diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
---|---|---|
committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/server/sv_init.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/server/sv_init.c')
-rwxr-xr-x | code/server/sv_init.c | 1390 |
1 files changed, 695 insertions, 695 deletions
diff --git a/code/server/sv_init.c b/code/server/sv_init.c index b3d0c4d..e3a89a6 100755 --- a/code/server/sv_init.c +++ b/code/server/sv_init.c @@ -1,695 +1,695 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "server.h"
-
-/*
-===============
-SV_SetConfigstring
-
-===============
-*/
-void SV_SetConfigstring (int index, const char *val) {
- int len, i;
- int maxChunkSize = MAX_STRING_CHARS - 24;
- client_t *client;
-
- if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
- Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
- }
-
- if ( !val ) {
- val = "";
- }
-
- // don't bother broadcasting an update if no change
- if ( !strcmp( val, sv.configstrings[ index ] ) ) {
- return;
- }
-
- // change the string in sv
- Z_Free( sv.configstrings[index] );
- sv.configstrings[index] = CopyString( val );
-
- // send it to all the clients if we aren't
- // spawning a new server
- if ( sv.state == SS_GAME || sv.restarting ) {
-
- // send the data to all relevent clients
- for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
- if ( client->state < CS_PRIMED ) {
- continue;
- }
- // do not always send server info to all clients
- if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
- continue;
- }
-
- len = strlen( val );
- if( len >= maxChunkSize ) {
- int sent = 0;
- int remaining = len;
- char *cmd;
- char buf[MAX_STRING_CHARS];
-
- while (remaining > 0 ) {
- if ( sent == 0 ) {
- cmd = "bcs0";
- }
- else if( remaining < maxChunkSize ) {
- cmd = "bcs2";
- }
- else {
- cmd = "bcs1";
- }
- Q_strncpyz( buf, &val[sent], maxChunkSize );
-
- SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );
-
- sent += (maxChunkSize - 1);
- remaining -= (maxChunkSize - 1);
- }
- } else {
- // standard cs, just send it
- SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
- }
- }
- }
-}
-
-
-
-/*
-===============
-SV_GetConfigstring
-
-===============
-*/
-void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
- if ( bufferSize < 1 ) {
- Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
- }
- if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
- Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
- }
- if ( !sv.configstrings[index] ) {
- buffer[0] = 0;
- return;
- }
-
- Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
-}
-
-
-/*
-===============
-SV_SetUserinfo
-
-===============
-*/
-void SV_SetUserinfo( int index, const char *val ) {
- if ( index < 0 || index >= sv_maxclients->integer ) {
- Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
- }
-
- if ( !val ) {
- val = "";
- }
-
- Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
- Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
-}
-
-
-
-/*
-===============
-SV_GetUserinfo
-
-===============
-*/
-void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
- if ( bufferSize < 1 ) {
- Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
- }
- if ( index < 0 || index >= sv_maxclients->integer ) {
- Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
- }
- Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
-}
-
-
-/*
-================
-SV_CreateBaseline
-
-Entity baselines are used to compress non-delta messages
-to the clients -- only the fields that differ from the
-baseline will be transmitted
-================
-*/
-void SV_CreateBaseline( void ) {
- sharedEntity_t *svent;
- int entnum;
-
- for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
- svent = SV_GentityNum(entnum);
- if (!svent->r.linked) {
- continue;
- }
- svent->s.number = entnum;
-
- //
- // take current state as baseline
- //
- sv.svEntities[entnum].baseline = svent->s;
- }
-}
-
-
-/*
-===============
-SV_BoundMaxClients
-
-===============
-*/
-void SV_BoundMaxClients( int minimum ) {
- // get the current maxclients value
- Cvar_Get( "sv_maxclients", "8", 0 );
-
- sv_maxclients->modified = qfalse;
-
- if ( sv_maxclients->integer < minimum ) {
- Cvar_Set( "sv_maxclients", va("%i", minimum) );
- } else if ( sv_maxclients->integer > MAX_CLIENTS ) {
- Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
- }
-}
-
-
-/*
-===============
-SV_Startup
-
-Called when a host starts a map when it wasn't running
-one before. Successive map or map_restart commands will
-NOT cause this to be called, unless the game is exited to
-the menu system first.
-===============
-*/
-void SV_Startup( void ) {
- if ( svs.initialized ) {
- Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
- }
- SV_BoundMaxClients( 1 );
-
- svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
- if ( com_dedicated->integer ) {
- svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
- } else {
- // we don't need nearly as many when playing locally
- svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
- }
- svs.initialized = qtrue;
-
- Cvar_Set( "sv_running", "1" );
-}
-
-
-/*
-==================
-SV_ChangeMaxClients
-==================
-*/
-void SV_ChangeMaxClients( void ) {
- int oldMaxClients;
- int i;
- client_t *oldClients;
- int count;
-
- // get the highest client number in use
- count = 0;
- for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
- if ( svs.clients[i].state >= CS_CONNECTED ) {
- if (i > count)
- count = i;
- }
- }
- count++;
-
- oldMaxClients = sv_maxclients->integer;
- // never go below the highest client number in use
- SV_BoundMaxClients( count );
- // if still the same
- if ( sv_maxclients->integer == oldMaxClients ) {
- return;
- }
-
- oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
- // copy the clients to hunk memory
- for ( i = 0 ; i < count ; i++ ) {
- if ( svs.clients[i].state >= CS_CONNECTED ) {
- oldClients[i] = svs.clients[i];
- }
- else {
- Com_Memset(&oldClients[i], 0, sizeof(client_t));
- }
- }
-
- // free old clients arrays
- Z_Free( svs.clients );
-
- // allocate new clients
- svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
- Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
-
- // copy the clients over
- for ( i = 0 ; i < count ; i++ ) {
- if ( oldClients[i].state >= CS_CONNECTED ) {
- svs.clients[i] = oldClients[i];
- }
- }
-
- // free the old clients on the hunk
- Hunk_FreeTempMemory( oldClients );
-
- // allocate new snapshot entities
- if ( com_dedicated->integer ) {
- svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
- } else {
- // we don't need nearly as many when playing locally
- svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
- }
-}
-
-/*
-================
-SV_ClearServer
-================
-*/
-void SV_ClearServer(void) {
- int i;
-
- for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
- if ( sv.configstrings[i] ) {
- Z_Free( sv.configstrings[i] );
- }
- }
- Com_Memset (&sv, 0, sizeof(sv));
-}
-
-/*
-================
-SV_TouchCGame
-
- touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
-================
-*/
-void SV_TouchCGame(void) {
- fileHandle_t f;
- char filename[MAX_QPATH];
-
- Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
- FS_FOpenFileRead( filename, &f, qfalse );
- if ( f ) {
- FS_FCloseFile( f );
- }
-}
-
-/*
-================
-SV_SpawnServer
-
-Change the server to a new map, taking all connected
-clients along with it.
-This is NOT called for map_restart
-================
-*/
-void SV_SpawnServer( char *server, qboolean killBots ) {
- int i;
- int checksum;
- qboolean isBot;
- char systemInfo[16384];
- const char *p;
-
- // shut down the existing game if it is running
- SV_ShutdownGameProgs();
-
- Com_Printf ("------ Server Initialization ------\n");
- Com_Printf ("Server: %s\n",server);
-
- // if not running a dedicated server CL_MapLoading will connect the client to the server
- // also print some status stuff
- CL_MapLoading();
-
- // make sure all the client stuff is unloaded
- CL_ShutdownAll();
-
- // clear the whole hunk because we're (re)loading the server
- Hunk_Clear();
-
- // clear collision map data
- CM_ClearMap();
-
- // init client structures and svs.numSnapshotEntities
- if ( !Cvar_VariableValue("sv_running") ) {
- SV_Startup();
- } else {
- // check for maxclients change
- if ( sv_maxclients->modified ) {
- SV_ChangeMaxClients();
- }
- }
-
- // clear pak references
- FS_ClearPakReferences(0);
-
- // allocate the snapshot entities on the hunk
- svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
- svs.nextSnapshotEntities = 0;
-
- // toggle the server bit so clients can detect that a
- // server has changed
- svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
-
- // set nextmap to the same map, but it may be overriden
- // by the game startup or another console command
- Cvar_Set( "nextmap", "map_restart 0");
-// Cvar_Set( "nextmap", va("map %s", server) );
-
- // wipe the entire per-level structure
- SV_ClearServer();
- for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
- sv.configstrings[i] = CopyString("");
- }
-
- // make sure we are not paused
- Cvar_Set("cl_paused", "0");
-
- // get a new checksum feed and restart the file system
- srand(Com_Milliseconds());
- sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
- FS_Restart( sv.checksumFeed );
-
- CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
-
- // set serverinfo visible name
- Cvar_Set( "mapname", server );
-
- Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
-
- // serverid should be different each time
- sv.serverId = com_frameTime;
- sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
- sv.checksumFeedServerId = sv.serverId;
- Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
-
- // clear physics interaction links
- SV_ClearWorld ();
-
- // media configstring setting should be done during
- // the loading stage, so connected clients don't have
- // to load during actual gameplay
- sv.state = SS_LOADING;
-
- // load and spawn all other entities
- SV_InitGameProgs();
-
- // don't allow a map_restart if game is modified
- sv_gametype->modified = qfalse;
-
- // run a few frames to allow everything to settle
- for ( i = 0 ;i < 3 ; i++ ) {
- VM_Call( gvm, GAME_RUN_FRAME, svs.time );
- SV_BotFrame( svs.time );
- svs.time += 100;
- }
-
- // create a baseline for more efficient communications
- SV_CreateBaseline ();
-
- for (i=0 ; i<sv_maxclients->integer ; i++) {
- // send the new gamestate to all connected clients
- if (svs.clients[i].state >= CS_CONNECTED) {
- char *denied;
-
- if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
- if ( killBots ) {
- SV_DropClient( &svs.clients[i], "" );
- continue;
- }
- isBot = qtrue;
- }
- else {
- isBot = qfalse;
- }
-
- // connect the client again
- denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
- if ( denied ) {
- // this generally shouldn't happen, because the client
- // was connected before the level change
- SV_DropClient( &svs.clients[i], denied );
- } else {
- if( !isBot ) {
- // when we get the next packet from a connected client,
- // the new gamestate will be sent
- svs.clients[i].state = CS_CONNECTED;
- }
- else {
- client_t *client;
- sharedEntity_t *ent;
-
- client = &svs.clients[i];
- client->state = CS_ACTIVE;
- ent = SV_GentityNum( i );
- ent->s.number = i;
- client->gentity = ent;
-
- client->deltaMessage = -1;
- client->nextSnapshotTime = svs.time; // generate a snapshot immediately
-
- VM_Call( gvm, GAME_CLIENT_BEGIN, i );
- }
- }
- }
- }
-
- // run another frame to allow things to look at all the players
- VM_Call( gvm, GAME_RUN_FRAME, svs.time );
- SV_BotFrame( svs.time );
- svs.time += 100;
-
- if ( sv_pure->integer ) {
- // the server sends these to the clients so they will only
- // load pk3s also loaded at the server
- p = FS_LoadedPakChecksums();
- Cvar_Set( "sv_paks", p );
- if (strlen(p) == 0) {
- Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
- }
- p = FS_LoadedPakNames();
- Cvar_Set( "sv_pakNames", p );
-
- // if a dedicated pure server we need to touch the cgame because it could be in a
- // seperate pk3 file and the client will need to load the latest cgame.qvm
- if ( com_dedicated->integer ) {
- SV_TouchCGame();
- }
- }
- else {
- Cvar_Set( "sv_paks", "" );
- Cvar_Set( "sv_pakNames", "" );
- }
- // the server sends these to the clients so they can figure
- // out which pk3s should be auto-downloaded
- p = FS_ReferencedPakChecksums();
- Cvar_Set( "sv_referencedPaks", p );
- p = FS_ReferencedPakNames();
- Cvar_Set( "sv_referencedPakNames", p );
-
- // save systeminfo and serverinfo strings
- Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
- cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
- SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
-
- SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
- cvar_modifiedFlags &= ~CVAR_SERVERINFO;
-
- // any media configstring setting now should issue a warning
- // and any configstring changes should be reliably transmitted
- // to all clients
- sv.state = SS_GAME;
-
- // send a heartbeat now so the master will get up to date info
- SV_Heartbeat_f();
-
- Hunk_SetMark();
-
- Com_Printf ("-----------------------------------\n");
-}
-
-/*
-===============
-SV_Init
-
-Only called at main exe startup, not for each game
-===============
-*/
-void SV_BotInitBotLib(void);
-
-void SV_Init (void) {
- SV_AddOperatorCommands ();
-
- // serverinfo vars
- Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
- Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
- Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
- sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
- Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
- Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
- sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
- sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
- sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
- sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
-
- sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
- sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
- sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
- sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO );
-
- // systeminfo
- Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
- sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
-#ifndef DLL_ONLY // bk010216 - for DLL-only servers
- sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
-#else
- sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM );
-#endif
- Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
- Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
- Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
- Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
-
- // server vars
- sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
- sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
- sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
- sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
- sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
- Cvar_Get ("nextmap", "", CVAR_TEMP );
-
- sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
- sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
- sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE );
- sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE );
- sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE );
- sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE );
- sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
- sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
- sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
- sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
- sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
- sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
- sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
-
- // initialize bot cvars so they are listed and can be set before loading the botlib
- SV_BotInitCvars();
-
- // init the botlib here because we need the pre-compiler in the UI
- SV_BotInitBotLib();
-}
-
-
-/*
-==================
-SV_FinalMessage
-
-Used by SV_Shutdown to send a final message to all
-connected clients before the server goes down. The messages are sent immediately,
-not just stuck on the outgoing message list, because the server is going
-to totally exit after returning from this function.
-==================
-*/
-void SV_FinalMessage( char *message ) {
- int i, j;
- client_t *cl;
-
- // send it twice, ignoring rate
- for ( j = 0 ; j < 2 ; j++ ) {
- for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
- if (cl->state >= CS_CONNECTED) {
- // don't send a disconnect to a local client
- if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
- SV_SendServerCommand( cl, "print \"%s\"", message );
- SV_SendServerCommand( cl, "disconnect" );
- }
- // force a snapshot to be sent
- cl->nextSnapshotTime = -1;
- SV_SendClientSnapshot( cl );
- }
- }
- }
-}
-
-
-/*
-================
-SV_Shutdown
-
-Called when each game quits,
-before Sys_Quit or Sys_Error
-================
-*/
-void SV_Shutdown( char *finalmsg ) {
- if ( !com_sv_running || !com_sv_running->integer ) {
- return;
- }
-
- Com_Printf( "----- Server Shutdown -----\n" );
-
- if ( svs.clients && !com_errorEntered ) {
- SV_FinalMessage( finalmsg );
- }
-
- SV_RemoveOperatorCommands();
- SV_MasterShutdown();
- SV_ShutdownGameProgs();
-
- // free current level
- SV_ClearServer();
-
- // free server static data
- if ( svs.clients ) {
- Z_Free( svs.clients );
- }
- Com_Memset( &svs, 0, sizeof( svs ) );
-
- Cvar_Set( "sv_running", "0" );
- Cvar_Set("ui_singlePlayerActive", "0");
-
- Com_Printf( "---------------------------\n" );
-
- // disconnect any local clients
- CL_Disconnect( qfalse );
-}
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "server.h" + +/* +=============== +SV_SetConfigstring + +=============== +*/ +void SV_SetConfigstring (int index, const char *val) { + int len, i; + int maxChunkSize = MAX_STRING_CHARS - 24; + client_t *client; + + if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { + Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index); + } + + if ( !val ) { + val = ""; + } + + // don't bother broadcasting an update if no change + if ( !strcmp( val, sv.configstrings[ index ] ) ) { + return; + } + + // change the string in sv + Z_Free( sv.configstrings[index] ); + sv.configstrings[index] = CopyString( val ); + + // send it to all the clients if we aren't + // spawning a new server + if ( sv.state == SS_GAME || sv.restarting ) { + + // send the data to all relevent clients + for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) { + if ( client->state < CS_PRIMED ) { + continue; + } + // do not always send server info to all clients + if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) { + continue; + } + + len = strlen( val ); + if( len >= maxChunkSize ) { + int sent = 0; + int remaining = len; + char *cmd; + char buf[MAX_STRING_CHARS]; + + while (remaining > 0 ) { + if ( sent == 0 ) { + cmd = "bcs0"; + } + else if( remaining < maxChunkSize ) { + cmd = "bcs2"; + } + else { + cmd = "bcs1"; + } + Q_strncpyz( buf, &val[sent], maxChunkSize ); + + SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf ); + + sent += (maxChunkSize - 1); + remaining -= (maxChunkSize - 1); + } + } else { + // standard cs, just send it + SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val ); + } + } + } +} + + + +/* +=============== +SV_GetConfigstring + +=============== +*/ +void SV_GetConfigstring( int index, char *buffer, int bufferSize ) { + if ( bufferSize < 1 ) { + Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize ); + } + if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { + Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index); + } + if ( !sv.configstrings[index] ) { + buffer[0] = 0; + return; + } + + Q_strncpyz( buffer, sv.configstrings[index], bufferSize ); +} + + +/* +=============== +SV_SetUserinfo + +=============== +*/ +void SV_SetUserinfo( int index, const char *val ) { + if ( index < 0 || index >= sv_maxclients->integer ) { + Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index); + } + + if ( !val ) { + val = ""; + } + + Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) ); + Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) ); +} + + + +/* +=============== +SV_GetUserinfo + +=============== +*/ +void SV_GetUserinfo( int index, char *buffer, int bufferSize ) { + if ( bufferSize < 1 ) { + Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize ); + } + if ( index < 0 || index >= sv_maxclients->integer ) { + Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index); + } + Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize ); +} + + +/* +================ +SV_CreateBaseline + +Entity baselines are used to compress non-delta messages +to the clients -- only the fields that differ from the +baseline will be transmitted +================ +*/ +void SV_CreateBaseline( void ) { + sharedEntity_t *svent; + int entnum; + + for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) { + svent = SV_GentityNum(entnum); + if (!svent->r.linked) { + continue; + } + svent->s.number = entnum; + + // + // take current state as baseline + // + sv.svEntities[entnum].baseline = svent->s; + } +} + + +/* +=============== +SV_BoundMaxClients + +=============== +*/ +void SV_BoundMaxClients( int minimum ) { + // get the current maxclients value + Cvar_Get( "sv_maxclients", "8", 0 ); + + sv_maxclients->modified = qfalse; + + if ( sv_maxclients->integer < minimum ) { + Cvar_Set( "sv_maxclients", va("%i", minimum) ); + } else if ( sv_maxclients->integer > MAX_CLIENTS ) { + Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) ); + } +} + + +/* +=============== +SV_Startup + +Called when a host starts a map when it wasn't running +one before. Successive map or map_restart commands will +NOT cause this to be called, unless the game is exited to +the menu system first. +=============== +*/ +void SV_Startup( void ) { + if ( svs.initialized ) { + Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); + } + SV_BoundMaxClients( 1 ); + + svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer ); + if ( com_dedicated->integer ) { + svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; + } else { + // we don't need nearly as many when playing locally + svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; + } + svs.initialized = qtrue; + + Cvar_Set( "sv_running", "1" ); +} + + +/* +================== +SV_ChangeMaxClients +================== +*/ +void SV_ChangeMaxClients( void ) { + int oldMaxClients; + int i; + client_t *oldClients; + int count; + + // get the highest client number in use + count = 0; + for ( i = 0 ; i < sv_maxclients->integer ; i++ ) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + if (i > count) + count = i; + } + } + count++; + + oldMaxClients = sv_maxclients->integer; + // never go below the highest client number in use + SV_BoundMaxClients( count ); + // if still the same + if ( sv_maxclients->integer == oldMaxClients ) { + return; + } + + oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) ); + // copy the clients to hunk memory + for ( i = 0 ; i < count ; i++ ) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + oldClients[i] = svs.clients[i]; + } + else { + Com_Memset(&oldClients[i], 0, sizeof(client_t)); + } + } + + // free old clients arrays + Z_Free( svs.clients ); + + // allocate new clients + svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) ); + Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) ); + + // copy the clients over + for ( i = 0 ; i < count ; i++ ) { + if ( oldClients[i].state >= CS_CONNECTED ) { + svs.clients[i] = oldClients[i]; + } + } + + // free the old clients on the hunk + Hunk_FreeTempMemory( oldClients ); + + // allocate new snapshot entities + if ( com_dedicated->integer ) { + svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; + } else { + // we don't need nearly as many when playing locally + svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; + } +} + +/* +================ +SV_ClearServer +================ +*/ +void SV_ClearServer(void) { + int i; + + for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { + if ( sv.configstrings[i] ) { + Z_Free( sv.configstrings[i] ); + } + } + Com_Memset (&sv, 0, sizeof(sv)); +} + +/* +================ +SV_TouchCGame + + touch the cgame.vm so that a pure client can load it if it's in a seperate pk3 +================ +*/ +void SV_TouchCGame(void) { + fileHandle_t f; + char filename[MAX_QPATH]; + + Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" ); + FS_FOpenFileRead( filename, &f, qfalse ); + if ( f ) { + FS_FCloseFile( f ); + } +} + +/* +================ +SV_SpawnServer + +Change the server to a new map, taking all connected +clients along with it. +This is NOT called for map_restart +================ +*/ +void SV_SpawnServer( char *server, qboolean killBots ) { + int i; + int checksum; + qboolean isBot; + char systemInfo[16384]; + const char *p; + + // shut down the existing game if it is running + SV_ShutdownGameProgs(); + + Com_Printf ("------ Server Initialization ------\n"); + Com_Printf ("Server: %s\n",server); + + // if not running a dedicated server CL_MapLoading will connect the client to the server + // also print some status stuff + CL_MapLoading(); + + // make sure all the client stuff is unloaded + CL_ShutdownAll(); + + // clear the whole hunk because we're (re)loading the server + Hunk_Clear(); + + // clear collision map data + CM_ClearMap(); + + // init client structures and svs.numSnapshotEntities + if ( !Cvar_VariableValue("sv_running") ) { + SV_Startup(); + } else { + // check for maxclients change + if ( sv_maxclients->modified ) { + SV_ChangeMaxClients(); + } + } + + // clear pak references + FS_ClearPakReferences(0); + + // allocate the snapshot entities on the hunk + svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high ); + svs.nextSnapshotEntities = 0; + + // toggle the server bit so clients can detect that a + // server has changed + svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; + + // set nextmap to the same map, but it may be overriden + // by the game startup or another console command + Cvar_Set( "nextmap", "map_restart 0"); +// Cvar_Set( "nextmap", va("map %s", server) ); + + // wipe the entire per-level structure + SV_ClearServer(); + for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { + sv.configstrings[i] = CopyString(""); + } + + // make sure we are not paused + Cvar_Set("cl_paused", "0"); + + // get a new checksum feed and restart the file system + srand(Com_Milliseconds()); + sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds(); + FS_Restart( sv.checksumFeed ); + + CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); + + // set serverinfo visible name + Cvar_Set( "mapname", server ); + + Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); + + // serverid should be different each time + sv.serverId = com_frameTime; + sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe + sv.checksumFeedServerId = sv.serverId; + Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); + + // clear physics interaction links + SV_ClearWorld (); + + // media configstring setting should be done during + // the loading stage, so connected clients don't have + // to load during actual gameplay + sv.state = SS_LOADING; + + // load and spawn all other entities + SV_InitGameProgs(); + + // don't allow a map_restart if game is modified + sv_gametype->modified = qfalse; + + // run a few frames to allow everything to settle + for ( i = 0 ;i < 3 ; i++ ) { + VM_Call( gvm, GAME_RUN_FRAME, svs.time ); + SV_BotFrame( svs.time ); + svs.time += 100; + } + + // create a baseline for more efficient communications + SV_CreateBaseline (); + + for (i=0 ; i<sv_maxclients->integer ; i++) { + // send the new gamestate to all connected clients + if (svs.clients[i].state >= CS_CONNECTED) { + char *denied; + + if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { + if ( killBots ) { + SV_DropClient( &svs.clients[i], "" ); + continue; + } + isBot = qtrue; + } + else { + isBot = qfalse; + } + + // connect the client again + denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse + if ( denied ) { + // this generally shouldn't happen, because the client + // was connected before the level change + SV_DropClient( &svs.clients[i], denied ); + } else { + if( !isBot ) { + // when we get the next packet from a connected client, + // the new gamestate will be sent + svs.clients[i].state = CS_CONNECTED; + } + else { + client_t *client; + sharedEntity_t *ent; + + client = &svs.clients[i]; + client->state = CS_ACTIVE; + ent = SV_GentityNum( i ); + ent->s.number = i; + client->gentity = ent; + + client->deltaMessage = -1; + client->nextSnapshotTime = svs.time; // generate a snapshot immediately + + VM_Call( gvm, GAME_CLIENT_BEGIN, i ); + } + } + } + } + + // run another frame to allow things to look at all the players + VM_Call( gvm, GAME_RUN_FRAME, svs.time ); + SV_BotFrame( svs.time ); + svs.time += 100; + + if ( sv_pure->integer ) { + // the server sends these to the clients so they will only + // load pk3s also loaded at the server + p = FS_LoadedPakChecksums(); + Cvar_Set( "sv_paks", p ); + if (strlen(p) == 0) { + Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" ); + } + p = FS_LoadedPakNames(); + Cvar_Set( "sv_pakNames", p ); + + // if a dedicated pure server we need to touch the cgame because it could be in a + // seperate pk3 file and the client will need to load the latest cgame.qvm + if ( com_dedicated->integer ) { + SV_TouchCGame(); + } + } + else { + Cvar_Set( "sv_paks", "" ); + Cvar_Set( "sv_pakNames", "" ); + } + // the server sends these to the clients so they can figure + // out which pk3s should be auto-downloaded + p = FS_ReferencedPakChecksums(); + Cvar_Set( "sv_referencedPaks", p ); + p = FS_ReferencedPakNames(); + Cvar_Set( "sv_referencedPakNames", p ); + + // save systeminfo and serverinfo strings + Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) ); + cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; + SV_SetConfigstring( CS_SYSTEMINFO, systemInfo ); + + SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); + cvar_modifiedFlags &= ~CVAR_SERVERINFO; + + // any media configstring setting now should issue a warning + // and any configstring changes should be reliably transmitted + // to all clients + sv.state = SS_GAME; + + // send a heartbeat now so the master will get up to date info + SV_Heartbeat_f(); + + Hunk_SetMark(); + + Com_Printf ("-----------------------------------\n"); +} + +/* +=============== +SV_Init + +Only called at main exe startup, not for each game +=============== +*/ +void SV_BotInitBotLib(void); + +void SV_Init (void) { + SV_AddOperatorCommands (); + + // serverinfo vars + Cvar_Get ("dmflags", "0", CVAR_SERVERINFO); + Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO); + Cvar_Get ("timelimit", "0", CVAR_SERVERINFO); + sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH ); + Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO); + Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM); + sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM); + sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO); + sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE ); + sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); + + sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); + sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); + sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); + sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO ); + + // systeminfo + Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM ); + sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM ); +#ifndef DLL_ONLY // bk010216 - for DLL-only servers + sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO ); +#else + sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM ); +#endif + Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM ); + Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); + Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM ); + Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); + + // server vars + sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP ); + sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP ); + sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP ); + sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP ); + sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP ); + Cvar_Get ("nextmap", "", CVAR_TEMP ); + + sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO); + sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 ); + sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE ); + sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE ); + sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE ); + sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE ); + sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0); + sv_showloss = Cvar_Get ("sv_showloss", "0", 0); + sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0); + sv_killserver = Cvar_Get ("sv_killserver", "0", 0); + sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM); + sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE ); + sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE ); + + // initialize bot cvars so they are listed and can be set before loading the botlib + SV_BotInitCvars(); + + // init the botlib here because we need the pre-compiler in the UI + SV_BotInitBotLib(); +} + + +/* +================== +SV_FinalMessage + +Used by SV_Shutdown to send a final message to all +connected clients before the server goes down. The messages are sent immediately, +not just stuck on the outgoing message list, because the server is going +to totally exit after returning from this function. +================== +*/ +void SV_FinalMessage( char *message ) { + int i, j; + client_t *cl; + + // send it twice, ignoring rate + for ( j = 0 ; j < 2 ; j++ ) { + for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) { + if (cl->state >= CS_CONNECTED) { + // don't send a disconnect to a local client + if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) { + SV_SendServerCommand( cl, "print \"%s\"", message ); + SV_SendServerCommand( cl, "disconnect" ); + } + // force a snapshot to be sent + cl->nextSnapshotTime = -1; + SV_SendClientSnapshot( cl ); + } + } + } +} + + +/* +================ +SV_Shutdown + +Called when each game quits, +before Sys_Quit or Sys_Error +================ +*/ +void SV_Shutdown( char *finalmsg ) { + if ( !com_sv_running || !com_sv_running->integer ) { + return; + } + + Com_Printf( "----- Server Shutdown -----\n" ); + + if ( svs.clients && !com_errorEntered ) { + SV_FinalMessage( finalmsg ); + } + + SV_RemoveOperatorCommands(); + SV_MasterShutdown(); + SV_ShutdownGameProgs(); + + // free current level + SV_ClearServer(); + + // free server static data + if ( svs.clients ) { + Z_Free( svs.clients ); + } + Com_Memset( &svs, 0, sizeof( svs ) ); + + Cvar_Set( "sv_running", "0" ); + Cvar_Set("ui_singlePlayerActive", "0"); + + Com_Printf( "---------------------------\n" ); + + // disconnect any local clients + CL_Disconnect( qfalse ); +} + |