yquake2remaster/src/server/sv_save.c
Yamagi c9913eb538 Detect if an autosave is loaded and advance world by 100 frames.
Autosaves are special. The are a byproduct of the level change process.
When loaded they aren't respawning the player at it's last position, the
player is relocated to func_playerstart. Since entities spawn at their
start position, the player may end up in the wrong spot.

One example is train.bsp -> base2.bsp. The platform spawns in upper
position, the player in lower position. The platform comes down and
crushes the player.

Most of these cases work by luck when the client isn't paused during
load, because the world advances a few frames before the player is
spawned. Implement a better fix: Detect if an autosave is loaded (name
is save0 or current) and treat it like a map change, advance the world
by 100 frames. We cant use the `autosave` boolean, because it's in the
game savefile.

Fix suggested by @BjossiAlfreds, closes #711.
2021-05-29 17:16:42 +02:00

529 lines
11 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.
*
* =======================================================================
*
* 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);
Sys_Remove(name);
Com_sprintf(name, sizeof(name), "%s/save/%s/game.ssv",
FS_Gamedir(), savename);
Sys_Remove(name);
Com_sprintf(name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), savename);
s = Sys_FindFirst(name, 0, 0);
while (s)
{
Sys_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)
{
Sys_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 = Q_fopen(src, "rb");
if (!f1)
{
return;
}
f2 = Q_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];
char workdir[MAX_OSPATH];
FILE *f;
Com_DPrintf("SV_WriteLevelFile()\n");
Com_sprintf(name, sizeof(name), "%s/save/current/%s.sv2",
FS_Gamedir(), sv.name);
f = Q_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", FS_Gamedir());
Sys_GetWorkDir(workdir, sizeof(workdir));
Sys_Mkdir(name);
if (!Sys_SetWorkDir(name))
{
Com_Printf("Couldn't change to %s\n", name);
Sys_SetWorkDir(workdir);
return;
}
Com_sprintf(name, sizeof(name), "%s.sav", sv.name);
ge->WriteLevel(name);
Sys_SetWorkDir(workdir);
}
void
SV_ReadLevelFile(void)
{
char name[MAX_OSPATH];
char workdir[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, true);
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", FS_Gamedir());
Sys_GetWorkDir(workdir, sizeof(workdir));
if (!Sys_SetWorkDir(name))
{
Com_Printf("Couldn't change to %s\n", name);
Sys_SetWorkDir(workdir);
return;
}
Com_sprintf(name, sizeof(name), "%s.sav", sv.name);
ge->ReadLevel(name);
Sys_SetWorkDir(workdir);
}
void
SV_WriteServerFile(qboolean autosave)
{
FILE *f;
cvar_t *var;
char name[MAX_OSPATH], string[128];
char workdir[MAX_OSPATH];
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 = Q_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);
Q_strlcat(comment, sv.configstrings[CS_NAME], sizeof(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)
{
char cvarname[LATCH_CVAR_SAVELENGTH] = {0};
if (!(var->flags & CVAR_LATCH))
{
continue;
}
if ((strlen(var->name) >= sizeof(cvarname) - 1) ||
(strlen(var->string) >= sizeof(string) - 1))
{
Com_Printf("Cvar too long: %s = %s\n", var->name, var->string);
continue;
}
memset(string, 0, sizeof(string));
strcpy(cvarname, var->name);
strcpy(string, var->string);
fwrite(cvarname, 1, sizeof(cvarname), f);
fwrite(string, 1, sizeof(string), f);
}
fclose(f);
/* write game state */
Com_sprintf(name, sizeof(name), "%s/save/current", FS_Gamedir());
Sys_GetWorkDir(workdir, sizeof(workdir));
Sys_Mkdir(name);
if (!Sys_SetWorkDir(name))
{
Com_Printf("Couldn't change to %s\n", name);
Sys_SetWorkDir(workdir);
return;
}
ge->WriteGame("game.ssv", autosave);
Sys_SetWorkDir(workdir);
}
void
SV_ReadServerFile(void)
{
fileHandle_t f;
char name[MAX_OSPATH], string[128];
char workdir[MAX_OSPATH];
char comment[32];
char mapcmd[MAX_SAVE_TOKEN_CHARS];
Com_DPrintf("SV_ReadServerFile()\n");
Com_sprintf(name, sizeof(name), "save/current/server.ssv");
FS_FOpenFile(name, &f, true);
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)
{
char cvarname[LATCH_CVAR_SAVELENGTH] = {0};
if (!FS_FRead(cvarname, 1, sizeof(cvarname), f))
{
break;
}
FS_Read(string, sizeof(string), f);
Com_DPrintf("Set %s = %s\n", cvarname, string);
Cvar_ForceSet(cvarname, 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", FS_Gamedir());
Sys_GetWorkDir(workdir, sizeof(workdir));
if (!Sys_SetWorkDir(name))
{
Com_Printf("Couldn't change to %s\n", name);
Sys_SetWorkDir(workdir);
return;
}
ge->ReadGame("game.ssv");
/* While loading a savegame the global edict arrays is free()ed
and newly malloc()ed to reset all entity states. When the game
puts the first client into the server it sends it's entity
state to us, so as long as there's only one client (the game
is running in single player mode) everything's okay. But when
there're more clients (the game is running in coop mode) the
entity states if all clients >1 are dangeling. hack around
that by reconnecting them here. */
cvar_t *coop = Cvar_Get("coop", "0", CVAR_LATCH);
if (coop->value)
{
for (int i = 0; i < maxclients->value; i++)
{
edict_t *ent = EDICT_NUM(i + 1);
svs.clients[i].edict = ent;
}
}
Sys_SetWorkDir(workdir);
}
void
SV_Loadgame_f(void)
{
char name[MAX_OSPATH];
FILE *f;
char *dir;
qboolean isautosave;
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 = Q_fopen(name, "rb");
if (!f)
{
Com_Printf("No such savegame: %s\n", name);
return;
}
Com_Printf("Savegame: %s\n", Cmd_Argv(1));
if (strcmp(Cmd_Argv(1), "save0") == 0 ||
strcmp(Cmd_Argv(1), "current") == 0)
{
isautosave = true;
}
else
{
isautosave = false;
}
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, isautosave);
}
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");
}