mirror of
https://github.com/UberGames/lilium-voyager.git
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58f257e868
Save bandwidth by excluding entity and player state changes from snapshots sent to clients downloading using the legacy protocol. The snapshots are mainly needed to update the reliableAcknowledge. The idea is from Noah "Chomenor" Metzger's ioef-cmod project. Though I implemented the dummy snapshot code closer to the real snapshot code.
498 lines
16 KiB
C
498 lines
16 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// server.h
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../game/g_public.h"
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#include "../game/bg_public.h"
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//=============================================================================
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#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
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// GAME BOTH REFERENCE !!!
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#define MAX_ENT_CLUSTERS 16
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#ifdef USE_VOIP
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#define VOIP_QUEUE_LENGTH 64
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typedef struct voipServerPacket_s
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{
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int generation;
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int sequence;
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int frames;
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int len;
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int sender;
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int flags;
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byte data[4000];
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} voipServerPacket_t;
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#endif
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typedef struct svEntity_s {
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struct worldSector_s *worldSector;
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struct svEntity_s *nextEntityInWorldSector;
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entityState_t baseline; // for delta compression of initial sighting
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int numClusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int lastCluster; // if all the clusters don't fit in clusternums
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int areanum, areanum2;
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int snapshotCounter; // used to prevent double adding from portal views
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} svEntity_t;
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typedef enum {
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SS_DEAD, // no map loaded
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SS_LOADING, // spawning level entities
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SS_GAME // actively running
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} serverState_t;
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typedef struct {
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serverState_t state;
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qboolean restarting; // if true, send configstring changes during SS_LOADING
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int serverId; // changes each server start
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int restartedServerId; // serverId before a map_restart
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int checksumFeed; // the feed key that we use to compute the pure checksum strings
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
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// the serverId associated with the current checksumFeed (always <= serverId)
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int checksumFeedServerId;
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int snapshotCounter; // incremented for each snapshot built
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int timeResidual; // <= 1000 / sv_frame->value
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int nextFrameTime; // when time > nextFrameTime, process world
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char *configstrings[MAX_CONFIGSTRINGS];
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svEntity_t svEntities[MAX_GENTITIES];
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char *entityParsePoint; // used during game VM init
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// the game virtual machine will update these on init and changes
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sharedEntity_t *gentities;
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int gentitySize;
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int num_entities; // current number, <= MAX_GENTITIES
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playerState_t *gameClients;
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int gameClientSize; // will be > sizeof(playerState_t) due to game private data
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int restartTime;
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int time;
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} server_t;
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typedef struct {
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int areabytes;
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byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps;
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int num_entities;
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int first_entity; // into the circular sv_packet_entities[]
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// the entities MUST be in increasing state number
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// order, otherwise the delta compression will fail
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int messageSent; // time the message was transmitted
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int messageAcked; // time the message was acked
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int messageSize; // used to rate drop packets
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} clientSnapshot_t;
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typedef enum {
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CS_FREE, // can be reused for a new connection
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CS_ZOMBIE, // client has been disconnected, but don't reuse
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// connection for a couple seconds
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CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
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CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
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CS_ACTIVE // client is fully in game
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} clientState_t;
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typedef struct netchan_buffer_s {
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msg_t msg;
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byte msgBuffer[MAX_MSGLEN];
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#ifdef LEGACY_PROTOCOL
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char clientCommandString[MAX_STRING_CHARS]; // valid command string for SV_Netchan_Encode
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#endif
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struct netchan_buffer_s *next;
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} netchan_buffer_t;
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typedef struct client_s {
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clientState_t state;
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char userinfo[MAX_INFO_STRING]; // name, etc
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char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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int reliableSequence; // last added reliable message, not necessarily sent or acknowledged yet
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int reliableAcknowledge; // last acknowledged reliable message
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int reliableSent; // last sent reliable message, not necessarily acknowledged yet
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int messageAcknowledge;
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int gamestateMessageNum; // netchan->outgoingSequence of gamestate
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int challenge;
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usercmd_t lastUsercmd;
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int lastMessageNum; // for delta compression
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int lastClientCommand; // reliable client message sequence
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char lastClientCommandString[MAX_STRING_CHARS];
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sharedEntity_t *gentity; // SV_GentityNum(clientnum)
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char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
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// downloading
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char downloadName[MAX_QPATH]; // if not empty string, we are downloading
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fileHandle_t download; // file being downloaded
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int downloadSize; // total bytes (can't use EOF because of paks)
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int downloadCount; // bytes sent
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int downloadClientBlock; // last block we sent to the client, awaiting ack
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int downloadCurrentBlock; // current block number
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int downloadXmitBlock; // last block we xmited
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unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
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int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
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qboolean downloadEOF; // We have sent the EOF block
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int downloadSendTime; // time we last got an ack from the client
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int deltaMessage; // frame last client usercmd message
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int nextReliableTime; // svs.time when another reliable command will be allowed
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int lastPacketTime; // svs.time when packet was last received
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int lastConnectTime; // svs.time when connection started
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int lastSnapshotTime; // svs.time of last sent snapshot
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qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
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int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
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clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
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int ping;
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int rate; // bytes / second
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int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
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int pureAuthentic;
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qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
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netchan_t netchan;
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// TTimo
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// queuing outgoing fragmented messages to send them properly, without udp packet bursts
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// in case large fragmented messages are stacking up
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// buffer them into this queue, and hand them out to netchan as needed
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netchan_buffer_t *netchan_start_queue;
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netchan_buffer_t **netchan_end_queue;
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#ifdef USE_VOIP
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qboolean hasVoip;
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qboolean muteAllVoip;
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qboolean ignoreVoipFromClient[MAX_CLIENTS];
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voipServerPacket_t *voipPacket[VOIP_QUEUE_LENGTH];
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int queuedVoipPackets;
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int queuedVoipIndex;
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#endif
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int oldServerTime;
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qboolean csUpdated[MAX_CONFIGSTRINGS];
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#ifdef LEGACY_PROTOCOL
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qboolean compat;
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#endif
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} client_t;
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//=============================================================================
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// MAX_CHALLENGES is made large to prevent a denial
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// of service attack that could cycle all of them
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// out before legitimate users connected
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#define MAX_CHALLENGES 2048
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// Allow a certain amount of challenges to have the same IP address
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// to make it a bit harder to DOS one single IP address from connecting
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// while not allowing a single ip to grab all challenge resources
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#define MAX_CHALLENGES_MULTI (MAX_CHALLENGES / 2)
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#define AUTHORIZE_TIMEOUT 5000
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typedef struct {
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netadr_t adr;
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int challenge;
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int clientChallenge; // challenge number coming from the client
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int time; // time the last packet was sent to the autherize server
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int pingTime; // time the challenge response was sent to client
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int firstTime; // time the adr was first used, for authorize timeout checks
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qboolean wasrefused;
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qboolean connected;
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} challenge_t;
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// this structure will be cleared only when the game dll changes
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typedef struct {
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qboolean initialized; // sv_init has completed
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int time; // will be strictly increasing across level changes
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int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
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client_t *clients; // [sv_maxclients->integer];
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int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_SNAPSHOT_ENTITIES
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int nextSnapshotEntities; // next snapshotEntities to use
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entityState_t *snapshotEntities; // [numSnapshotEntities]
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int nextHeartbeatTime;
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challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
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netadr_t redirectAddress; // for rcon return messages
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#ifndef STANDALONE
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netadr_t authorizeAddress; // authorize server address
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#endif
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int masterResolveTime[MAX_MASTER_SERVERS]; // next svs.time that server should do dns lookup for master server
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} serverStatic_t;
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#define SERVER_MAXBANS 1024
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// Structure for managing bans
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typedef struct
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{
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netadr_t ip;
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// For a CIDR-Notation type suffix
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int subnet;
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qboolean isexception;
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} serverBan_t;
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//=============================================================================
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extern serverStatic_t svs; // persistant server info across maps
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extern server_t sv; // cleared each map
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extern vm_t *gvm; // game virtual machine
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extern cvar_t *sv_fps;
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extern cvar_t *sv_timeout;
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extern cvar_t *sv_zombietime;
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extern cvar_t *sv_rconPassword;
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extern cvar_t *sv_privatePassword;
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extern cvar_t *sv_allowDownload;
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extern cvar_t *sv_maxclients;
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extern cvar_t *sv_privateClients;
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extern cvar_t *sv_hostname;
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extern cvar_t *sv_master[MAX_MASTER_SERVERS];
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extern cvar_t *sv_reconnectlimit;
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extern cvar_t *sv_showloss;
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extern cvar_t *sv_padPackets;
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extern cvar_t *sv_killserver;
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extern cvar_t *sv_mapname;
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extern cvar_t *sv_mapChecksum;
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extern cvar_t *sv_serverid;
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extern cvar_t *sv_minRate;
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extern cvar_t *sv_maxRate;
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extern cvar_t *sv_dlRate;
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extern cvar_t *sv_minPing;
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extern cvar_t *sv_maxPing;
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extern cvar_t *sv_gametype;
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extern cvar_t *sv_pure;
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extern cvar_t *sv_floodProtect;
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extern cvar_t *sv_lanForceRate;
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#ifndef STANDALONE
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extern cvar_t *sv_strictAuth;
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#endif
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extern cvar_t *sv_banFile;
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extern serverBan_t serverBans[SERVER_MAXBANS];
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extern int serverBansCount;
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#ifdef USE_VOIP
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extern cvar_t *sv_voip;
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extern cvar_t *sv_voipProtocol;
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#endif
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//===========================================================
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//
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// sv_main.c
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//
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typedef struct leakyBucket_s leakyBucket_t;
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struct leakyBucket_s {
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netadrtype_t type;
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union {
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byte _4[4];
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byte _6[16];
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} ipv;
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int lastTime;
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signed char burst;
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long hash;
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leakyBucket_t *prev, *next;
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};
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extern leakyBucket_t outboundLeakyBucket;
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qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period );
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qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period );
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void SV_FinalMessage (char *message);
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void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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void SV_AddOperatorCommands (void);
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void SV_RemoveOperatorCommands (void);
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void SV_MasterShutdown (void);
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int SV_RateMsec(client_t *client);
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//
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// sv_init.c
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//
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void SV_SetConfigstring( int index, const char *val );
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void SV_GetConfigstring( int index, char *buffer, int bufferSize );
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void SV_UpdateConfigstrings( client_t *client );
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void SV_SetUserinfo( int index, const char *val );
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void SV_GetUserinfo( int index, char *buffer, int bufferSize );
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void SV_ChangeMaxClients( void );
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void SV_SpawnServer( char *server, qboolean killBots );
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//
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// sv_client.c
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//
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void SV_GetChallenge(netadr_t from);
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void SV_DirectConnect( netadr_t from );
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#ifndef STANDALONE
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void SV_AuthorizeIpPacket( netadr_t from );
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#endif
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void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
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void SV_UserinfoChanged( client_t *cl );
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void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
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void SV_FreeClient(client_t *client);
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void SV_DropClient( client_t *drop, const char *reason );
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void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
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void SV_ClientThink (client_t *cl, usercmd_t *cmd);
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int SV_WriteDownloadToClient(client_t *cl , msg_t *msg);
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int SV_SendDownloadMessages(void);
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int SV_SendQueuedMessages(void);
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//
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// sv_ccmds.c
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//
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void SV_Heartbeat_f( void );
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//
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// sv_snapshot.c
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//
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void SV_AddServerCommand( client_t *client, const char *cmd );
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void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
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void SV_WriteFrameToClient (client_t *client, msg_t *msg);
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void SV_SendMessageToClient( msg_t *msg, client_t *client );
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void SV_SendClientMessages( void );
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void SV_SendClientSnapshot( client_t *client );
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#ifdef ELITEFORCE
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void SV_WriteDummySnapshotToClient( client_t *client, msg_t *msg );
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#endif
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//
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// sv_game.c
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//
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int SV_NumForGentity( sharedEntity_t *ent );
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sharedEntity_t *SV_GentityNum( int num );
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playerState_t *SV_GameClientNum( int num );
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svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
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sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
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void SV_InitGameProgs ( void );
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void SV_ShutdownGameProgs ( void );
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void SV_RestartGameProgs( void );
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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
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//
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// sv_bot.c
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//
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void SV_BotFrame( int time );
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int SV_BotAllocateClient(void);
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void SV_BotFreeClient( int clientNum );
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void SV_BotInitCvars(void);
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int SV_BotLibSetup( void );
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int SV_BotLibShutdown( void );
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int SV_BotGetSnapshotEntity( int client, int ent );
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int SV_BotGetConsoleMessage( int client, char *buf, int size );
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int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
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void BotImport_DebugPolygonDelete(int id);
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void SV_BotInitBotLib(void);
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//============================================================
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//
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// high level object sorting to reduce interaction tests
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//
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void SV_ClearWorld (void);
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// called after the world model has been loaded, before linking any entities
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void SV_UnlinkEntity( sharedEntity_t *ent );
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// call before removing an entity, and before trying to move one,
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// so it doesn't clip against itself
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void SV_LinkEntity( sharedEntity_t *ent );
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// Needs to be called any time an entity changes origin, mins, maxs,
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// or solid. Automatically unlinks if needed.
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// sets ent->r.absmin and ent->r.absmax
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// sets ent->leafnums[] for pvs determination even if the entity
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// is not solid
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clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
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void SV_SectorList_f( void );
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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// fills in a table of entity numbers with entities that have bounding boxes
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// that intersect the given area. It is possible for a non-axial bmodel
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// to be returned that doesn't actually intersect the area on an exact
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// test.
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// returns the number of pointers filled in
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// The world entity is never returned in this list.
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int SV_PointContents( const vec3_t p, int passEntityNum );
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// returns the CONTENTS_* value from the world and all entities at the given point.
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void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
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// mins and maxs are relative
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// if the entire move stays in a solid volume, trace.allsolid will be set,
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// trace.startsolid will be set, and trace.fraction will be 0
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// if the starting point is in a solid, it will be allowed to move out
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// to an open area
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// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
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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 );
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// clip to a specific entity
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//
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// sv_net_chan.c
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//
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void SV_Netchan_Transmit( client_t *client, msg_t *msg);
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int SV_Netchan_TransmitNextFragment(client_t *client);
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qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
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void SV_Netchan_FreeQueue(client_t *client);
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