2019-01-03 17:54:22 +00:00
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# Multiplayer Servers
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2019-04-03 19:08:07 +00:00
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Generally running a Yamagi Quake II server is the same as running a
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Vanilla Quake2 server, so the old guides should still apply.
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2019-01-03 17:54:22 +00:00
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2019-04-03 19:08:07 +00:00
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One thing to keep in mind is that the server must be restarted at least
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every 49 days, because the Quake II network protocol represents the
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interal time as a 32 bit integer and after 49 days that integer
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overflows, leading to all kinds of trouble.
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This problem has always existed in Quake II and is not fixable (at least
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not without breaking compatibility with the existing network protocol),
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but back in Win9x days this was less of a problem because Windows
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crashed frequently anyways and Win9x had the same bug and crashed after
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49 days or so...
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2019-01-03 17:54:22 +00:00
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Apart from this, we'll only document changes/additions here.
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2019-04-03 19:08:07 +00:00
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2019-01-03 17:54:22 +00:00
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## HTTP Downloads
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2019-04-03 19:08:07 +00:00
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Like r1q2 and some other Quake II source ports, we allow downloading
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game data for multiplayer via HTTP. This is a lot faster than the Quake
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II internal protocol that was used in the original client and Yamagi
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Quake II up to version 7.30.
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2019-01-03 17:54:22 +00:00
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2019-04-03 19:08:07 +00:00
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As a **client** you don't have to do anything, just use a Yamagi Quake
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II version newer than 7.30 and if you build it yourself don't disable
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cURL support.
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2019-01-03 17:54:22 +00:00
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For **servers** the following must be done:
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2019-04-03 19:08:07 +00:00
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2019-01-03 17:54:22 +00:00
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### Put the game data on a http server
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2019-04-03 19:08:07 +00:00
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The directory structure on the server must be the same as in the game,
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so if you want to provide `maps/foo.bsp` and your server base path is
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`http://example.com/q2data/`, then you must put that map into
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`http://example.com/q2data/maps/foo.bsp`.
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You can either just put the raw .bsp (and files the bsp needs, textures,
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modes and so on) on your HTTP server, or you can upload a whole `.pak`
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or `.pk3` that contains the needed data. If you're using a `.pak` or
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`.pk3` you need a **file list** that's hosted on your http server.
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2019-01-03 17:54:22 +00:00
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#### Map specific file lists
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2019-04-03 19:08:07 +00:00
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One way is to have one file list for each map that's running on your
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server. If your server is rotating between `maps/foo.bsp` and
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`maps/bar.bsp`, you'd have `http://example.com/q2data/maps/foo.filelist`
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and `http://example.com/q2data/maps/foo.filelist`.
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2019-04-03 19:08:07 +00:00
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A file list is a plain text file that lists one file path per line
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that's to be downloaded. Those paths are relative to the server base
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path and **must not** begin with a slash!
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So if `maps/bar.bsp` needs `bar.pak` and `textures.pak`, your
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`http://example.com/q2data/maps/bar.filelist` would look like:
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2019-01-03 17:54:22 +00:00
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```
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bar.pak
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textures.pak
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```
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2019-04-03 19:08:07 +00:00
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2019-01-03 17:54:22 +00:00
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#### Global File List
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2019-04-03 19:08:07 +00:00
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Instead of map-specific file lists, you could have one global file list.
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All those files are downloaded when someone connects to your server,
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regardless of the currently running map.
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2019-01-03 17:54:22 +00:00
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2019-04-03 19:08:07 +00:00
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This global file list must be at your server base path and must be
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called `.filelist`.
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So in our example `http://example.com/q2data/.filelist` could look like:
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2019-01-03 17:54:22 +00:00
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```
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bar.pak
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foo.pak
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textures.pak
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```
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or
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```
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maps/bar.bsp
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maps/foo.bsp
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textures/my_tex.wal
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```
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2019-04-03 19:08:07 +00:00
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### Configure the Quake II server to tell clients about the HTTP server
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All you have to do is to set the `sv_downloadserver` CVar to your server
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base path, so in our example you could start your dedicated server with
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`q2ded +set sv_downloadserver http://example.com/q2data/` (+ your other
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options).
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2019-01-03 17:54:22 +00:00
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2019-04-03 19:08:07 +00:00
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This CVar will be set to connecting Multiplayer Clients and if they
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support HTTP downloading they will try to load missing game data from
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that server.
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