quakequest/Projects/Android/jni/darkplaces/server.h
2021-02-02 22:53:37 +00:00

614 lines
21 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// server.h
#ifndef SERVER_H
#define SERVER_H
typedef struct server_static_s
{
/// number of svs.clients slots (updated by maxplayers command)
int maxclients, maxclients_next;
/// client slots
struct client_s *clients;
/// episode completion information
int serverflags;
/// cleared when at SV_SpawnServer
qboolean changelevel_issued;
/// server infostring
char serverinfo[MAX_SERVERINFO_STRING];
// performance data
float perf_cpuload;
float perf_lost;
float perf_offset_avg;
float perf_offset_max;
float perf_offset_sdev;
// temporary performance data accumulators
float perf_acc_realtime;
float perf_acc_sleeptime;
float perf_acc_lost;
float perf_acc_offset;
float perf_acc_offset_squared;
float perf_acc_offset_max;
int perf_acc_offset_samples;
// csqc stuff
unsigned char *csqc_progdata;
size_t csqc_progsize_deflated;
unsigned char *csqc_progdata_deflated;
// independent server thread (when running client)
qboolean threaded; // true if server is running on separate thread
qboolean volatile threadstop;
void *threadmutex;
void *thread;
} server_static_t;
//=============================================================================
typedef enum server_state_e {ss_loading, ss_active} server_state_t;
#define MAX_CONNECTFLOODADDRESSES 16
#define MAX_GETSTATUSFLOODADDRESSES 128
typedef struct server_floodaddress_s
{
double lasttime;
lhnetaddress_t address;
}
server_floodaddress_t;
typedef struct server_s
{
/// false if only a net client
qboolean active;
qboolean paused;
double pausedstart;
/// handle connections specially
qboolean loadgame;
/// one of the PROTOCOL_ values
protocolversion_t protocol;
double time;
double frametime;
// used by PF_checkclient
int lastcheck;
double lastchecktime;
// crc of clientside progs at time of level start
int csqc_progcrc; // -1 = no progs
int csqc_progsize; // -1 = no progs
char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
/// collision culling data
world_t world;
/// map name
char name[64]; // %s followed by entrance name
// variants of map name
char worldmessage[40]; // map title (not related to filename)
char worldbasename[MAX_QPATH]; // %s
char worldname[MAX_QPATH]; // maps/%s.bsp
char worldnamenoextension[MAX_QPATH]; // maps/%s
struct model_s *worldmodel;
// NULL terminated
// LordHavoc: precaches are now MAX_QPATH rather than a pointer
// updated by SV_ModelIndex
char model_precache[MAX_MODELS][MAX_QPATH];
struct model_s *models[MAX_MODELS];
// NULL terminated
// LordHavoc: precaches are now MAX_QPATH rather than a pointer
// updated by SV_SoundIndex
char sound_precache[MAX_SOUNDS][MAX_QPATH];
char lightstyles[MAX_LIGHTSTYLES][64];
/// some actions are only valid during load
server_state_t state;
sizebuf_t datagram;
unsigned char datagram_buf[NET_MAXMESSAGE];
// copied to all clients at end of frame
sizebuf_t reliable_datagram;
unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
sizebuf_t signon;
/// LordHavoc: increased signon message buffer from 8192
unsigned char signon_buf[NET_MAXMESSAGE];
/// connection flood blocking
/// note this is in server_t rather than server_static_t so that it is
/// reset on each map command (such as New Game in singleplayer)
server_floodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
server_floodaddress_t getstatusfloodaddresses[MAX_GETSTATUSFLOODADDRESSES];
#define SV_MAX_PARTICLEEFFECTNAME 256
qboolean particleeffectnamesloaded;
char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
int writeentitiestoclient_stats_culled_pvs;
int writeentitiestoclient_stats_culled_trace;
int writeentitiestoclient_stats_visibleentities;
int writeentitiestoclient_stats_totalentities;
int writeentitiestoclient_cliententitynumber;
int writeentitiestoclient_clientnumber;
sizebuf_t *writeentitiestoclient_msg;
vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
int writeentitiestoclient_numeyes;
int writeentitiestoclient_pvsbytes;
unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
const entity_state_t *writeentitiestoclient_sendstates[MAX_EDICTS];
unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
int numsendentities;
entity_state_t sendentities[MAX_EDICTS];
entity_state_t *sendentitiesindex[MAX_EDICTS];
int sententitiesmark;
int sententities[MAX_EDICTS];
int sententitiesconsideration[MAX_EDICTS];
/// legacy support for self.Version based csqc entity networking
unsigned char csqcentityversion[MAX_EDICTS]; // legacy
} server_t;
#define NUM_CSQCENTITIES_PER_FRAME 256
typedef struct csqcentityframedb_s
{
int framenum;
int num;
unsigned short entno[NUM_CSQCENTITIES_PER_FRAME];
int sendflags[NUM_CSQCENTITIES_PER_FRAME];
} csqcentityframedb_t;
// if defined this does ping smoothing, otherwise it does not
//#define NUM_PING_TIMES 16
#define NUM_SPAWN_PARMS 16
typedef struct client_s
{
/// false = empty client slot
qboolean active;
/// false = don't do ClientDisconnect on drop
qboolean clientconnectcalled;
/// false = don't allow spawn
qboolean prespawned;
/// false = don't allow begin
qboolean spawned;
/// false = don't send datagrams
qboolean begun;
/// 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received
int sendsignon;
/// requested rate in bytes per second
int rate;
/// realtime this client connected
double connecttime;
/// keepalive messages must be sent periodically during signon
double keepalivetime;
/// communications handle
netconn_t *netconnection;
int movesequence;
signed char movement_count[NETGRAPH_PACKETS];
int movement_highestsequence_seen; // not the same as movesequence if prediction is off
/// movement
usercmd_t cmd;
/// intended motion calced from cmd
vec3_t wishdir;
/// PRVM_EDICT_NUM(clientnum+1)
prvm_edict_t *edict;
#ifdef NUM_PING_TIMES
float ping_times[NUM_PING_TIMES];
/// ping_times[num_pings%NUM_PING_TIMES]
int num_pings;
#endif
/// LordHavoc: can be used for prediction or whatever...
float ping;
/// this is used by sv_clmovement_minping code
double clmovement_disabletimeout;
/// this is used by sv_clmovement_inputtimeout code
float clmovement_inputtimeout;
/// spawn parms are carried from level to level
prvm_vec_t spawn_parms[NUM_SPAWN_PARMS];
// properties that are sent across the network only when changed
char name[MAX_SCOREBOARDNAME], old_name[MAX_SCOREBOARDNAME];
int colors, old_colors;
int frags, old_frags;
char playermodel[MAX_QPATH], old_model[MAX_QPATH];
char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
/// netaddress support
char netaddress[MAX_QPATH];
/// visibility state
float visibletime[MAX_EDICTS];
// scope is whether an entity is currently being networked to this client
// sendflags is what properties have changed on the entity since the last
// update that was sent
int csqcnumedicts;
unsigned char csqcentityscope[MAX_EDICTS];
unsigned int csqcentitysendflags[MAX_EDICTS];
#define NUM_CSQCENTITYDB_FRAMES 256
unsigned char csqcentityglobalhistory[MAX_EDICTS]; // set to 1 if the entity was ever csqc networked to the client, and never reset back to 0
csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES];
int csqcentityframehistory_next;
int csqcentityframe_lastreset;
/// prevent animated names
float nametime;
/// latest received clc_ackframe (used to detect packet loss)
int latestframenum;
/// cache weaponmodel name lookups
char weaponmodel[MAX_QPATH];
int weaponmodelindex;
/// clientcamera (entity to use as camera)
int clientcamera;
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
// delta compression of stats
unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
int stats[MAX_CL_STATS];
unsigned char unreliablemsg_data[NET_MAXMESSAGE];
sizebuf_t unreliablemsg;
int unreliablemsg_splitpoints;
int unreliablemsg_splitpoint[NET_MAXMESSAGE/16];
// information on an active download if any
qfile_t *download_file;
int download_expectedposition; ///< next position the client should ack
qboolean download_started;
char download_name[MAX_QPATH];
qboolean download_deflate;
// fixangle data
qboolean fixangle_angles_set;
vec3_t fixangle_angles;
/// demo recording
qfile_t *sv_demo_file;
// number of skipped entity frames
// if it exceeds a limit, an empty entity frame is sent
int num_skippedentityframes;
// last sent move sequence
// if the move sequence changed, an empty entity frame is sent
int lastmovesequence;
} client_t;
//=============================================================================
// edict->movetype values
#define MOVETYPE_NONE 0 ///< never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 ///< gravity
#define MOVETYPE_STEP 4 ///< gravity, special edge handling
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 ///< gravity
#define MOVETYPE_PUSH 7 ///< no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 ///< extra size to monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 ///< bounce w/o gravity
#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
#define MOVETYPE_PHYSICS 32 ///< indicates this object is physics controlled
#define MOVETYPE_FLY_WORLDONLY 33 ///< like MOVETYPE_FLY, but uses MOVE_WORLDONLY for all its traces; objects of this movetype better be SOLID_NOT or SOLID_TRIGGER please, or else...
// edict->solid values
#define SOLID_NOT 0 ///< no interaction with other objects
#define SOLID_TRIGGER 1 ///< touch on edge, but not blocking
#define SOLID_BBOX 2 ///< touch on edge, block
#define SOLID_SLIDEBOX 3 ///< touch on edge, but not an onground
#define SOLID_BSP 4 ///< bsp clip, touch on edge, block
// LordHavoc: corpse code
#define SOLID_CORPSE 5 ///< same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
// LordHavoc: physics
// VorteX: now these fields are deprecated, as geomtype is more flexible
#define SOLID_PHYSICS_BOX 32 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_SPHERE 33 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_CAPSULE 34 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_TRIMESH 35 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
#define SOLID_PHYSICS_CYLINDER 36 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
// edict->deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// edict->flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CONVEYOR 4
#define FL_CLIENT 8
#define FL_INWATER 16
#define FL_MONSTER 32
#define FL_GODMODE 64
#define FL_NOTARGET 128
#define FL_ITEM 256
#define FL_ONGROUND 512
#define FL_PARTIALGROUND 1024 ///< not all corners are valid
#define FL_WATERJUMP 2048 ///< player jumping out of water
#define FL_JUMPRELEASED 4096 ///< for jump debouncing
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
#define SPAWNFLAG_NOT_HARD 1024
#define SPAWNFLAG_NOT_DEATHMATCH 2048
//============================================================================
extern cvar_t coop;
extern cvar_t deathmatch;
extern cvar_t fraglimit;
extern cvar_t gamecfg;
extern cvar_t noexit;
extern cvar_t nomonsters;
extern cvar_t pausable;
extern cvar_t pr_checkextension;
extern cvar_t samelevel;
extern cvar_t saved1;
extern cvar_t saved2;
extern cvar_t saved3;
extern cvar_t saved4;
extern cvar_t savedgamecfg;
extern cvar_t scratch1;
extern cvar_t scratch2;
extern cvar_t scratch3;
extern cvar_t scratch4;
extern cvar_t skill;
extern cvar_t slowmo;
extern cvar_t sv_accelerate;
extern cvar_t sv_aim;
extern cvar_t sv_airaccel_qw;
extern cvar_t sv_airaccel_sideways_friction;
extern cvar_t sv_airaccelerate;
extern cvar_t sv_airstopaccelerate;
extern cvar_t sv_airstrafeaccelerate;
extern cvar_t sv_maxairstrafespeed;
extern cvar_t sv_airstrafeaccel_qw;
extern cvar_t sv_aircontrol;
extern cvar_t sv_aircontrol_power;
extern cvar_t sv_aircontrol_penalty;
extern cvar_t sv_airspeedlimit_nonqw;
extern cvar_t sv_allowdownloads;
extern cvar_t sv_allowdownloads_archive;
extern cvar_t sv_allowdownloads_config;
extern cvar_t sv_allowdownloads_dlcache;
extern cvar_t sv_allowdownloads_inarchive;
extern cvar_t sv_areagrid_mingridsize;
extern cvar_t sv_checkforpacketsduringsleep;
extern cvar_t sv_clmovement_enable;
extern cvar_t sv_clmovement_minping;
extern cvar_t sv_clmovement_minping_disabletime;
extern cvar_t sv_clmovement_inputtimeout;
extern cvar_t sv_clmovement_maxnetfps;
extern cvar_t sv_cullentities_nevercullbmodels;
extern cvar_t sv_cullentities_pvs;
extern cvar_t sv_cullentities_stats;
extern cvar_t sv_cullentities_trace;
extern cvar_t sv_cullentities_trace_delay;
extern cvar_t sv_cullentities_trace_enlarge;
extern cvar_t sv_cullentities_trace_prediction;
extern cvar_t sv_cullentities_trace_samples;
extern cvar_t sv_cullentities_trace_samples_extra;
extern cvar_t sv_debugmove;
extern cvar_t sv_echobprint;
extern cvar_t sv_edgefriction;
extern cvar_t sv_entpatch;
extern cvar_t sv_fixedframeratesingleplayer;
extern cvar_t sv_freezenonclients;
extern cvar_t sv_friction;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
extern cvar_t sv_gameplayfix_consistentplayerprethink;
extern cvar_t sv_gameplayfix_delayprojectiles;
extern cvar_t sv_gameplayfix_droptofloorstartsolid;
extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
extern cvar_t sv_gameplayfix_noairborncorpse;
extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
extern cvar_t sv_gameplayfix_nudgeoutofsolid;
extern cvar_t sv_gameplayfix_nudgeoutofsolid_separation;
extern cvar_t sv_gameplayfix_q2airaccelerate;
extern cvar_t sv_gameplayfix_nogravityonground;
extern cvar_t sv_gameplayfix_setmodelrealbox;
extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepmultipletimes;
extern cvar_t sv_gameplayfix_nostepmoveonsteepslopes;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
extern cvar_t sv_gameplayfix_q1bsptracelinereportstexture;
extern cvar_t sv_gameplayfix_unstickplayers;
extern cvar_t sv_gameplayfix_unstickentities;
extern cvar_t sv_gameplayfix_fixedcheckwatertransition;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
extern cvar_t sv_jumpvelocity;
extern cvar_t sv_maxairspeed;
extern cvar_t sv_maxrate;
extern cvar_t sv_maxspeed;
extern cvar_t sv_maxvelocity;
extern cvar_t sv_nostep;
extern cvar_t sv_playerphysicsqc;
extern cvar_t sv_progs;
extern cvar_t sv_protocolname;
extern cvar_t sv_random_seed;
extern cvar_t sv_ratelimitlocalplayer;
extern cvar_t sv_sound_land;
extern cvar_t sv_sound_watersplash;
extern cvar_t sv_stepheight;
extern cvar_t sv_stopspeed;
extern cvar_t sv_wallfriction;
extern cvar_t sv_wateraccelerate;
extern cvar_t sv_waterfriction;
extern cvar_t sv_areadebug;
extern cvar_t teamplay;
extern cvar_t temp1;
extern cvar_t timelimit;
extern mempool_t *sv_mempool;
/// persistant server info
extern server_static_t svs;
/// local server
extern server_t sv;
extern client_t *host_client;
//===========================================================
void SV_Init (void);
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation, qboolean reliable, float speed);
void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation, float speed);
void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
void SV_SendClientMessages(void);
void SV_ReadClientMessage(void);
// precachemode values:
// 0 = fail if not precached,
// 1 = warn if not found and precache if possible
// 2 = precache
int SV_ModelIndex(const char *s, int precachemode);
int SV_SoundIndex(const char *s, int precachemode);
int SV_ParticleEffectIndex(const char *name);
dp_model_t *SV_GetModelByIndex(int modelindex);
dp_model_t *SV_GetModelFromEdict(prvm_edict_t *ed);
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_ClientThink (void);
void SV_ClientPrint(const char *msg);
void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_BroadcastPrint(const char *msg);
void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_Physics (void);
void SV_Physics_ClientMove (void);
//void SV_Physics_ClientEntity (prvm_edict_t *ent);
qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
qboolean SV_CheckBottom (prvm_edict_t *ent);
qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
/*! Needs to be called any time an entity changes origin, mins, maxs, or solid
* sets ent->v.absmin and ent->v.absmax
* call TouchAreaGrid as well to fire triggers that overlap the box
*/
void SV_LinkEdict(prvm_edict_t *ent);
void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
/*! move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
* returns true if it found a better place
*/
qboolean SV_UnstickEntity (prvm_edict_t *ent);
/*! move an entity that is stuck out of the surface it is stuck in (can move large amounts)
* returns true if it found a better place
*/
qboolean SV_NudgeOutOfSolid(prvm_edict_t *ent);
/// calculates hitsupercontentsmask for a generic qc entity
int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
/// traces a box move against worldmodel and all entities in the specified area
trace_t SV_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
int SV_EntitiesInBox(const vec3_t mins, const vec3_t maxs, int maxedicts, prvm_edict_t **resultedicts);
qboolean SV_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
int SV_PointSuperContents(const vec3_t point);
void SV_FlushBroadcastMessages(void);
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void VM_SV_MoveToGoal(prvm_prog_t *prog);
void SV_ApplyClientMove (void);
void SV_SaveSpawnparms (void);
void SV_SpawnServer (const char *server);
void SV_CheckVelocity (prvm_edict_t *ent);
void SV_SetupVM(void);
const char *Host_TimingReport(char *buf, size_t buflen); ///< for output in Host_Status_f
int SV_GetPitchSign(prvm_prog_t *prog, prvm_edict_t *ent);
void SV_GetEntityMatrix(prvm_prog_t *prog, prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
void SV_StartThread(void);
void SV_StopThread(void);
#define SV_LockThreadMutex() (void)(svs.threaded ? Thread_LockMutex(svs.threadmutex) : 0)
#define SV_UnlockThreadMutex() (void)(svs.threaded ? Thread_UnlockMutex(svs.threadmutex) : 0)
void VM_CustomStats_Clear(void);
void VM_SV_UpdateCustomStats(client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void Host_Savegame_to(prvm_prog_t *prog, const char *name);
void SV_SendServerinfo(client_t *client);
#endif