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-rwxr-xr-xcode/server/server.h808
1 files changed, 404 insertions, 404 deletions
diff --git a/code/server/server.h b/code/server/server.h
index c32b2dc..589e1c4 100755
--- a/code/server/server.h
+++ b/code/server/server.h
@@ -1,404 +1,404 @@
-/*
-===========================================================================
-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
-===========================================================================
-*/
-// server.h
-
-#include "../game/q_shared.h"
-#include "../qcommon/qcommon.h"
-#include "../game/g_public.h"
-#include "../game/bg_public.h"
-
-//=============================================================================
-
-#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
- // GAME BOTH REFERENCE !!!
-
-#define MAX_ENT_CLUSTERS 16
-
-typedef struct svEntity_s {
- struct worldSector_s *worldSector;
- struct svEntity_s *nextEntityInWorldSector;
-
- entityState_t baseline; // for delta compression of initial sighting
- int numClusters; // if -1, use headnode instead
- int clusternums[MAX_ENT_CLUSTERS];
- int lastCluster; // if all the clusters don't fit in clusternums
- int areanum, areanum2;
- int snapshotCounter; // used to prevent double adding from portal views
-} svEntity_t;
-
-typedef enum {
- SS_DEAD, // no map loaded
- SS_LOADING, // spawning level entities
- SS_GAME // actively running
-} serverState_t;
-
-typedef struct {
- serverState_t state;
- qboolean restarting; // if true, send configstring changes during SS_LOADING
- int serverId; // changes each server start
- int restartedServerId; // serverId before a map_restart
- int checksumFeed; // the feed key that we use to compute the pure checksum strings
- // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
- // the serverId associated with the current checksumFeed (always <= serverId)
- int checksumFeedServerId;
- int snapshotCounter; // incremented for each snapshot built
- int timeResidual; // <= 1000 / sv_frame->value
- int nextFrameTime; // when time > nextFrameTime, process world
- struct cmodel_s *models[MAX_MODELS];
- char *configstrings[MAX_CONFIGSTRINGS];
- svEntity_t svEntities[MAX_GENTITIES];
-
- char *entityParsePoint; // used during game VM init
-
- // the game virtual machine will update these on init and changes
- sharedEntity_t *gentities;
- int gentitySize;
- int num_entities; // current number, <= MAX_GENTITIES
-
- playerState_t *gameClients;
- int gameClientSize; // will be > sizeof(playerState_t) due to game private data
-
- int restartTime;
-} server_t;
-
-
-
-
-
-typedef struct {
- int areabytes;
- byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
- playerState_t ps;
- int num_entities;
- int first_entity; // into the circular sv_packet_entities[]
- // the entities MUST be in increasing state number
- // order, otherwise the delta compression will fail
- int messageSent; // time the message was transmitted
- int messageAcked; // time the message was acked
- int messageSize; // used to rate drop packets
-} clientSnapshot_t;
-
-typedef enum {
- CS_FREE, // can be reused for a new connection
- CS_ZOMBIE, // client has been disconnected, but don't reuse
- // connection for a couple seconds
- CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
- CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
- CS_ACTIVE // client is fully in game
-} clientState_t;
-
-typedef struct netchan_buffer_s {
- msg_t msg;
- byte msgBuffer[MAX_MSGLEN];
- struct netchan_buffer_s *next;
-} netchan_buffer_t;
-
-typedef struct client_s {
- clientState_t state;
- char userinfo[MAX_INFO_STRING]; // name, etc
-
- char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
- int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
- int reliableAcknowledge; // last acknowledged reliable message
- int reliableSent; // last sent reliable message, not necesarily acknowledged yet
- int messageAcknowledge;
-
- int gamestateMessageNum; // netchan->outgoingSequence of gamestate
- int challenge;
-
- usercmd_t lastUsercmd;
- int lastMessageNum; // for delta compression
- int lastClientCommand; // reliable client message sequence
- char lastClientCommandString[MAX_STRING_CHARS];
- sharedEntity_t *gentity; // SV_GentityNum(clientnum)
- char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
-
- // downloading
- char downloadName[MAX_QPATH]; // if not empty string, we are downloading
- fileHandle_t download; // file being downloaded
- int downloadSize; // total bytes (can't use EOF because of paks)
- int downloadCount; // bytes sent
- int downloadClientBlock; // last block we sent to the client, awaiting ack
- int downloadCurrentBlock; // current block number
- int downloadXmitBlock; // last block we xmited
- unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
- int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
- qboolean downloadEOF; // We have sent the EOF block
- int downloadSendTime; // time we last got an ack from the client
-
- int deltaMessage; // frame last client usercmd message
- int nextReliableTime; // svs.time when another reliable command will be allowed
- int lastPacketTime; // svs.time when packet was last received
- int lastConnectTime; // svs.time when connection started
- int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
- qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
- int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
- clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
- int ping;
- int rate; // bytes / second
- int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
- int pureAuthentic;
- qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
- netchan_t netchan;
- // TTimo
- // queuing outgoing fragmented messages to send them properly, without udp packet bursts
- // in case large fragmented messages are stacking up
- // buffer them into this queue, and hand them out to netchan as needed
- netchan_buffer_t *netchan_start_queue;
- netchan_buffer_t **netchan_end_queue;
-} client_t;
-
-//=============================================================================
-
-
-// MAX_CHALLENGES is made large to prevent a denial
-// of service attack that could cycle all of them
-// out before legitimate users connected
-#define MAX_CHALLENGES 1024
-
-#define AUTHORIZE_TIMEOUT 5000
-
-typedef struct {
- netadr_t adr;
- int challenge;
- int time; // time the last packet was sent to the autherize server
- int pingTime; // time the challenge response was sent to client
- int firstTime; // time the adr was first used, for authorize timeout checks
- qboolean connected;
-} challenge_t;
-
-
-#define MAX_MASTERS 8 // max recipients for heartbeat packets
-
-
-// this structure will be cleared only when the game dll changes
-typedef struct {
- qboolean initialized; // sv_init has completed
-
- int time; // will be strictly increasing across level changes
-
- int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
-
- client_t *clients; // [sv_maxclients->integer];
- int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
- int nextSnapshotEntities; // next snapshotEntities to use
- entityState_t *snapshotEntities; // [numSnapshotEntities]
- int nextHeartbeatTime;
- challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
- netadr_t redirectAddress; // for rcon return messages
-
- netadr_t authorizeAddress; // for rcon return messages
-} serverStatic_t;
-
-//=============================================================================
-
-extern serverStatic_t svs; // persistant server info across maps
-extern server_t sv; // cleared each map
-extern vm_t *gvm; // game virtual machine
-
-#define MAX_MASTER_SERVERS 5
-
-extern cvar_t *sv_fps;
-extern cvar_t *sv_timeout;
-extern cvar_t *sv_zombietime;
-extern cvar_t *sv_rconPassword;
-extern cvar_t *sv_privatePassword;
-extern cvar_t *sv_allowDownload;
-extern cvar_t *sv_maxclients;
-
-extern cvar_t *sv_privateClients;
-extern cvar_t *sv_hostname;
-extern cvar_t *sv_master[MAX_MASTER_SERVERS];
-extern cvar_t *sv_reconnectlimit;
-extern cvar_t *sv_showloss;
-extern cvar_t *sv_padPackets;
-extern cvar_t *sv_killserver;
-extern cvar_t *sv_mapname;
-extern cvar_t *sv_mapChecksum;
-extern cvar_t *sv_serverid;
-extern cvar_t *sv_maxRate;
-extern cvar_t *sv_minPing;
-extern cvar_t *sv_maxPing;
-extern cvar_t *sv_gametype;
-extern cvar_t *sv_pure;
-extern cvar_t *sv_floodProtect;
-extern cvar_t *sv_lanForceRate;
-extern cvar_t *sv_strictAuth;
-
-//===========================================================
-
-//
-// sv_main.c
-//
-void SV_FinalMessage (char *message);
-void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
-
-
-void SV_AddOperatorCommands (void);
-void SV_RemoveOperatorCommands (void);
-
-
-void SV_MasterHeartbeat (void);
-void SV_MasterShutdown (void);
-
-
-
-
-//
-// sv_init.c
-//
-void SV_SetConfigstring( int index, const char *val );
-void SV_GetConfigstring( int index, char *buffer, int bufferSize );
-
-void SV_SetUserinfo( int index, const char *val );
-void SV_GetUserinfo( int index, char *buffer, int bufferSize );
-
-void SV_ChangeMaxClients( void );
-void SV_SpawnServer( char *server, qboolean killBots );
-
-
-
-//
-// sv_client.c
-//
-void SV_GetChallenge( netadr_t from );
-
-void SV_DirectConnect( netadr_t from );
-
-void SV_AuthorizeIpPacket( netadr_t from );
-
-void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
-void SV_UserinfoChanged( client_t *cl );
-
-void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
-void SV_DropClient( client_t *drop, const char *reason );
-
-void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
-void SV_ClientThink (client_t *cl, usercmd_t *cmd);
-
-void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
-
-//
-// sv_ccmds.c
-//
-void SV_Heartbeat_f( void );
-
-//
-// sv_snapshot.c
-//
-void SV_AddServerCommand( client_t *client, const char *cmd );
-void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
-void SV_WriteFrameToClient (client_t *client, msg_t *msg);
-void SV_SendMessageToClient( msg_t *msg, client_t *client );
-void SV_SendClientMessages( void );
-void SV_SendClientSnapshot( client_t *client );
-
-//
-// sv_game.c
-//
-int SV_NumForGentity( sharedEntity_t *ent );
-sharedEntity_t *SV_GentityNum( int num );
-playerState_t *SV_GameClientNum( int num );
-svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
-sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
-void SV_InitGameProgs ( void );
-void SV_ShutdownGameProgs ( void );
-void SV_RestartGameProgs( void );
-qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
-
-//
-// sv_bot.c
-//
-void SV_BotFrame( int time );
-int SV_BotAllocateClient(void);
-void SV_BotFreeClient( int clientNum );
-
-void SV_BotInitCvars(void);
-int SV_BotLibSetup( void );
-int SV_BotLibShutdown( void );
-int SV_BotGetSnapshotEntity( int client, int ent );
-int SV_BotGetConsoleMessage( int client, char *buf, int size );
-
-int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
-void BotImport_DebugPolygonDelete(int id);
-
-//============================================================
-//
-// high level object sorting to reduce interaction tests
-//
-
-void SV_ClearWorld (void);
-// called after the world model has been loaded, before linking any entities
-
-void SV_UnlinkEntity( sharedEntity_t *ent );
-// call before removing an entity, and before trying to move one,
-// so it doesn't clip against itself
-
-void SV_LinkEntity( sharedEntity_t *ent );
-// Needs to be called any time an entity changes origin, mins, maxs,
-// or solid. Automatically unlinks if needed.
-// sets ent->v.absmin and ent->v.absmax
-// sets ent->leafnums[] for pvs determination even if the entity
-// is not solid
-
-
-clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
-
-
-void SV_SectorList_f( void );
-
-
-int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
-// fills in a table of entity numbers with entities that have bounding boxes
-// that intersect the given area. It is possible for a non-axial bmodel
-// to be returned that doesn't actually intersect the area on an exact
-// test.
-// returns the number of pointers filled in
-// The world entity is never returned in this list.
-
-
-int SV_PointContents( const vec3_t p, int passEntityNum );
-// returns the CONTENTS_* value from the world and all entities at the given point.
-
-
-void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
-// mins and maxs are relative
-
-// if the entire move stays in a solid volume, trace.allsolid will be set,
-// trace.startsolid will be set, and trace.fraction will be 0
-
-// if the starting point is in a solid, it will be allowed to move out
-// to an open area
-
-// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
-
-
-void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule );
-// clip to a specific entity
-
-//
-// sv_net_chan.c
-//
-void SV_Netchan_Transmit( client_t *client, msg_t *msg);
-void SV_Netchan_TransmitNextFragment( client_t *client );
-qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
-
+/*
+===========================================================================
+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
+===========================================================================
+*/
+// server.h
+
+#include "../game/q_shared.h"
+#include "../qcommon/qcommon.h"
+#include "../game/g_public.h"
+#include "../game/bg_public.h"
+
+//=============================================================================
+
+#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
+ // GAME BOTH REFERENCE !!!
+
+#define MAX_ENT_CLUSTERS 16
+
+typedef struct svEntity_s {
+ struct worldSector_s *worldSector;
+ struct svEntity_s *nextEntityInWorldSector;
+
+ entityState_t baseline; // for delta compression of initial sighting
+ int numClusters; // if -1, use headnode instead
+ int clusternums[MAX_ENT_CLUSTERS];
+ int lastCluster; // if all the clusters don't fit in clusternums
+ int areanum, areanum2;
+ int snapshotCounter; // used to prevent double adding from portal views
+} svEntity_t;
+
+typedef enum {
+ SS_DEAD, // no map loaded
+ SS_LOADING, // spawning level entities
+ SS_GAME // actively running
+} serverState_t;
+
+typedef struct {
+ serverState_t state;
+ qboolean restarting; // if true, send configstring changes during SS_LOADING
+ int serverId; // changes each server start
+ int restartedServerId; // serverId before a map_restart
+ int checksumFeed; // the feed key that we use to compute the pure checksum strings
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
+ // the serverId associated with the current checksumFeed (always <= serverId)
+ int checksumFeedServerId;
+ int snapshotCounter; // incremented for each snapshot built
+ int timeResidual; // <= 1000 / sv_frame->value
+ int nextFrameTime; // when time > nextFrameTime, process world
+ struct cmodel_s *models[MAX_MODELS];
+ char *configstrings[MAX_CONFIGSTRINGS];
+ svEntity_t svEntities[MAX_GENTITIES];
+
+ char *entityParsePoint; // used during game VM init
+
+ // the game virtual machine will update these on init and changes
+ sharedEntity_t *gentities;
+ int gentitySize;
+ int num_entities; // current number, <= MAX_GENTITIES
+
+ playerState_t *gameClients;
+ int gameClientSize; // will be > sizeof(playerState_t) due to game private data
+
+ int restartTime;
+} server_t;
+
+
+
+
+
+typedef struct {
+ int areabytes;
+ byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
+ playerState_t ps;
+ int num_entities;
+ int first_entity; // into the circular sv_packet_entities[]
+ // the entities MUST be in increasing state number
+ // order, otherwise the delta compression will fail
+ int messageSent; // time the message was transmitted
+ int messageAcked; // time the message was acked
+ int messageSize; // used to rate drop packets
+} clientSnapshot_t;
+
+typedef enum {
+ CS_FREE, // can be reused for a new connection
+ CS_ZOMBIE, // client has been disconnected, but don't reuse
+ // connection for a couple seconds
+ CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
+ CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
+ CS_ACTIVE // client is fully in game
+} clientState_t;
+
+typedef struct netchan_buffer_s {
+ msg_t msg;
+ byte msgBuffer[MAX_MSGLEN];
+ struct netchan_buffer_s *next;
+} netchan_buffer_t;
+
+typedef struct client_s {
+ clientState_t state;
+ char userinfo[MAX_INFO_STRING]; // name, etc
+
+ char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
+ int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
+ int reliableAcknowledge; // last acknowledged reliable message
+ int reliableSent; // last sent reliable message, not necesarily acknowledged yet
+ int messageAcknowledge;
+
+ int gamestateMessageNum; // netchan->outgoingSequence of gamestate
+ int challenge;
+
+ usercmd_t lastUsercmd;
+ int lastMessageNum; // for delta compression
+ int lastClientCommand; // reliable client message sequence
+ char lastClientCommandString[MAX_STRING_CHARS];
+ sharedEntity_t *gentity; // SV_GentityNum(clientnum)
+ char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
+
+ // downloading
+ char downloadName[MAX_QPATH]; // if not empty string, we are downloading
+ fileHandle_t download; // file being downloaded
+ int downloadSize; // total bytes (can't use EOF because of paks)
+ int downloadCount; // bytes sent
+ int downloadClientBlock; // last block we sent to the client, awaiting ack
+ int downloadCurrentBlock; // current block number
+ int downloadXmitBlock; // last block we xmited
+ unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
+ int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
+ qboolean downloadEOF; // We have sent the EOF block
+ int downloadSendTime; // time we last got an ack from the client
+
+ int deltaMessage; // frame last client usercmd message
+ int nextReliableTime; // svs.time when another reliable command will be allowed
+ int lastPacketTime; // svs.time when packet was last received
+ int lastConnectTime; // svs.time when connection started
+ int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
+ qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
+ int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
+ clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
+ int ping;
+ int rate; // bytes / second
+ int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
+ int pureAuthentic;
+ qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
+ netchan_t netchan;
+ // TTimo
+ // queuing outgoing fragmented messages to send them properly, without udp packet bursts
+ // in case large fragmented messages are stacking up
+ // buffer them into this queue, and hand them out to netchan as needed
+ netchan_buffer_t *netchan_start_queue;
+ netchan_buffer_t **netchan_end_queue;
+} client_t;
+
+//=============================================================================
+
+
+// MAX_CHALLENGES is made large to prevent a denial
+// of service attack that could cycle all of them
+// out before legitimate users connected
+#define MAX_CHALLENGES 1024
+
+#define AUTHORIZE_TIMEOUT 5000
+
+typedef struct {
+ netadr_t adr;
+ int challenge;
+ int time; // time the last packet was sent to the autherize server
+ int pingTime; // time the challenge response was sent to client
+ int firstTime; // time the adr was first used, for authorize timeout checks
+ qboolean connected;
+} challenge_t;
+
+
+#define MAX_MASTERS 8 // max recipients for heartbeat packets
+
+
+// this structure will be cleared only when the game dll changes
+typedef struct {
+ qboolean initialized; // sv_init has completed
+
+ int time; // will be strictly increasing across level changes
+
+ int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
+
+ client_t *clients; // [sv_maxclients->integer];
+ int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
+ int nextSnapshotEntities; // next snapshotEntities to use
+ entityState_t *snapshotEntities; // [numSnapshotEntities]
+ int nextHeartbeatTime;
+ challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
+ netadr_t redirectAddress; // for rcon return messages
+
+ netadr_t authorizeAddress; // for rcon return messages
+} serverStatic_t;
+
+//=============================================================================
+
+extern serverStatic_t svs; // persistant server info across maps
+extern server_t sv; // cleared each map
+extern vm_t *gvm; // game virtual machine
+
+#define MAX_MASTER_SERVERS 5
+
+extern cvar_t *sv_fps;
+extern cvar_t *sv_timeout;
+extern cvar_t *sv_zombietime;
+extern cvar_t *sv_rconPassword;
+extern cvar_t *sv_privatePassword;
+extern cvar_t *sv_allowDownload;
+extern cvar_t *sv_maxclients;
+
+extern cvar_t *sv_privateClients;
+extern cvar_t *sv_hostname;
+extern cvar_t *sv_master[MAX_MASTER_SERVERS];
+extern cvar_t *sv_reconnectlimit;
+extern cvar_t *sv_showloss;
+extern cvar_t *sv_padPackets;
+extern cvar_t *sv_killserver;
+extern cvar_t *sv_mapname;
+extern cvar_t *sv_mapChecksum;
+extern cvar_t *sv_serverid;
+extern cvar_t *sv_maxRate;
+extern cvar_t *sv_minPing;
+extern cvar_t *sv_maxPing;
+extern cvar_t *sv_gametype;
+extern cvar_t *sv_pure;
+extern cvar_t *sv_floodProtect;
+extern cvar_t *sv_lanForceRate;
+extern cvar_t *sv_strictAuth;
+
+//===========================================================
+
+//
+// sv_main.c
+//
+void SV_FinalMessage (char *message);
+void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
+
+
+void SV_AddOperatorCommands (void);
+void SV_RemoveOperatorCommands (void);
+
+
+void SV_MasterHeartbeat (void);
+void SV_MasterShutdown (void);
+
+
+
+
+//
+// sv_init.c
+//
+void SV_SetConfigstring( int index, const char *val );
+void SV_GetConfigstring( int index, char *buffer, int bufferSize );
+
+void SV_SetUserinfo( int index, const char *val );
+void SV_GetUserinfo( int index, char *buffer, int bufferSize );
+
+void SV_ChangeMaxClients( void );
+void SV_SpawnServer( char *server, qboolean killBots );
+
+
+
+//
+// sv_client.c
+//
+void SV_GetChallenge( netadr_t from );
+
+void SV_DirectConnect( netadr_t from );
+
+void SV_AuthorizeIpPacket( netadr_t from );
+
+void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
+void SV_UserinfoChanged( client_t *cl );
+
+void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
+void SV_DropClient( client_t *drop, const char *reason );
+
+void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
+void SV_ClientThink (client_t *cl, usercmd_t *cmd);
+
+void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
+
+//
+// sv_ccmds.c
+//
+void SV_Heartbeat_f( void );
+
+//
+// sv_snapshot.c
+//
+void SV_AddServerCommand( client_t *client, const char *cmd );
+void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
+void SV_WriteFrameToClient (client_t *client, msg_t *msg);
+void SV_SendMessageToClient( msg_t *msg, client_t *client );
+void SV_SendClientMessages( void );
+void SV_SendClientSnapshot( client_t *client );
+
+//
+// sv_game.c
+//
+int SV_NumForGentity( sharedEntity_t *ent );
+sharedEntity_t *SV_GentityNum( int num );
+playerState_t *SV_GameClientNum( int num );
+svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
+sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
+void SV_InitGameProgs ( void );
+void SV_ShutdownGameProgs ( void );
+void SV_RestartGameProgs( void );
+qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
+
+//
+// sv_bot.c
+//
+void SV_BotFrame( int time );
+int SV_BotAllocateClient(void);
+void SV_BotFreeClient( int clientNum );
+
+void SV_BotInitCvars(void);
+int SV_BotLibSetup( void );
+int SV_BotLibShutdown( void );
+int SV_BotGetSnapshotEntity( int client, int ent );
+int SV_BotGetConsoleMessage( int client, char *buf, int size );
+
+int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
+void BotImport_DebugPolygonDelete(int id);
+
+//============================================================
+//
+// high level object sorting to reduce interaction tests
+//
+
+void SV_ClearWorld (void);
+// called after the world model has been loaded, before linking any entities
+
+void SV_UnlinkEntity( sharedEntity_t *ent );
+// call before removing an entity, and before trying to move one,
+// so it doesn't clip against itself
+
+void SV_LinkEntity( sharedEntity_t *ent );
+// Needs to be called any time an entity changes origin, mins, maxs,
+// or solid. Automatically unlinks if needed.
+// sets ent->v.absmin and ent->v.absmax
+// sets ent->leafnums[] for pvs determination even if the entity
+// is not solid
+
+
+clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
+
+
+void SV_SectorList_f( void );
+
+
+int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
+// fills in a table of entity numbers with entities that have bounding boxes
+// that intersect the given area. It is possible for a non-axial bmodel
+// to be returned that doesn't actually intersect the area on an exact
+// test.
+// returns the number of pointers filled in
+// The world entity is never returned in this list.
+
+
+int SV_PointContents( const vec3_t p, int passEntityNum );
+// returns the CONTENTS_* value from the world and all entities at the given point.
+
+
+void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
+// mins and maxs are relative
+
+// if the entire move stays in a solid volume, trace.allsolid will be set,
+// trace.startsolid will be set, and trace.fraction will be 0
+
+// if the starting point is in a solid, it will be allowed to move out
+// to an open area
+
+// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
+
+
+void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule );
+// clip to a specific entity
+
+//
+// sv_net_chan.c
+//
+void SV_Netchan_Transmit( client_t *client, msg_t *msg);
+void SV_Netchan_TransmitNextFragment( client_t *client );
+qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
+