yquake2remaster/src/server/sv_ccmds.c
2010-11-25 16:22:55 +00:00

1070 lines
22 KiB
C

/*
* 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 commands received by clients. There are only two ways on which
* those can be received. Typed via stdin into the server console or via
* a network / internal communication datagram.
*
* =======================================================================
*/
#include "header/server.h"
/*
* Specify a list of master servers
*/
void
SV_SetMaster_f ( void )
{
int i, slot;
/* only dedicated servers send heartbeats */
if ( !dedicated->value )
{
Com_Printf( "Only dedicated servers use masters.\n" );
return;
}
/* make sure the server is listed public */
Cvar_Set( "public", "1" );
for ( i = 1; i < MAX_MASTERS; i++ )
{
memset( &master_adr [ i ], 0, sizeof ( master_adr [ i ] ) );
}
slot = 1; /* slot 0 will always contain the id master */
for ( i = 1; i < Cmd_Argc(); i++ )
{
if ( slot == MAX_MASTERS )
{
break;
}
if ( !NET_StringToAdr( Cmd_Argv( i ), &master_adr [ i ] ) )
{
Com_Printf( "Bad address: %s\n", Cmd_Argv( i ) );
continue;
}
if ( master_adr [ slot ].port == 0 )
{
master_adr [ slot ].port = BigShort( PORT_MASTER );
}
Com_Printf( "Master server at %s\n", NET_AdrToString( master_adr [ slot ] ) );
Com_Printf( "Sending a ping.\n" );
Netchan_OutOfBandPrint( NS_SERVER, master_adr [ slot ], "ping" );
slot++;
}
svs.last_heartbeat = -9999999;
}
/*
* Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
*/
qboolean
SV_SetPlayer ( void )
{
client_t *cl;
int i;
int idnum;
char *s;
if ( Cmd_Argc() < 2 )
{
return ( false );
}
s = Cmd_Argv( 1 );
/* numeric values are just slot numbers */
if ( ( s [ 0 ] >= '0' ) && ( s [ 0 ] <= '9' ) )
{
idnum = atoi( Cmd_Argv( 1 ) );
if ( ( idnum < 0 ) || ( idnum >= maxclients->value ) )
{
Com_Printf( "Bad client slot: %i\n", idnum );
return ( false );
}
sv_client = &svs.clients [ idnum ];
sv_player = sv_client->edict;
if ( !sv_client->state )
{
Com_Printf( "Client %i is not active\n", idnum );
return ( false );
}
return ( true );
}
/* check for a name match */
for ( i = 0, cl = svs.clients; i < maxclients->value; i++, cl++ )
{
if ( !cl->state )
{
continue;
}
if ( !strcmp( cl->name, s ) )
{
sv_client = cl;
sv_player = sv_client->edict;
return ( true );
}
}
Com_Printf( "Userid %s is not on the server\n", s );
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
*/
void
SV_DemoMap_f ( void )
{
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: demomap <demoname.dm2>\n" );
return;
}
SV_Map( true, Cmd_Argv( 1 ), false );
}
/*
* ==================
* SV_GameMap_f
*
* Saves the state of the map just being exited and goes to a new map.
*
* If the initial character of the map string is '*', the next map is
* in a new unit, so the current savegame directory is cleared of
* map files.
*
* Example:
* inter.cin+jail
* Clears the archived maps, plays the inter.cin cinematic, then
* goes to map jail.bsp.
* ==================
*/
void
SV_GameMap_f ( void )
{
char *map;
int i;
client_t *cl;
qboolean *savedInuse;
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: gamemap <map>\n" );
return;
}
Com_DPrintf( "SV_GameMap(%s)\n", Cmd_Argv( 1 ) );
FS_CreatePath( va( "%s/save/current/", FS_Gamedir() ) );
/* check for clearing the current savegame */
map = Cmd_Argv( 1 );
if ( map [ 0 ] == '*' )
{
/* wipe all the *.sav files */
SV_WipeSavegame( "current" );
}
else
{
/* save the map just exited */
if ( sv.state == ss_game )
{
/* clear all the client inuse flags before saving so that
when the level is re-entered, the clients will spawn
at spawn points instead of occupying body shells */
savedInuse = malloc( maxclients->value * sizeof ( qboolean ) );
for ( i = 0, cl = svs.clients; i < maxclients->value; i++, cl++ )
{
savedInuse [ i ] = cl->edict->inuse;
cl->edict->inuse = false;
}
SV_WriteLevelFile();
/* we must restore these for clients to transfer over correctly */
for ( i = 0, cl = svs.clients; i < maxclients->value; i++, cl++ )
{
cl->edict->inuse = savedInuse [ i ];
}
free( savedInuse );
}
}
/* start up the next map */
SV_Map( false, Cmd_Argv( 1 ), false );
/* archive server state */
strncpy( svs.mapcmd, Cmd_Argv( 1 ), sizeof ( svs.mapcmd ) - 1 );
/* copy off the level to the autosave slot */
if ( !dedicated->value )
{
SV_WriteServerFile( true );
SV_CopySaveGame( "current", "save0" );
}
}
/*
* Goes directly to a given map without any savegame archiving.
* For development work
*/
void
SV_Map_f ( void )
{
char *map;
char expanded [ MAX_QPATH ];
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: map <mapname>\n" );
return;
}
if ( sv.state == ss_game )
{
Com_Printf( "Warning, using 'map' will reset the game. Perhaps you should use 'gamemap'.\n" );
return;
}
/* if not a pcx, demo, or cinematic, check to make sure the level exists */
map = Cmd_Argv( 1 );
if ( !strstr( map, "." ) && !strstr( map, "$" ) && ( *map != '*' ) )
{
Com_sprintf( expanded, sizeof ( expanded ), "maps/%s.bsp", map );
if ( FS_LoadFile( expanded, NULL ) == -1 )
{
Com_Printf( "Can't find %s\n", expanded );
return;
}
}
sv.state = ss_dead; /* don't save current level when changing */
SV_WipeSavegame( "current" );
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
*/
void
SV_Kick_f ( void )
{
if ( !svs.initialized )
{
Com_Printf( "No server running.\n" );
return;
}
if ( Cmd_Argc() != 2 )
{
Com_Printf( "Usage: kick <userid>\n" );
return;
}
if ( !SV_SetPlayer() )
{
return;
}
if ( ( sv_client->state == cs_spawned ) && *sv_client->name )
{
SV_BroadcastPrintf( PRINT_HIGH, "%s was kicked\n", sv_client->name );
}
/* print directly, because the dropped client won't get the
SV_BroadcastPrintf message */
SV_ClientPrintf( sv_client, PRINT_HIGH, "You were kicked from the game\n" );
SV_DropClient( sv_client );
sv_client->lastmessage = svs.realtime; /* min case there is a funny zombie */
}
void
SV_Status_f ( void )
{
int i, j, l;
client_t *cl;
char *s;
int ping;
if ( !svs.clients )
{
Com_Printf( "No server running.\n" );
return;
}
Com_Printf( "map : %s\n", sv.name );
Com_Printf( "num score ping name lastmsg address qport \n" );
Com_Printf( "--- ----- ---- --------------- ------- --------------------- ------\n" );
for ( i = 0, cl = svs.clients; i < maxclients->value; i++, cl++ )
{
if ( !cl->state )
{
continue;
}
Com_Printf( "%2i ", i );
Com_Printf( "%5i ", cl->edict->client->ps.stats [ STAT_FRAGS ] );
if ( cl->state == cs_connected )
{
Com_Printf( "CNCT " );
}
else if ( cl->state == cs_zombie )
{
Com_Printf( "ZMBI " );
}
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
Com_Printf( "%4i ", ping );
}
Com_Printf( "%s", cl->name );
l = 16 - strlen( cl->name );
for ( j = 0; j < l; j++ )
{
Com_Printf( " " );
}
Com_Printf( "%7i ", svs.realtime - cl->lastmessage );
s = NET_AdrToString( cl->netchan.remote_address );
Com_Printf( "%s", s );
l = 22 - strlen( s );
for ( j = 0; j < l; j++ )
{
Com_Printf( " " );
}
Com_Printf( "%5i", cl->netchan.qport );
Com_Printf( "\n" );
}
Com_Printf( "\n" );
}
void
SV_ConSay_f ( void )
{
client_t *client;
int j;
char *p;
char text [ 1024 ];
if ( Cmd_Argc() < 2 )
{
return;
}
if ( !svs.initialized )
{
Com_Printf( "No server running.\n" );
return;
}
strcpy( text, "console: " );
p = Cmd_Args();
if ( *p == '"' )
{
p++;
p [ strlen( p ) - 1 ] = 0;
}
strcat( text, p );
for ( j = 0, client = svs.clients; j < maxclients->value; j++, client++ )
{
if ( client->state != cs_spawned )
{
continue;
}
SV_ClientPrintf( client, PRINT_CHAT, "%s\n", text );
}
}
void
SV_Heartbeat_f ( void )
{
svs.last_heartbeat = -9999999;
}
/*
* Examine or change the serverinfo string
*/
void
SV_Serverinfo_f ( void )
{
Com_Printf( "Server info settings:\n" );
Info_Print( Cvar_Serverinfo() );
}
/*
* Examine all a users info strings
*/
void
SV_DumpUser_f ( void )
{
if ( !svs.initialized )
{
Com_Printf( "No server running.\n" );
return;
}
if ( Cmd_Argc() != 2 )
{
Com_Printf( "Usage: info <userid>\n" );
return;
}
if ( !SV_SetPlayer() )
{
return;
}
Com_Printf( "userinfo\n" );
Com_Printf( "--------\n" );
Info_Print( sv_client->userinfo );
}
/*
* Begins server demo recording. Every entity and every message will be
* recorded, but no playerinfo will be stored. Primarily for demo merging.
*/
void
SV_ServerRecord_f ( void )
{
char name [ MAX_OSPATH ];
byte buf_data [ 32768 ];
sizebuf_t buf;
int len;
int i;
if ( Cmd_Argc() != 2 )
{
Com_Printf( "serverrecord <demoname>\n" );
return;
}
if ( svs.demofile )
{
Com_Printf( "Already recording.\n" );
return;
}
if ( sv.state != ss_game )
{
Com_Printf( "You must be in a level to record.\n" );
return;
}
if ( strstr( Cmd_Argv( 1 ), ".." ) || strstr( Cmd_Argv( 1 ), "/" ) || strstr( Cmd_Argv( 1 ), "\\" ) )
{
Com_Printf( "Illegal filename.\n" );
return;
}
/* open the demo file */
Com_sprintf( name, sizeof ( name ), "%s/demos/%s.dm2", FS_Gamedir(), Cmd_Argv( 1 ) );
Com_Printf( "recording to %s.\n", name );
FS_CreatePath( name );
svs.demofile = fopen( name, "wb" );
if ( !svs.demofile )
{
Com_Printf( "ERROR: couldn't open.\n" );
return;
}
/* setup a buffer to catch all multicasts */
SZ_Init( &svs.demo_multicast, svs.demo_multicast_buf, sizeof ( svs.demo_multicast_buf ) );
/* write a single giant fake message with all the startup info */
SZ_Init( &buf, buf_data, sizeof ( buf_data ) );
/* serverdata needs to go over for all types of servers
to make sure the protocol is right, and to set the gamedir */
MSG_WriteByte( &buf, svc_serverdata );
MSG_WriteLong( &buf, PROTOCOL_VERSION );
MSG_WriteLong( &buf, svs.spawncount );
/* 2 means server demo */
MSG_WriteByte( &buf, 2 ); /* demos are always attract loops */
MSG_WriteString( &buf, (char *) Cvar_VariableString( "gamedir" ) );
MSG_WriteShort( &buf, -1 );
/* send full levelname */
MSG_WriteString( &buf, sv.configstrings [ CS_NAME ] );
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ )
{
if ( sv.configstrings [ i ] [ 0 ] )
{
MSG_WriteByte( &buf, svc_configstring );
MSG_WriteShort( &buf, i );
MSG_WriteString( &buf, sv.configstrings [ i ] );
if ( buf.cursize + 67 >= buf.maxsize )
{
Com_Printf( "not enough buffer space available.\n" );
fclose( svs.demofile );
return;
}
}
}
/* write it to the demo file */
Com_DPrintf( "signon message length: %i\n", buf.cursize );
len = LittleLong( buf.cursize );
fwrite( &len, 4, 1, svs.demofile );
fwrite( buf.data, buf.cursize, 1, svs.demofile );
}
/*
* Ends server demo recording
*/
void
SV_ServerStop_f ( void )
{
if ( !svs.demofile )
{
Com_Printf( "Not doing a serverrecord.\n" );
return;
}
fclose( svs.demofile );
svs.demofile = NULL;
Com_Printf( "Recording completed.\n" );
}
/*
* Kick everyone off, possibly in preparation for a new game
*/
void
SV_KillServer_f ( void )
{
if ( !svs.initialized )
{
return;
}
SV_Shutdown( "Server was killed.\n", false );
NET_Config( false ); /* close network sockets */
}
/*
* Let the game dll handle a command
*/
void
SV_ServerCommand_f ( void )
{
if ( !ge )
{
Com_Printf( "No game loaded.\n" );
return;
}
ge->ServerCommand();
}
void
SV_InitOperatorCommands ( void )
{
Cmd_AddCommand( "heartbeat", SV_Heartbeat_f );
Cmd_AddCommand( "kick", SV_Kick_f );
Cmd_AddCommand( "status", SV_Status_f );
Cmd_AddCommand( "serverinfo", SV_Serverinfo_f );
Cmd_AddCommand( "dumpuser", SV_DumpUser_f );
Cmd_AddCommand( "map", SV_Map_f );
Cmd_AddCommand( "demomap", SV_DemoMap_f );
Cmd_AddCommand( "gamemap", SV_GameMap_f );
Cmd_AddCommand( "setmaster", SV_SetMaster_f );
if ( dedicated->value )
{
Cmd_AddCommand( "say", SV_ConSay_f );
}
Cmd_AddCommand( "serverrecord", SV_ServerRecord_f );
Cmd_AddCommand( "serverstop", SV_ServerStop_f );
Cmd_AddCommand( "save", SV_Savegame_f );
Cmd_AddCommand( "load", SV_Loadgame_f );
Cmd_AddCommand( "killserver", SV_KillServer_f );
Cmd_AddCommand( "sv", SV_ServerCommand_f );
}