Den Server-Savegame-Code in eine eigenen Datei

This commit is contained in:
Yamagi Burmeister 2010-11-25 16:36:27 +00:00
parent bc2e6b671d
commit 5ddb6ab6a1
4 changed files with 449 additions and 425 deletions

View file

@ -245,6 +245,7 @@ SERVER_OBJS = \
build/server/sv_game.o \
build/server/sv_init.o \
build/server/sv_main.o \
build/server/sv_save.o \
build/server/sv_send.o \
build/server/sv_user.o \
build/server/sv_world.o
@ -276,6 +277,7 @@ DEDICATED_SERVER_OBJS = \
build/dedicated_server/sv_game.o \
build/dedicated_server/sv_init.o \
build/dedicated_server/sv_main.o \
build/dedicated_server/sv_save.o \
build/dedicated_server/sv_send.o \
build/dedicated_server/sv_user.o \
build/dedicated_server/sv_world.o
@ -617,6 +619,9 @@ build/server/sv_init.o : src/server/sv_init.c
build/server/sv_main.o : src/server/sv_main.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/server/sv_save.o : src/server/sv_save.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/server/sv_send.o : src/server/sv_send.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
@ -673,6 +678,9 @@ build/dedicated_server/sv_init.o : src/server/sv_init.c
build/dedicated_server/sv_main.o : src/server/sv_main.c
$(CC) $(CFLAGS_DEDICATED_SERVER) -o $@ -c $<
build/dedicated_server/sv_save.o : src/server/sv_save.c
$(CC) $(CFLAGS_DEDICATED_SERVER) -o $@ -c $<
build/dedicated_server/sv_send.o : src/server/sv_send.c
$(CC) $(CFLAGS_DEDICATED_SERVER) -o $@ -c $<

View file

@ -247,6 +247,14 @@ void SV_InitGameProgs ( void );
void SV_ShutdownGameProgs ( void );
void SV_InitEdict ( edict_t *e );
/* server side savegame stuff */
void SV_WipeSavegame ( char *savename );
void SV_CopySaveGame ( char *src, char *dst );
void SV_WriteLevelFile ( void );
void SV_WriteServerFile ( qboolean autosave );
void SV_Loadgame_f ( void );
void SV_Savegame_f ( void );
/* high level object sorting to reduce interaction tests */
void SV_ClearWorld ( void );

View file

@ -144,318 +144,6 @@ SV_SetPlayer ( void )
return ( false );
}
/*
* ===============================================================================
*
* SAVEGAME FILES
*
* ===============================================================================
*/
/*
* Delete save/<XXX>/
*/
void
SV_WipeSavegame ( char *savename )
{
char name [ MAX_OSPATH ];
char *s;
Com_DPrintf( "SV_WipeSaveGame(%s)\n", savename );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), savename );
remove( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/game.ssv", FS_Gamedir(), savename );
remove( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sav", FS_Gamedir(), savename );
s = Sys_FindFirst( name, 0, 0 );
while ( s )
{
remove( s );
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sv2", FS_Gamedir(), savename );
s = Sys_FindFirst( name, 0, 0 );
while ( s )
{
remove( s );
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
}
void
CopyFile ( char *src, char *dst )
{
FILE *f1, *f2;
size_t l;
byte buffer [ 65536 ];
Com_DPrintf( "CopyFile (%s, %s)\n", src, dst );
f1 = fopen( src, "rb" );
if ( !f1 )
{
return;
}
f2 = fopen( dst, "wb" );
if ( !f2 )
{
fclose( f1 );
return;
}
while ( 1 )
{
l = fread( buffer, 1, sizeof ( buffer ), f1 );
if ( !l )
{
break;
}
fwrite( buffer, 1, l, f2 );
}
fclose( f1 );
fclose( f2 );
}
void
SV_CopySaveGame ( char *src, char *dst )
{
char name [ MAX_OSPATH ], name2 [ MAX_OSPATH ];
size_t l, len;
char *found;
Com_DPrintf( "SV_CopySaveGame(%s, %s)\n", src, dst );
SV_WipeSavegame( dst );
/* copy the savegame over */
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), src );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/server.ssv", FS_Gamedir(), dst );
FS_CreatePath( name2 );
CopyFile( name, name2 );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/game.ssv", FS_Gamedir(), src );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/game.ssv", FS_Gamedir(), dst );
CopyFile( name, name2 );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/", FS_Gamedir(), src );
len = strlen( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sav", FS_Gamedir(), src );
found = Sys_FindFirst( name, 0, 0 );
while ( found )
{
strcpy( name + len, found + len );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/%s", FS_Gamedir(), dst, found + len );
CopyFile( name, name2 );
/* change sav to sv2 */
l = strlen( name );
strcpy( name + l - 3, "sv2" );
l = strlen( name2 );
strcpy( name2 + l - 3, "sv2" );
CopyFile( name, name2 );
found = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
}
void
SV_WriteLevelFile ( void )
{
char name [ MAX_OSPATH ];
FILE *f;
Com_DPrintf( "SV_WriteLevelFile()\n" );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name );
f = fopen( name, "wb" );
if ( !f )
{
Com_Printf( "Failed to open %s\n", name );
return;
}
fwrite( sv.configstrings, sizeof ( sv.configstrings ), 1, f );
CM_WritePortalState( f );
fclose( f );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
ge->WriteLevel( name );
}
void CM_ReadPortalState ( fileHandle_t f );
void
SV_ReadLevelFile ( void )
{
char name [ MAX_OSPATH ];
fileHandle_t f;
Com_DPrintf( "SV_ReadLevelFile()\n" );
Com_sprintf( name, sizeof ( name ), "save/current/%s.sv2", sv.name );
FS_FOpenFile( name, &f, FS_READ );
if ( !f )
{
Com_Printf( "Failed to open %s\n", name );
return;
}
FS_Read( sv.configstrings, sizeof ( sv.configstrings ), f );
CM_ReadPortalState( f );
FS_FCloseFile( f );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
ge->ReadLevel( name );
}
void
SV_WriteServerFile ( qboolean autosave )
{
FILE *f;
cvar_t *var;
char name [ MAX_OSPATH ], string [ 128 ];
char comment [ 32 ];
time_t aclock;
struct tm *newtime;
Com_DPrintf( "SV_WriteServerFile(%s)\n", autosave ? "true" : "false" );
Com_sprintf( name, sizeof ( name ), "%s/save/current/server.ssv", FS_Gamedir() );
f = fopen( name, "wb" );
if ( !f )
{
Com_Printf( "Couldn't write %s\n", name );
return;
}
/* write the comment field */
memset( comment, 0, sizeof ( comment ) );
if ( !autosave )
{
time( &aclock );
newtime = localtime( &aclock );
Com_sprintf( comment, sizeof ( comment ), "%2i:%i%i %2i/%2i ", newtime->tm_hour,
newtime->tm_min / 10, newtime->tm_min % 10,
newtime->tm_mon + 1, newtime->tm_mday );
strncat( comment, sv.configstrings [ CS_NAME ], sizeof ( comment ) - 1 - strlen( comment ) );
}
else
{
/* autosaved */
Com_sprintf( comment, sizeof ( comment ), "ENTERING %s", sv.configstrings [ CS_NAME ] );
}
fwrite( comment, 1, sizeof ( comment ), f );
/* write the mapcmd */
fwrite( svs.mapcmd, 1, sizeof ( svs.mapcmd ), f );
/* write all CVAR_LATCH cvars
these will be things like coop, skill, deathmatch, etc */
for ( var = cvar_vars; var; var = var->next )
{
if ( !( var->flags & CVAR_LATCH ) )
{
continue;
}
if ( ( strlen( var->name ) >= sizeof ( name ) - 1 ) ||
( strlen( var->string ) >= sizeof ( string ) - 1 ) )
{
Com_Printf( "Cvar too long: %s = %s\n", var->name, var->string );
continue;
}
memset( name, 0, sizeof ( name ) );
memset( string, 0, sizeof ( string ) );
strcpy( name, var->name );
strcpy( string, var->string );
fwrite( name, 1, sizeof ( name ), f );
fwrite( string, 1, sizeof ( string ), f );
}
fclose( f );
/* write game state */
Com_sprintf( name, sizeof ( name ), "%s/save/current/game.ssv", FS_Gamedir() );
ge->WriteGame( name, autosave );
}
void
SV_ReadServerFile ( void )
{
fileHandle_t f;
char name [ MAX_OSPATH ], string [ 128 ];
char comment [ 32 ];
char mapcmd [ MAX_TOKEN_CHARS ];
Com_DPrintf( "SV_ReadServerFile()\n" );
Com_sprintf( name, sizeof ( name ), "save/current/server.ssv" );
FS_FOpenFile( name, &f, FS_READ );
if ( !f )
{
Com_Printf( "Couldn't read %s\n", name );
return;
}
/* read the comment field */
FS_Read( comment, sizeof ( comment ), f );
/* read the mapcmd */
FS_Read( mapcmd, sizeof ( mapcmd ), f );
/* read all CVAR_LATCH cvars
these will be things like coop, skill, deathmatch, etc */
while ( 1 )
{
if ( !FS_FRead( name, 1, sizeof ( name ), f ) )
{
break;
}
FS_Read( string, sizeof ( string ), f );
Com_DPrintf( "Set %s = %s\n", name, string );
Cvar_ForceSet( name, string );
}
FS_FCloseFile( f );
/* start a new game fresh with new cvars */
SV_InitGame();
strcpy( svs.mapcmd, mapcmd );
/* read game state */
Com_sprintf( name, sizeof ( name ), "%s/save/current/game.ssv", FS_Gamedir() );
ge->ReadGame( name );
}
/* ========================================================= */
/*
* Puts the server in demo mode on a specific map/cinematic
*/
@ -596,117 +284,6 @@ SV_Map_f ( void )
SV_GameMap_f();
}
/*
* =====================================================================
*
* SAVEGAMES
*
* =====================================================================
*/
void
SV_Loadgame_f ( void )
{
char name [ MAX_OSPATH ];
FILE *f;
char *dir;
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: loadgame <directory>\n" );
return;
}
Com_Printf( "Loading game...\n" );
dir = Cmd_Argv( 1 );
if ( strstr( dir, ".." ) || strstr( dir, "/" ) || strstr( dir, "\\" ) )
{
Com_Printf( "Bad savedir.\n" );
}
/* make sure the server.ssv file exists */
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), Cmd_Argv( 1 ) );
f = fopen( name, "rb" );
if ( !f )
{
Com_Printf( "No such savegame: %s\n", name );
return;
}
fclose( f );
SV_CopySaveGame( Cmd_Argv( 1 ), "current" );
SV_ReadServerFile();
/* go to the map */
sv.state = ss_dead; /* don't save current level when changing */
SV_Map( false, svs.mapcmd, true );
}
void
SV_Savegame_f ( void )
{
char *dir;
if ( sv.state != ss_game )
{
Com_Printf( "You must be in a game to save.\n" );
return;
}
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: savegame <directory>\n" );
return;
}
if ( Cvar_VariableValue( "deathmatch" ) )
{
Com_Printf( "Can't savegame in a deathmatch\n" );
return;
}
if ( !strcmp( Cmd_Argv( 1 ), "current" ) )
{
Com_Printf( "Can't save to 'current'\n" );
return;
}
if ( ( maxclients->value == 1 ) && ( svs.clients [ 0 ].edict->client->ps.stats [ STAT_HEALTH ] <= 0 ) )
{
Com_Printf( "\nCan't savegame while dead!\n" );
return;
}
dir = Cmd_Argv( 1 );
if ( strstr( dir, ".." ) || strstr( dir, "/" ) || strstr( dir, "\\" ) )
{
Com_Printf( "Bad savedir.\n" );
}
Com_Printf( "Saving game...\n" );
/* archive current level, including all client edicts.
when the level is reloaded, they will be shells awaiting
a connecting client */
SV_WriteLevelFile();
/* save server state */
SV_WriteServerFile( false );
/* copy it off */
SV_CopySaveGame( "current", dir );
Com_Printf( "Done.\n" );
}
/* =============================================================== */
/*
* Kick a user off of the server
*/

431
src/server/sv_save.c Normal file
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@ -0,0 +1,431 @@
/*
* Copyright (C) 1997-2001 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.
*
* =======================================================================
*
* Serverside savegame code.
*
* =======================================================================
*/
#include "header/server.h"
void CM_ReadPortalState ( fileHandle_t f );
/*
* Delete save/<XXX>/
*/
void
SV_WipeSavegame ( char *savename )
{
char name [ MAX_OSPATH ];
char *s;
Com_DPrintf( "SV_WipeSaveGame(%s)\n", savename );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), savename );
remove( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/game.ssv", FS_Gamedir(), savename );
remove( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sav", FS_Gamedir(), savename );
s = Sys_FindFirst( name, 0, 0 );
while ( s )
{
remove( s );
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sv2", FS_Gamedir(), savename );
s = Sys_FindFirst( name, 0, 0 );
while ( s )
{
remove( s );
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
}
void
CopyFile ( char *src, char *dst )
{
FILE *f1, *f2;
size_t l;
byte buffer [ 65536 ];
Com_DPrintf( "CopyFile (%s, %s)\n", src, dst );
f1 = fopen( src, "rb" );
if ( !f1 )
{
return;
}
f2 = fopen( dst, "wb" );
if ( !f2 )
{
fclose( f1 );
return;
}
while ( 1 )
{
l = fread( buffer, 1, sizeof ( buffer ), f1 );
if ( !l )
{
break;
}
fwrite( buffer, 1, l, f2 );
}
fclose( f1 );
fclose( f2 );
}
void
SV_CopySaveGame ( char *src, char *dst )
{
char name [ MAX_OSPATH ], name2 [ MAX_OSPATH ];
size_t l, len;
char *found;
Com_DPrintf( "SV_CopySaveGame(%s, %s)\n", src, dst );
SV_WipeSavegame( dst );
/* copy the savegame over */
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), src );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/server.ssv", FS_Gamedir(), dst );
FS_CreatePath( name2 );
CopyFile( name, name2 );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/game.ssv", FS_Gamedir(), src );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/game.ssv", FS_Gamedir(), dst );
CopyFile( name, name2 );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/", FS_Gamedir(), src );
len = strlen( name );
Com_sprintf( name, sizeof ( name ), "%s/save/%s/*.sav", FS_Gamedir(), src );
found = Sys_FindFirst( name, 0, 0 );
while ( found )
{
strcpy( name + len, found + len );
Com_sprintf( name2, sizeof ( name2 ), "%s/save/%s/%s", FS_Gamedir(), dst, found + len );
CopyFile( name, name2 );
/* change sav to sv2 */
l = strlen( name );
strcpy( name + l - 3, "sv2" );
l = strlen( name2 );
strcpy( name2 + l - 3, "sv2" );
CopyFile( name, name2 );
found = Sys_FindNext( 0, 0 );
}
Sys_FindClose();
}
void
SV_WriteLevelFile ( void )
{
char name [ MAX_OSPATH ];
FILE *f;
Com_DPrintf( "SV_WriteLevelFile()\n" );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name );
f = fopen( name, "wb" );
if ( !f )
{
Com_Printf( "Failed to open %s\n", name );
return;
}
fwrite( sv.configstrings, sizeof ( sv.configstrings ), 1, f );
CM_WritePortalState( f );
fclose( f );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
ge->WriteLevel( name );
}
void
SV_ReadLevelFile ( void )
{
char name [ MAX_OSPATH ];
fileHandle_t f;
Com_DPrintf( "SV_ReadLevelFile()\n" );
Com_sprintf( name, sizeof ( name ), "save/current/%s.sv2", sv.name );
FS_FOpenFile( name, &f, FS_READ );
if ( !f )
{
Com_Printf( "Failed to open %s\n", name );
return;
}
FS_Read( sv.configstrings, sizeof ( sv.configstrings ), f );
CM_ReadPortalState( f );
FS_FCloseFile( f );
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
ge->ReadLevel( name );
}
void
SV_WriteServerFile ( qboolean autosave )
{
FILE *f;
cvar_t *var;
char name [ MAX_OSPATH ], string [ 128 ];
char comment [ 32 ];
time_t aclock;
struct tm *newtime;
Com_DPrintf( "SV_WriteServerFile(%s)\n", autosave ? "true" : "false" );
Com_sprintf( name, sizeof ( name ), "%s/save/current/server.ssv", FS_Gamedir() );
f = fopen( name, "wb" );
if ( !f )
{
Com_Printf( "Couldn't write %s\n", name );
return;
}
/* write the comment field */
memset( comment, 0, sizeof ( comment ) );
if ( !autosave )
{
time( &aclock );
newtime = localtime( &aclock );
Com_sprintf( comment, sizeof ( comment ), "%2i:%i%i %2i/%2i ", newtime->tm_hour,
newtime->tm_min / 10, newtime->tm_min % 10,
newtime->tm_mon + 1, newtime->tm_mday );
strncat( comment, sv.configstrings [ CS_NAME ], sizeof ( comment ) - 1 - strlen( comment ) );
}
else
{
/* autosaved */
Com_sprintf( comment, sizeof ( comment ), "ENTERING %s", sv.configstrings [ CS_NAME ] );
}
fwrite( comment, 1, sizeof ( comment ), f );
/* write the mapcmd */
fwrite( svs.mapcmd, 1, sizeof ( svs.mapcmd ), f );
/* write all CVAR_LATCH cvars
these will be things like coop, skill, deathmatch, etc */
for ( var = cvar_vars; var; var = var->next )
{
if ( !( var->flags & CVAR_LATCH ) )
{
continue;
}
if ( ( strlen( var->name ) >= sizeof ( name ) - 1 ) ||
( strlen( var->string ) >= sizeof ( string ) - 1 ) )
{
Com_Printf( "Cvar too long: %s = %s\n", var->name, var->string );
continue;
}
memset( name, 0, sizeof ( name ) );
memset( string, 0, sizeof ( string ) );
strcpy( name, var->name );
strcpy( string, var->string );
fwrite( name, 1, sizeof ( name ), f );
fwrite( string, 1, sizeof ( string ), f );
}
fclose( f );
/* write game state */
Com_sprintf( name, sizeof ( name ), "%s/save/current/game.ssv", FS_Gamedir() );
ge->WriteGame( name, autosave );
}
void
SV_ReadServerFile ( void )
{
fileHandle_t f;
char name [ MAX_OSPATH ], string [ 128 ];
char comment [ 32 ];
char mapcmd [ MAX_TOKEN_CHARS ];
Com_DPrintf( "SV_ReadServerFile()\n" );
Com_sprintf( name, sizeof ( name ), "save/current/server.ssv" );
FS_FOpenFile( name, &f, FS_READ );
if ( !f )
{
Com_Printf( "Couldn't read %s\n", name );
return;
}
/* read the comment field */
FS_Read( comment, sizeof ( comment ), f );
/* read the mapcmd */
FS_Read( mapcmd, sizeof ( mapcmd ), f );
/* read all CVAR_LATCH cvars
these will be things like coop, skill, deathmatch, etc */
while ( 1 )
{
if ( !FS_FRead( name, 1, sizeof ( name ), f ) )
{
break;
}
FS_Read( string, sizeof ( string ), f );
Com_DPrintf( "Set %s = %s\n", name, string );
Cvar_ForceSet( name, string );
}
FS_FCloseFile( f );
/* start a new game fresh with new cvars */
SV_InitGame();
strcpy( svs.mapcmd, mapcmd );
/* read game state */
Com_sprintf( name, sizeof ( name ), "%s/save/current/game.ssv", FS_Gamedir() );
ge->ReadGame( name );
}
void
SV_Loadgame_f ( void )
{
char name [ MAX_OSPATH ];
FILE *f;
char *dir;
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: loadgame <directory>\n" );
return;
}
Com_Printf( "Loading game...\n" );
dir = Cmd_Argv( 1 );
if ( strstr( dir, ".." ) || strstr( dir, "/" ) || strstr( dir, "\\" ) )
{
Com_Printf( "Bad savedir.\n" );
}
/* make sure the server.ssv file exists */
Com_sprintf( name, sizeof ( name ), "%s/save/%s/server.ssv", FS_Gamedir(), Cmd_Argv( 1 ) );
f = fopen( name, "rb" );
if ( !f )
{
Com_Printf( "No such savegame: %s\n", name );
return;
}
fclose( f );
SV_CopySaveGame( Cmd_Argv( 1 ), "current" );
SV_ReadServerFile();
/* go to the map */
sv.state = ss_dead; /* don't save current level when changing */
SV_Map( false, svs.mapcmd, true );
}
void
SV_Savegame_f ( void )
{
char *dir;
if ( sv.state != ss_game )
{
Com_Printf( "You must be in a game to save.\n" );
return;
}
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: savegame <directory>\n" );
return;
}
if ( Cvar_VariableValue( "deathmatch" ) )
{
Com_Printf( "Can't savegame in a deathmatch\n" );
return;
}
if ( !strcmp( Cmd_Argv( 1 ), "current" ) )
{
Com_Printf( "Can't save to 'current'\n" );
return;
}
if ( ( maxclients->value == 1 ) && ( svs.clients [ 0 ].edict->client->ps.stats [ STAT_HEALTH ] <= 0 ) )
{
Com_Printf( "\nCan't savegame while dead!\n" );
return;
}
dir = Cmd_Argv( 1 );
if ( strstr( dir, ".." ) || strstr( dir, "/" ) || strstr( dir, "\\" ) )
{
Com_Printf( "Bad savedir.\n" );
}
Com_Printf( "Saving game...\n" );
/* archive current level, including all client edicts.
when the level is reloaded, they will be shells awaiting
a connecting client */
SV_WriteLevelFile();
/* save server state */
SV_WriteServerFile( false );
/* copy it off */
SV_CopySaveGame( "current", dir );
Com_Printf( "Done.\n" );
}