Räume sv_init.c auf

This commit is contained in:
Yamagi Burmeister 2010-11-26 07:22:46 +00:00
parent c49f21c9d0
commit 6c2ae15351

View file

@ -1,91 +1,101 @@
/*
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.
* 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.
*
* =======================================================================
*
* Server startup.
*
* =======================================================================
*/
#include "header/server.h"
server_static_t svs; // persistant server info
server_t sv; // local server
server_static_t svs; /* persistant server info */
server_t sv; /* local server */
/*
================
SV_FindIndex
================
*/
int SV_FindIndex (char *name, int start, int max, qboolean create)
int
SV_FindIndex ( char *name, int start, int max, qboolean create )
{
int i;
if ( !name || !name [ 0 ] )
return 0;
{
return ( 0 );
}
for ( i = 1; i < max && sv.configstrings [ start + i ] [ 0 ]; i++ )
{
if ( !strcmp( sv.configstrings [ start + i ], name ) )
return i;
{
return ( i );
}
}
if ( !create )
return 0;
{
return ( 0 );
}
if ( i == max )
{
Com_Error( ERR_DROP, "*Index: overflow" );
}
strncpy( sv.configstrings [ start + i ], name, sizeof ( sv.configstrings [ i ] ) );
if ( sv.state != ss_loading )
{ // send the update to everyone
{
/* send the update to everyone */
MSG_WriteChar( &sv.multicast, svc_configstring );
MSG_WriteShort( &sv.multicast, start + i );
MSG_WriteString( &sv.multicast, name );
SV_Multicast( vec3_origin, MULTICAST_ALL_R );
}
return i;
return ( i );
}
int SV_ModelIndex (char *name)
int
SV_ModelIndex ( char *name )
{
return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
return ( SV_FindIndex( name, CS_MODELS, MAX_MODELS, true ) );
}
int SV_SoundIndex (char *name)
int
SV_SoundIndex ( char *name )
{
return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
return ( SV_FindIndex( name, CS_SOUNDS, MAX_SOUNDS, true ) );
}
int SV_ImageIndex (char *name)
int
SV_ImageIndex ( char *name )
{
return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
return ( SV_FindIndex( name, CS_IMAGES, MAX_IMAGES, true ) );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
* Entity baselines are used to compress the update messages
* to the clients -- only the fields that differ from the
* baseline will be transmitted
*/
void SV_CreateBaseline (void)
void
SV_CreateBaseline ( void )
{
edict_t *svent;
int entnum;
@ -93,105 +103,113 @@ void SV_CreateBaseline (void)
for ( entnum = 1; entnum < ge->num_edicts; entnum++ )
{
svent = EDICT_NUM( entnum );
if ( !svent->inuse )
{
continue;
}
if ( !svent->s.modelindex && !svent->s.sound && !svent->s.effects )
{
continue;
}
svent->s.number = entnum;
//
// take current state as baseline
//
/* take current state as baseline */
VectorCopy( svent->s.origin, svent->s.old_origin );
sv.baselines [ entnum ] = svent->s;
}
}
/*
=================
SV_CheckForSavegame
=================
*/
void SV_CheckForSavegame (void)
void
SV_CheckForSavegame ( void )
{
char name [ MAX_OSPATH ];
FILE *f;
int i;
if ( sv_noreload->value )
{
return;
}
if ( Cvar_VariableValue( "deathmatch" ) )
{
return;
}
Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
f = fopen( name, "rb" );
if ( !f )
return; // no savegame
{
return; /* no savegame */
}
fclose( f );
SV_ClearWorld();
// get configstrings and areaportals
/* get configstrings and areaportals */
SV_ReadLevelFile();
if ( !sv.loadgame )
{ // coming back to a level after being in a different
// level, so run it for ten seconds
{
/* coming back to a level after being in a different
level, so run it for ten seconds */
// rlava2 was sending too many lightstyles, and overflowing the
// reliable data. temporarily changing the server state to loading
// prevents these from being passed down.
server_state_t previousState; // PGM
server_state_t previousState;
previousState = sv.state;
sv.state = ss_loading;
previousState = sv.state; // PGM
sv.state = ss_loading; // PGM
for ( i = 0; i < 100; i++ )
{
ge->RunFrame();
sv.state = previousState; // PGM
}
}
sv.state = previousState;
}
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
* Change the server to a new map, taking all connected
* clients along with it.
*/
void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
void
SV_SpawnServer ( char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame )
{
int i;
unsigned checksum;
if ( attractloop )
{
Cvar_Set( "paused", "0" );
}
Com_Printf( "------- server initialization ------\n" );
Com_DPrintf( "SpawnServer: %s\n", server );
if (sv.demofile)
FS_FCloseFile ((size_t)sv.demofile);
svs.spawncount++; // any partially connected client will be
// restarted
if ( sv.demofile )
{
FS_FCloseFile( (size_t) sv.demofile );
}
svs.spawncount++; /* any partially connected client will be restarted */
sv.state = ss_dead;
Com_SetServerState( sv.state );
// wipe the entire per-level structure
/* wipe the entire per-level structure */
memset( &sv, 0, sizeof ( sv ) );
svs.realtime = 0;
sv.loadgame = loadgame;
sv.attractloop = attractloop;
// save name for levels that don't set message
/* save name for levels that don't set message */
strcpy( sv.configstrings [ CS_NAME ], server );
if ( Cvar_VariableValue( "deathmatch" ) )
{
sprintf( sv.configstrings [ CS_AIRACCEL ], "%g", sv_airaccelerate->value );
@ -207,12 +225,15 @@ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate,
strcpy( sv.name, server );
// leave slots at start for clients only
/* leave slots at start for clients only */
for ( i = 0; i < maxclients->value; i++ )
{
// needs to reconnect
/* needs to reconnect */
if ( svs.clients [ i ].state > cs_connected )
{
svs.clients [ i ].state = cs_connected;
}
svs.clients [ i ].lastframe = -1;
}
@ -223,20 +244,19 @@ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate,
if ( serverstate != ss_game )
{
sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
sv.models [ 1 ] = CM_LoadMap( "", false, &checksum ); /* no real map */
}
else
{
Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]),
"maps/%s.bsp", server);
Com_sprintf( sv.configstrings [ CS_MODELS + 1 ],
sizeof ( sv.configstrings [ CS_MODELS + 1 ] ), "maps/%s.bsp", server );
sv.models [ 1 ] = CM_LoadMap( sv.configstrings [ CS_MODELS + 1 ], false, &checksum );
}
Com_sprintf( sv.configstrings [ CS_MAPCHECKSUM ], sizeof ( sv.configstrings [ CS_MAPCHECKSUM ] ),
"%i", checksum );
//
// clear physics interaction links
//
/* clear physics interaction links */
SV_ClearWorld();
for ( i = 1; i < CM_NumInlineModels(); i++ )
@ -246,37 +266,34 @@ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate,
sv.models [ i + 1 ] = CM_InlineModel( sv.configstrings [ CS_MODELS + 1 + i ] );
}
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
/* spawn the rest of the entities on the map */
sv.state = ss_loading;
Com_SetServerState( sv.state );
// load and spawn all other entities
/* load and spawn all other entities */
ge->SpawnEntities( sv.name, CM_EntityString(), spawnpoint );
// run two frames to allow everything to settle
/* run two frames to allow everything to settle */
ge->RunFrame();
ge->RunFrame();
//verify game didn't clobber important stuff
/* verify game didn't clobber important stuff */
if ( (int) checksum != atoi( sv.configstrings [ CS_MAPCHECKSUM ] ) )
{
Com_Error( ERR_DROP, "Game DLL corrupted server configstrings" );
}
// all precaches are complete
/* all precaches are complete */
sv.state = serverstate;
Com_SetServerState( sv.state );
// create a baseline for more efficient communications
/* create a baseline for more efficient communications */
SV_CreateBaseline();
// check for a savegame
/* check for a savegame */
SV_CheckForSavegame();
// set serverinfo variable
/* set serverinfo variable */
Cvar_FullSet( "mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET );
Cvar_SetValue( "windowed_mouse", 1 );
@ -284,13 +301,10 @@ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate,
}
/*
==============
SV_InitGame
A brand new game has been started
==============
* A brand new game has been started
*/
void SV_InitGame (void)
void
SV_InitGame ( void )
{
int i;
edict_t *ent;
@ -298,18 +312,20 @@ void SV_InitGame (void)
if ( svs.initialized )
{
// cause any connected clients to reconnect
/* cause any connected clients to reconnect */
SV_Shutdown( "Server restarted\n", true );
}
#ifndef DEDICATED_ONLY
else
{
// make sure the client is down
/* make sure the client is down */
CL_Drop();
SCR_BeginLoadingPlaque();
}
#endif
// get any latched variable changes (maxclients, etc)
/* get any latched variable changes (maxclients, etc) */
Cvar_GetLatchedVars();
svs.initialized = true;
@ -320,28 +336,36 @@ void SV_InitGame (void)
Cvar_FullSet( "coop", "0", CVAR_SERVERINFO | CVAR_LATCH );
}
// dedicated servers are can't be single player and are usually DM
// so unless they explicity set coop, force it to deathmatch
/* dedicated servers can't be single player and are usually DM
so unless they explicity set coop, force it to deathmatch */
if ( dedicated->value )
{
if ( !Cvar_VariableValue( "coop" ) )
{
Cvar_FullSet( "deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH );
}
}
// init clients
/* init clients */
if ( Cvar_VariableValue( "deathmatch" ) )
{
if ( maxclients->value <= 1 )
{
Cvar_FullSet( "maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH );
}
else if ( maxclients->value > MAX_CLIENTS )
{
Cvar_FullSet( "maxclients", va( "%i", MAX_CLIENTS ), CVAR_SERVERINFO | CVAR_LATCH );
}
}
else if ( Cvar_VariableValue( "coop" ) )
{
if (maxclients->value <= 1 || maxclients->value > 4)
if ( ( maxclients->value <= 1 ) || ( maxclients->value > 4 ) )
{
Cvar_FullSet( "maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH );
}
else // non-deathmatch, non-coop is one player
}
else /* non-deathmatch, non-coop is one player */
{
Cvar_FullSet( "maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH );
}
@ -351,16 +375,17 @@ void SV_InitGame (void)
svs.num_client_entities = maxclients->value * UPDATE_BACKUP * 64;
svs.client_entities = Z_Malloc( sizeof ( entity_state_t ) * svs.num_client_entities );
// init network stuff
/* init network stuff */
NET_Config( ( maxclients->value > 1 ) );
// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999; // send immediately
/* heartbeats will always be sent to the id master */
svs.last_heartbeat = -99999; /* send immediately */
Com_sprintf( idmaster, sizeof ( idmaster ), "192.246.40.37:%i", PORT_MASTER );
NET_StringToAdr( idmaster, &master_adr [ 0 ] );
// init game
/* init game */
SV_InitGameProgs();
for ( i = 0; i < maxclients->value; i++ )
{
ent = EDICT_NUM( i + 1 );
@ -370,24 +395,20 @@ void SV_InitGame (void)
}
}
/*
======================
SV_Map
the full syntax is:
map [*]<map>$<startspot>+<nextserver>
command from the console or progs.
Map can also be a.cin, .pcx, or .dm2 file
Nextserver is used to allow a cinematic to play, then proceed to
another level:
map tram.cin+jail_e3
======================
* the full syntax is:
*
* map [*]<map>$<startspot>+<nextserver>
*
* command from the console or progs.
* Map can also be a.cin, .pcx, or .dm2 file
* Nextserver is used to allow a cinematic to play, then proceed to
* another level:
*
* map tram.cin+jail_e3
*/
void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
void
SV_Map ( qboolean attractloop, char *levelstring, qboolean loadgame )
{
char level [ MAX_QPATH ];
char *ch;
@ -397,60 +418,73 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
sv.loadgame = loadgame;
sv.attractloop = attractloop;
if (sv.state == ss_dead && !sv.loadgame)
SV_InitGame (); // the game is just starting
if ( ( sv.state == ss_dead ) && !sv.loadgame )
{
SV_InitGame(); /* the game is just starting */
}
strcpy( level, levelstring );
// if there is a + in the map, set nextserver to the remainder
/* if there is a + in the map, set nextserver to the remainder */
ch = strstr( level, "+" );
if ( ch )
{
*ch = 0;
Cvar_Set( "nextserver", va( "gamemap \"%s\"", ch + 1 ) );
}
else
{
Cvar_Set( "nextserver", "" );
}
//ZOID special hack for end game screen in coop mode
/* hack for end game screen in coop mode */
if ( Cvar_VariableValue( "coop" ) && !Q_stricmp( level, "victory.pcx" ) )
{
Cvar_Set( "nextserver", "gamemap \"*base1\"" );
}
// if there is a $, use the remainder as a spawnpoint
/* if there is a $, use the remainder as a spawnpoint */
ch = strstr( level, "$" );
if ( ch )
{
*ch = 0;
strcpy( spawnpoint, ch + 1 );
}
else
{
spawnpoint [ 0 ] = 0;
}
// skip the end-of-unit flag if necessary
/* skip the end-of-unit flag if necessary */
if ( level [ 0 ] == '*' )
{
memmove( level, level + 1, strlen( level ) + 1 );
}
l = strlen( level );
if (l > 4 && !strcmp (level+l-4, ".cin") )
if ( ( l > 4 ) && !strcmp( level + l - 4, ".cin" ) )
{
#ifndef DEDICATED_ONLY
SCR_BeginLoadingPlaque (); // for local system
SCR_BeginLoadingPlaque(); /* for local system */
#endif
SV_BroadcastCommand( "changing\n" );
SV_SpawnServer( level, spawnpoint, ss_cinematic, attractloop, loadgame );
}
else if (l > 4 && !strcmp (level+l-4, ".dm2") )
else if ( ( l > 4 ) && !strcmp( level + l - 4, ".dm2" ) )
{
#ifndef DEDICATED_ONLY
SCR_BeginLoadingPlaque (); // for local system
SCR_BeginLoadingPlaque(); /* for local system */
#endif
SV_BroadcastCommand( "changing\n" );
SV_SpawnServer( level, spawnpoint, ss_demo, attractloop, loadgame );
}
else if (l > 4 && !strcmp (level+l-4, ".pcx") )
else if ( ( l > 4 ) && !strcmp( level + l - 4, ".pcx" ) )
{
#ifndef DEDICATED_ONLY
SCR_BeginLoadingPlaque (); // for local system
SCR_BeginLoadingPlaque(); /* for local system */
#endif
SV_BroadcastCommand( "changing\n" );
SV_SpawnServer( level, spawnpoint, ss_pic, attractloop, loadgame );
@ -458,7 +492,7 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
else
{
#ifndef DEDICATED_ONLY
SCR_BeginLoadingPlaque (); // for local system
SCR_BeginLoadingPlaque(); /* for local system */
#endif
SV_BroadcastCommand( "changing\n" );
SV_SendClientMessages();
@ -468,3 +502,4 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
SV_BroadcastCommand( "reconnect\n" );
}