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-rwxr-xr-xcode/server/sv_main.c855
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diff --git a/code/server/sv_main.c b/code/server/sv_main.c
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+/*
+===========================================================================
+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"
+
+serverStatic_t svs; // persistant server info
+server_t sv; // local server
+vm_t *gvm = NULL; // game virtual machine // bk001212 init
+
+cvar_t *sv_fps; // time rate for running non-clients
+cvar_t *sv_timeout; // seconds without any message
+cvar_t *sv_zombietime; // seconds to sink messages after disconnect
+cvar_t *sv_rconPassword; // password for remote server commands
+cvar_t *sv_privatePassword; // password for the privateClient slots
+cvar_t *sv_allowDownload;
+cvar_t *sv_maxclients;
+
+cvar_t *sv_privateClients; // number of clients reserved for password
+cvar_t *sv_hostname;
+cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
+cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
+cvar_t *sv_showloss; // report when usercmds are lost
+cvar_t *sv_padPackets; // add nop bytes to messages
+cvar_t *sv_killserver; // menu system can set to 1 to shut server down
+cvar_t *sv_mapname;
+cvar_t *sv_mapChecksum;
+cvar_t *sv_serverid;
+cvar_t *sv_maxRate;
+cvar_t *sv_minPing;
+cvar_t *sv_maxPing;
+cvar_t *sv_gametype;
+cvar_t *sv_pure;
+cvar_t *sv_floodProtect;
+cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
+cvar_t *sv_strictAuth;
+
+/*
+=============================================================================
+
+EVENT MESSAGES
+
+=============================================================================
+*/
+
+/*
+===============
+SV_ExpandNewlines
+
+Converts newlines to "\n" so a line prints nicer
+===============
+*/
+char *SV_ExpandNewlines( char *in ) {
+ static char string[1024];
+ int l;
+
+ l = 0;
+ while ( *in && l < sizeof(string) - 3 ) {
+ if ( *in == '\n' ) {
+ string[l++] = '\\';
+ string[l++] = 'n';
+ } else {
+ string[l++] = *in;
+ }
+ in++;
+ }
+ string[l] = 0;
+
+ return string;
+}
+
+/*
+======================
+SV_ReplacePendingServerCommands
+
+ This is ugly
+======================
+*/
+int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
+ int i, index, csnum1, csnum2;
+
+ for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
+ index = i & ( MAX_RELIABLE_COMMANDS - 1 );
+ //
+ if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
+ sscanf(cmd, "cs %i", &csnum1);
+ sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
+ if ( csnum1 == csnum2 ) {
+ Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
+ /*
+ if ( client->netchan.remoteAddress.type != NA_BOT ) {
+ Com_Printf( "WARNING: client %i removed double pending config string %i: %s\n", client-svs.clients, csnum1, cmd );
+ }
+ */
+ return qtrue;
+ }
+ }
+ }
+ return qfalse;
+}
+
+/*
+======================
+SV_AddServerCommand
+
+The given command will be transmitted to the client, and is guaranteed to
+not have future snapshot_t executed before it is executed
+======================
+*/
+void SV_AddServerCommand( client_t *client, const char *cmd ) {
+ int index, i;
+
+ // this is very ugly but it's also a waste to for instance send multiple config string updates
+ // for the same config string index in one snapshot
+// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
+// return;
+// }
+
+ client->reliableSequence++;
+ // if we would be losing an old command that hasn't been acknowledged,
+ // we must drop the connection
+ // we check == instead of >= so a broadcast print added by SV_DropClient()
+ // doesn't cause a recursive drop client
+ if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
+ Com_Printf( "===== pending server commands =====\n" );
+ for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
+ Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
+ }
+ Com_Printf( "cmd %5d: %s\n", i, cmd );
+ SV_DropClient( client, "Server command overflow" );
+ return;
+ }
+ index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
+ Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
+}
+
+
+/*
+=================
+SV_SendServerCommand
+
+Sends a reliable command string to be interpreted by
+the client game module: "cp", "print", "chat", etc
+A NULL client will broadcast to all clients
+=================
+*/
+void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
+ va_list argptr;
+ byte message[MAX_MSGLEN];
+ client_t *client;
+ int j;
+
+ va_start (argptr,fmt);
+ Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
+ va_end (argptr);
+
+ if ( cl != NULL ) {
+ SV_AddServerCommand( cl, (char *)message );
+ return;
+ }
+
+ // hack to echo broadcast prints to console
+ if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
+ Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
+ }
+
+ // send the data to all relevent clients
+ for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
+ if ( client->state < CS_PRIMED ) {
+ continue;
+ }
+ SV_AddServerCommand( client, (char *)message );
+ }
+}
+
+
+/*
+==============================================================================
+
+MASTER SERVER FUNCTIONS
+
+==============================================================================
+*/
+
+/*
+================
+SV_MasterHeartbeat
+
+Send a message to the masters every few minutes to
+let it know we are alive, and log information.
+We will also have a heartbeat sent when a server
+changes from empty to non-empty, and full to non-full,
+but not on every player enter or exit.
+================
+*/
+#define HEARTBEAT_MSEC 300*1000
+#define HEARTBEAT_GAME "QuakeArena-1"
+void SV_MasterHeartbeat( void ) {
+ static netadr_t adr[MAX_MASTER_SERVERS];
+ int i;
+
+ // "dedicated 1" is for lan play, "dedicated 2" is for inet public play
+ if ( !com_dedicated || com_dedicated->integer != 2 ) {
+ return; // only dedicated servers send heartbeats
+ }
+
+ // if not time yet, don't send anything
+ if ( svs.time < svs.nextHeartbeatTime ) {
+ return;
+ }
+ svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
+
+
+ // send to group masters
+ for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
+ if ( !sv_master[i]->string[0] ) {
+ continue;
+ }
+
+ // see if we haven't already resolved the name
+ // resolving usually causes hitches on win95, so only
+ // do it when needed
+ if ( sv_master[i]->modified ) {
+ sv_master[i]->modified = qfalse;
+
+ Com_Printf( "Resolving %s\n", sv_master[i]->string );
+ if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
+ // if the address failed to resolve, clear it
+ // so we don't take repeated dns hits
+ Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
+ Cvar_Set( sv_master[i]->name, "" );
+ sv_master[i]->modified = qfalse;
+ continue;
+ }
+ if ( !strstr( ":", sv_master[i]->string ) ) {
+ adr[i].port = BigShort( PORT_MASTER );
+ }
+ Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
+ adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
+ BigShort( adr[i].port ) );
+ }
+
+
+ Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
+ // this command should be changed if the server info / status format
+ // ever incompatably changes
+ NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", HEARTBEAT_GAME );
+ }
+}
+
+/*
+=================
+SV_MasterShutdown
+
+Informs all masters that this server is going down
+=================
+*/
+void SV_MasterShutdown( void ) {
+ // send a hearbeat right now
+ svs.nextHeartbeatTime = -9999;
+ SV_MasterHeartbeat();
+
+ // send it again to minimize chance of drops
+ svs.nextHeartbeatTime = -9999;
+ SV_MasterHeartbeat();
+
+ // when the master tries to poll the server, it won't respond, so
+ // it will be removed from the list
+}
+
+
+/*
+==============================================================================
+
+CONNECTIONLESS COMMANDS
+
+==============================================================================
+*/
+
+/*
+================
+SVC_Status
+
+Responds with all the info that qplug or qspy can see about the server
+and all connected players. Used for getting detailed information after
+the simple info query.
+================
+*/
+void SVC_Status( netadr_t from ) {
+ char player[1024];
+ char status[MAX_MSGLEN];
+ int i;
+ client_t *cl;
+ playerState_t *ps;
+ int statusLength;
+ int playerLength;
+ char infostring[MAX_INFO_STRING];
+
+ // ignore if we are in single player
+ if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {
+ return;
+ }
+
+ strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
+
+ // echo back the parameter to status. so master servers can use it as a challenge
+ // to prevent timed spoofed reply packets that add ghost servers
+ Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
+
+ // add "demo" to the sv_keywords if restricted
+ if ( Cvar_VariableValue( "fs_restrict" ) ) {
+ char keywords[MAX_INFO_STRING];
+
+ Com_sprintf( keywords, sizeof( keywords ), "demo %s",
+ Info_ValueForKey( infostring, "sv_keywords" ) );
+ Info_SetValueForKey( infostring, "sv_keywords", keywords );
+ }
+
+ status[0] = 0;
+ statusLength = 0;
+
+ for (i=0 ; i < sv_maxclients->integer ; i++) {
+ cl = &svs.clients[i];
+ if ( cl->state >= CS_CONNECTED ) {
+ ps = SV_GameClientNum( i );
+ Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
+ ps->persistant[PERS_SCORE], cl->ping, cl->name);
+ playerLength = strlen(player);
+ if (statusLength + playerLength >= sizeof(status) ) {
+ break; // can't hold any more
+ }
+ strcpy (status + statusLength, player);
+ statusLength += playerLength;
+ }
+ }
+
+ NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
+}
+
+/*
+================
+SVC_Info
+
+Responds with a short info message that should be enough to determine
+if a user is interested in a server to do a full status
+================
+*/
+void SVC_Info( netadr_t from ) {
+ int i, count;
+ char *gamedir;
+ char infostring[MAX_INFO_STRING];
+
+ // ignore if we are in single player
+ if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
+ return;
+ }
+
+ // don't count privateclients
+ count = 0;
+ for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
+ if ( svs.clients[i].state >= CS_CONNECTED ) {
+ count++;
+ }
+ }
+
+ infostring[0] = 0;
+
+ // echo back the parameter to status. so servers can use it as a challenge
+ // to prevent timed spoofed reply packets that add ghost servers
+ Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
+
+ Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
+ Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
+ Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
+ Info_SetValueForKey( infostring, "clients", va("%i", count) );
+ Info_SetValueForKey( infostring, "sv_maxclients",
+ va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
+ Info_SetValueForKey( infostring, "gametype", va("%i", sv_gametype->integer ) );
+ Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
+
+ if( sv_minPing->integer ) {
+ Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
+ }
+ if( sv_maxPing->integer ) {
+ Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
+ }
+ gamedir = Cvar_VariableString( "fs_game" );
+ if( *gamedir ) {
+ Info_SetValueForKey( infostring, "game", gamedir );
+ }
+
+ NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
+}
+
+/*
+================
+SVC_FlushRedirect
+
+================
+*/
+void SV_FlushRedirect( char *outputbuf ) {
+ NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
+}
+
+/*
+===============
+SVC_RemoteCommand
+
+An rcon packet arrived from the network.
+Shift down the remaining args
+Redirect all printfs
+===============
+*/
+void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
+ qboolean valid;
+ unsigned int time;
+ char remaining[1024];
+ // TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
+ // (OOB messages are the bottleneck here)
+#define SV_OUTPUTBUF_LENGTH (1024 - 16)
+ char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
+ static unsigned int lasttime = 0;
+ char *cmd_aux;
+
+ // TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
+ time = Com_Milliseconds();
+ if (time<(lasttime+500)) {
+ return;
+ }
+ lasttime = time;
+
+ if ( !strlen( sv_rconPassword->string ) ||
+ strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
+ valid = qfalse;
+ Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
+ } else {
+ valid = qtrue;
+ Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
+ }
+
+ // start redirecting all print outputs to the packet
+ svs.redirectAddress = from;
+ Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
+
+ if ( !strlen( sv_rconPassword->string ) ) {
+ Com_Printf ("No rconpassword set on the server.\n");
+ } else if ( !valid ) {
+ Com_Printf ("Bad rconpassword.\n");
+ } else {
+ remaining[0] = 0;
+
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
+ // get the command directly, "rcon <pass> <command>" to avoid quoting issues
+ // extract the command by walking
+ // since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
+ cmd_aux = Cmd_Cmd();
+ cmd_aux+=4;
+ while(cmd_aux[0]==' ')
+ cmd_aux++;
+ while(cmd_aux[0] && cmd_aux[0]!=' ') // password
+ cmd_aux++;
+ while(cmd_aux[0]==' ')
+ cmd_aux++;
+
+ Q_strcat( remaining, sizeof(remaining), cmd_aux);
+
+ Cmd_ExecuteString (remaining);
+
+ }
+
+ Com_EndRedirect ();
+}
+
+/*
+=================
+SV_ConnectionlessPacket
+
+A connectionless packet has four leading 0xff
+characters to distinguish it from a game channel.
+Clients that are in the game can still send
+connectionless packets.
+=================
+*/
+void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
+ char *s;
+ char *c;
+
+ MSG_BeginReadingOOB( msg );
+ MSG_ReadLong( msg ); // skip the -1 marker
+
+ if (!Q_strncmp("connect", &msg->data[4], 7)) {
+ Huff_Decompress(msg, 12);
+ }
+
+ s = MSG_ReadStringLine( msg );
+ Cmd_TokenizeString( s );
+
+ c = Cmd_Argv(0);
+ Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
+
+ if (!Q_stricmp(c, "getstatus")) {
+ SVC_Status( from );
+ } else if (!Q_stricmp(c, "getinfo")) {
+ SVC_Info( from );
+ } else if (!Q_stricmp(c, "getchallenge")) {
+ SV_GetChallenge( from );
+ } else if (!Q_stricmp(c, "connect")) {
+ SV_DirectConnect( from );
+ } else if (!Q_stricmp(c, "ipAuthorize")) {
+ SV_AuthorizeIpPacket( from );
+ } else if (!Q_stricmp(c, "rcon")) {
+ SVC_RemoteCommand( from, msg );
+ } else if (!Q_stricmp(c, "disconnect")) {
+ // if a client starts up a local server, we may see some spurious
+ // server disconnect messages when their new server sees our final
+ // sequenced messages to the old client
+ } else {
+ Com_DPrintf ("bad connectionless packet from %s:\n%s\n"
+ , NET_AdrToString (from), s);
+ }
+}
+
+//============================================================================
+
+/*
+=================
+SV_ReadPackets
+=================
+*/
+void SV_PacketEvent( netadr_t from, msg_t *msg ) {
+ int i;
+ client_t *cl;
+ int qport;
+
+ // check for connectionless packet (0xffffffff) first
+ if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
+ SV_ConnectionlessPacket( from, msg );
+ return;
+ }
+
+ // read the qport out of the message so we can fix up
+ // stupid address translating routers
+ MSG_BeginReadingOOB( msg );
+ MSG_ReadLong( msg ); // sequence number
+ qport = MSG_ReadShort( msg ) & 0xffff;
+
+ // find which client the message is from
+ for (i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ if (cl->state == CS_FREE) {
+ continue;
+ }
+ if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
+ continue;
+ }
+ // it is possible to have multiple clients from a single IP
+ // address, so they are differentiated by the qport variable
+ if (cl->netchan.qport != qport) {
+ continue;
+ }
+
+ // the IP port can't be used to differentiate them, because
+ // some address translating routers periodically change UDP
+ // port assignments
+ if (cl->netchan.remoteAddress.port != from.port) {
+ Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
+ cl->netchan.remoteAddress.port = from.port;
+ }
+
+ // make sure it is a valid, in sequence packet
+ if (SV_Netchan_Process(cl, msg)) {
+ // zombie clients still need to do the Netchan_Process
+ // to make sure they don't need to retransmit the final
+ // reliable message, but they don't do any other processing
+ if (cl->state != CS_ZOMBIE) {
+ cl->lastPacketTime = svs.time; // don't timeout
+ SV_ExecuteClientMessage( cl, msg );
+ }
+ }
+ return;
+ }
+
+ // if we received a sequenced packet from an address we don't recognize,
+ // send an out of band disconnect packet to it
+ NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
+}
+
+
+/*
+===================
+SV_CalcPings
+
+Updates the cl->ping variables
+===================
+*/
+void SV_CalcPings( void ) {
+ int i, j;
+ client_t *cl;
+ int total, count;
+ int delta;
+ playerState_t *ps;
+
+ for (i=0 ; i < sv_maxclients->integer ; i++) {
+ cl = &svs.clients[i];
+ if ( cl->state != CS_ACTIVE ) {
+ cl->ping = 999;
+ continue;
+ }
+ if ( !cl->gentity ) {
+ cl->ping = 999;
+ continue;
+ }
+ if ( cl->gentity->r.svFlags & SVF_BOT ) {
+ cl->ping = 0;
+ continue;
+ }
+
+ total = 0;
+ count = 0;
+ for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
+ if ( cl->frames[j].messageAcked <= 0 ) {
+ continue;
+ }
+ delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
+ count++;
+ total += delta;
+ }
+ if (!count) {
+ cl->ping = 999;
+ } else {
+ cl->ping = total/count;
+ if ( cl->ping > 999 ) {
+ cl->ping = 999;
+ }
+ }
+
+ // let the game dll know about the ping
+ ps = SV_GameClientNum( i );
+ ps->ping = cl->ping;
+ }
+}
+
+/*
+==================
+SV_CheckTimeouts
+
+If a packet has not been received from a client for timeout->integer
+seconds, drop the conneciton. Server time is used instead of
+realtime to avoid dropping the local client while debugging.
+
+When a client is normally dropped, the client_t goes into a zombie state
+for a few seconds to make sure any final reliable message gets resent
+if necessary
+==================
+*/
+void SV_CheckTimeouts( void ) {
+ int i;
+ client_t *cl;
+ int droppoint;
+ int zombiepoint;
+
+ droppoint = svs.time - 1000 * sv_timeout->integer;
+ zombiepoint = svs.time - 1000 * sv_zombietime->integer;
+
+ for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ // message times may be wrong across a changelevel
+ if (cl->lastPacketTime > svs.time) {
+ cl->lastPacketTime = svs.time;
+ }
+
+ if (cl->state == CS_ZOMBIE
+ && cl->lastPacketTime < zombiepoint) {
+ // using the client id cause the cl->name is empty at this point
+ Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
+ cl->state = CS_FREE; // can now be reused
+ continue;
+ }
+ if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
+ // wait several frames so a debugger session doesn't
+ // cause a timeout
+ if ( ++cl->timeoutCount > 5 ) {
+ SV_DropClient (cl, "timed out");
+ cl->state = CS_FREE; // don't bother with zombie state
+ }
+ } else {
+ cl->timeoutCount = 0;
+ }
+ }
+}
+
+
+/*
+==================
+SV_CheckPaused
+==================
+*/
+qboolean SV_CheckPaused( void ) {
+ int count;
+ client_t *cl;
+ int i;
+
+ if ( !cl_paused->integer ) {
+ return qfalse;
+ }
+
+ // only pause if there is just a single client connected
+ count = 0;
+ for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ if ( cl->state >= CS_CONNECTED && cl->netchan.remoteAddress.type != NA_BOT ) {
+ count++;
+ }
+ }
+
+ if ( count > 1 ) {
+ // don't pause
+ if (sv_paused->integer)
+ Cvar_Set("sv_paused", "0");
+ return qfalse;
+ }
+
+ if (!sv_paused->integer)
+ Cvar_Set("sv_paused", "1");
+ return qtrue;
+}
+
+/*
+==================
+SV_Frame
+
+Player movement occurs as a result of packet events, which
+happen before SV_Frame is called
+==================
+*/
+void SV_Frame( int msec ) {
+ int frameMsec;
+ int startTime;
+
+ // the menu kills the server with this cvar
+ if ( sv_killserver->integer ) {
+ SV_Shutdown ("Server was killed.\n");
+ Cvar_Set( "sv_killserver", "0" );
+ return;
+ }
+
+ if ( !com_sv_running->integer ) {
+ return;
+ }
+
+ // allow pause if only the local client is connected
+ if ( SV_CheckPaused() ) {
+ return;
+ }
+
+ // if it isn't time for the next frame, do nothing
+ if ( sv_fps->integer < 1 ) {
+ Cvar_Set( "sv_fps", "10" );
+ }
+ frameMsec = 1000 / sv_fps->integer ;
+
+ sv.timeResidual += msec;
+
+ if (!com_dedicated->integer) SV_BotFrame( svs.time + sv.timeResidual );
+
+ if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
+ // NET_Sleep will give the OS time slices until either get a packet
+ // or time enough for a server frame has gone by
+ NET_Sleep(frameMsec - sv.timeResidual);
+ return;
+ }
+
+ // if time is about to hit the 32nd bit, kick all clients
+ // and clear sv.time, rather
+ // than checking for negative time wraparound everywhere.
+ // 2giga-milliseconds = 23 days, so it won't be too often
+ if ( svs.time > 0x70000000 ) {
+ SV_Shutdown( "Restarting server due to time wrapping" );
+ Cbuf_AddText( "vstr nextmap\n" );
+ return;
+ }
+ // this can happen considerably earlier when lots of clients play and the map doesn't change
+ if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
+ SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
+ Cbuf_AddText( "vstr nextmap\n" );
+ return;
+ }
+
+ if( sv.restartTime && svs.time >= sv.restartTime ) {
+ sv.restartTime = 0;
+ Cbuf_AddText( "map_restart 0\n" );
+ return;
+ }
+
+ // update infostrings if anything has been changed
+ if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
+ SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
+ cvar_modifiedFlags &= ~CVAR_SERVERINFO;
+ }
+ if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
+ SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
+ cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
+ }
+
+ if ( com_speeds->integer ) {
+ startTime = Sys_Milliseconds ();
+ } else {
+ startTime = 0; // quite a compiler warning
+ }
+
+ // update ping based on the all received frames
+ SV_CalcPings();
+
+ if (com_dedicated->integer) SV_BotFrame( svs.time );
+
+ // run the game simulation in chunks
+ while ( sv.timeResidual >= frameMsec ) {
+ sv.timeResidual -= frameMsec;
+ svs.time += frameMsec;
+
+ // let everything in the world think and move
+ VM_Call( gvm, GAME_RUN_FRAME, svs.time );
+ }
+
+ if ( com_speeds->integer ) {
+ time_game = Sys_Milliseconds () - startTime;
+ }
+
+ // check timeouts
+ SV_CheckTimeouts();
+
+ // send messages back to the clients
+ SV_SendClientMessages();
+
+ // send a heartbeat to the master if needed
+ SV_MasterHeartbeat();
+}
+
+//============================================================================
+