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}
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// don't let sound stutter and dump all stuff on the hunk
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CL_MapLoading();
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if (!CM_SameMap(server))
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{ //rww - only clear if not loading the same map
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CM_ClearMap();
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}
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// Miniheap never changes sizes, so I just put it really early in mem.
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G2VertSpaceServer->ResetHeap();
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Hunk_Clear();
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// wipe the entire per-level structure
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// Also moved up, trying to do all freeing before new allocs
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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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sv.configstrings[i] = NULL;
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}
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}
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// Collect all the small allocations done by the cvar system
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// This frees, then allocates. Make it the last thing before other
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// allocations begin!
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Cvar_Defrag();
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/*
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This is useful for debugging memory fragmentation. Please don't
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remove it.
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*/
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// init client structures and svs.numSnapshotEntities
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// This is moved down quite a bit, but should be safe. And keeps
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// svs.clients right at the beginning of memory
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if ( !Cvar_VariableIntegerValue("sv_running") ) {
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SV_Startup();
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}
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// clear out those shaders, images and Models
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/*R_InitImages();
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R_InitShaders();
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R_ModelInit();*/
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re.SVModelInit();
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// allocate the snapshot entities
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svs.snapshotEntities = (entityState_t *) Z_Malloc (sizeof(entityState_t)*svs.numSnapshotEntities, TAG_CLIENTS, qtrue );
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Music_SetLevelName(server);
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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", va("map %s", server) );
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memset (&sv, 0, sizeof(sv));
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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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sv.time = 1000;
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re.G2API_SetTime(sv.time,G2T_SV_TIME);
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CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum, qfalse );
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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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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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// run a few frames to allow everything to settle
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cvar_t *frameDelay = Cvar_Get("s_spawnFrameDelay", "4", CVAR_TEMP);
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for ( i = 0 ;i < frameDelay->integer ; i++ ) {
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ge->RunFrame( sv.time );
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sv.time += 100;
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re.G2API_SetTime(sv.time,G2T_SV_TIME);
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}
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#ifndef JK2_MODE
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ge->ConnectNavs(sv_mapname->string, sv_mapChecksum->integer);
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#endif
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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<1 ; i++) {
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// clear all time counters, because we have reset sv.time
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svs.clients[i].lastPacketTime = 0;
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svs.clients[i].lastConnectTime = 0;
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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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// connect the client again
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denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ ); // firstTime = qfalse, qbFromSavedGame
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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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svs.clients[i].state = CS_CONNECTED;
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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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}
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}
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}
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// run another frame to allow things to look at all connected clients
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ge->RunFrame( sv.time );
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sv.time += 100;
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re.G2API_SetTime(sv.time,G2T_SV_TIME);
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// save systeminfo and serverinfo strings
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SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
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cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
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SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
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cvar_modifiedFlags &= ~CVAR_SERVERINFO;
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// any media configstring setting now should issue a warning
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// and any configstring changes should be reliably transmitted
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// to all clients
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sv.state = SS_GAME;
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Hunk_SetMark();
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Z_Validate();
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Z_Validate();
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Z_Validate();
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Com_Printf ("-----------------------------------\n");
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}
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#define G2_VERT_SPACE_SIZE 256
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#define G2_MINIHEAP_SIZE G2_VERT_SPACE_SIZE*1024
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/*
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===============
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SV_Init
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Only called at main exe startup, not for each game
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===============
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*/
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void SV_Init (void) {
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SV_AddOperatorCommands ();
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// serverinfo vars
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Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
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sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
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// systeminfo
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Cvar_Get ("helpUsObi", "0", CVAR_SYSTEMINFO );
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sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
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// server vars
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sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
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sv_timeout = Cvar_Get ("sv_timeout", "120", CVAR_TEMP );
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sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
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Cvar_Get ("nextmap", "", CVAR_TEMP );
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sv_spawntarget = Cvar_Get ("spawntarget", "", 0 );
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sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
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sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
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sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
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sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
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sv_testsave = Cvar_Get ("sv_testsave", "0", 0);
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sv_compress_saved_games = Cvar_Get ("sv_compress_saved_games", "1", 0);
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// Only allocated once, no point in moving it around and fragmenting
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// create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection
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{
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static CMiniHeap singleton(G2_MINIHEAP_SIZE);
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G2VertSpaceServer = &singleton;
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}
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}
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/*
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==================
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SV_FinalMessage
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Used by SV_Shutdown to send a final message to all
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connected clients before the server goes down. The messages are sent immediately,
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not just stuck on the outgoing message list, because the server is going
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to totally exit after returning from this function.
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==================
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*/
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void SV_FinalMessage( const char *message ) {
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client_t *cl = svs.clients;
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SV_SendServerCommand( NULL, "print \"%s\"", message );
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SV_SendServerCommand( NULL, "disconnect" );
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// send it twice, ignoring rate
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if ( cl->state >= CS_CONNECTED ) {
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SV_SendClientSnapshot( cl );
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SV_SendClientSnapshot( cl );
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}
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}
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/*
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================
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SV_Shutdown
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Called when each game quits,
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before Sys_Quit or Sys_Error
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================
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*/
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void SV_Shutdown( const char *finalmsg ) {
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int i;
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if ( !com_sv_running || !com_sv_running->integer ) {
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return;
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}
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//Com_Printf( "----- Server Shutdown -----\n" );
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if ( svs.clients && !com_errorEntered ) {
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SV_FinalMessage( finalmsg );
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}
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SV_RemoveOperatorCommands();
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SV_ShutdownGameProgs(qfalse);
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if (svs.snapshotEntities)
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{
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Z_Free(svs.snapshotEntities);
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svs.snapshotEntities = NULL;
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}
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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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// free current level
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memset( &sv, 0, sizeof( sv ) );
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// free server static data
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if ( svs.clients ) {
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SV_FreeClient(svs.clients);
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Z_Free( svs.clients );
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}
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memset( &svs, 0, sizeof( svs ) );
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// Ensure we free any memory used by the leaf cache.
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CM_CleanLeafCache();
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Cvar_Set( "sv_running", "0" );
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//Com_Printf( "---------------------------\n" );
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}
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