/* =========================================================================== 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" /* =============================================================================== OPERATOR CONSOLE ONLY COMMANDS These commands can only be entered from stdin or by a remote operator datagram =============================================================================== */ /* ================== SV_GetPlayerByName Returns the player with name from Cmd_Argv(1) ================== */ static client_t *SV_GetPlayerByName( void ) { client_t *cl; int i; char *s; char cleanName[64]; // make sure server is running if ( !com_sv_running->integer ) { return NULL; } if ( Cmd_Argc() < 2 ) { Com_Printf( "No player specified.\n" ); return NULL; } s = Cmd_Argv(1); // check for a name match for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) { if ( !cl->state ) { continue; } if ( !Q_stricmp( cl->name, s ) ) { return cl; } Q_strncpyz( cleanName, cl->name, sizeof(cleanName) ); Q_CleanStr( cleanName ); if ( !Q_stricmp( cleanName, s ) ) { return cl; } } Com_Printf( "Player %s is not on the server\n", s ); return NULL; } /* ================== SV_GetPlayerByNum Returns the player with idnum from Cmd_Argv(1) ================== */ static client_t *SV_GetPlayerByNum( void ) { client_t *cl; int i; int idnum; char *s; // make sure server is running if ( !com_sv_running->integer ) { return NULL; } if ( Cmd_Argc() < 2 ) { Com_Printf( "No player specified.\n" ); return NULL; } s = Cmd_Argv(1); for (i = 0; s[i]; i++) { if (s[i] < '0' || s[i] > '9') { Com_Printf( "Bad slot number: %s\n", s); return NULL; } } idnum = atoi( s ); if ( idnum < 0 || idnum >= sv_maxclients->integer ) { Com_Printf( "Bad client slot: %i\n", idnum ); return NULL; } cl = &svs.clients[idnum]; if ( !cl->state ) { Com_Printf( "Client %i is not active\n", idnum ); return NULL; } return cl; return NULL; } //========================================================= /* ================== SV_Map_f Restart the server on a different map ================== */ static void SV_Map_f( void ) { char *cmd; char *map; qboolean killBots, cheat; char expanded[MAX_QPATH]; char mapname[MAX_QPATH]; map = Cmd_Argv(1); if ( !map ) { return; } // make sure the level exists before trying to change, so that // a typo at the server console won't end the game Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map); if ( FS_ReadFile (expanded, NULL) == -1 ) { Com_Printf ("Can't find map %s\n", expanded); return; } // force latched values to get set Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH ); cmd = Cmd_Argv(0); if( Q_stricmpn( cmd, "sp", 2 ) == 0 ) { Cvar_SetValue( "g_gametype", GT_SINGLE_PLAYER ); Cvar_SetValue( "g_doWarmup", 0 ); // may not set sv_maxclients directly, always set latched Cvar_SetLatched( "sv_maxclients", "8" ); cmd += 2; cheat = qfalse; killBots = qtrue; } else { if ( !Q_stricmp( cmd, "devmap" ) || !Q_stricmp( cmd, "spdevmap" ) ) { cheat = qtrue; killBots = qtrue; } else { cheat = qfalse; killBots = qfalse; } if( sv_gametype->integer == GT_SINGLE_PLAYER ) { Cvar_SetValue( "g_gametype", GT_FFA ); } } // save the map name here cause on a map restart we reload the q3config.cfg // and thus nuke the arguments of the map command Q_strncpyz(mapname, map, sizeof(mapname)); // start up the map SV_SpawnServer( mapname, killBots ); // set the cheat value // if the level was started with "map ", then // cheats will not be allowed. If started with "devmap " // then cheats will be allowed if ( cheat ) { Cvar_Set( "sv_cheats", "1" ); } else { Cvar_Set( "sv_cheats", "0" ); } } /* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i; client_t *client; char *denied; qboolean isBot; int delay; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( sv.restartTime ) { return; } if (Cmd_Argc() > 1 ) { delay = atoi( Cmd_Argv(1) ); } else { delay = 5; } if( delay && !Cvar_VariableValue("g_doWarmup") ) { sv.restartTime = svs.time + delay * 1000; SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) ); return; } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified || sv_gametype->modified ) { char mapname[MAX_QPATH]; Com_Printf( "variable change -- restarting.\n" ); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname, qfalse ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; SV_RestartGameProgs(); // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for (i=0 ; iinteger ; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED) { continue; } if ( client->netchan.remoteAddress.type == NA_BOT ) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand( client, "map_restart\n" ); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( client, denied ); Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125 continue; } client->state = CS_ACTIVE; SV_ClientEnterWorld( client, &client->lastUsercmd ); } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; } //=============================================================== /* ================== SV_Kick_f Kick a user off of the server FIXME: move to game ================== */ static void SV_Kick_f( void ) { client_t *cl; int i; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc() != 2 ) { Com_Printf ("Usage: kick \nkick all = kick everyone\nkick allbots = kick all bots\n"); return; } cl = SV_GetPlayerByName(); if ( !cl ) { if ( !Q_stricmp(Cmd_Argv(1), "all") ) { for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) { if ( !cl->state ) { continue; } if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) { continue; } SV_DropClient( cl, "was kicked" ); cl->lastPacketTime = svs.time; // in case there is a funny zombie } } else if ( !Q_stricmp(Cmd_Argv(1), "allbots") ) { for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) { if ( !cl->state ) { continue; } if( cl->netchan.remoteAddress.type != NA_BOT ) { continue; } SV_DropClient( cl, "was kicked" ); cl->lastPacketTime = svs.time; // in case there is a funny zombie } } return; } if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) { SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n"); return; } SV_DropClient( cl, "was kicked" ); cl->lastPacketTime = svs.time; // in case there is a funny zombie } /* ================== SV_Ban_f Ban a user from being able to play on this server through the auth server ================== */ static void SV_Ban_f( void ) { client_t *cl; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc() != 2 ) { Com_Printf ("Usage: banUser \n"); return; } cl = SV_GetPlayerByName(); if (!cl) { return; } if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) { SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n"); return; } // look up the authorize server's IP if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) { Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME ); if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) { Com_Printf( "Couldn't resolve address\n" ); return; } svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE ); Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME, svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1], svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3], BigShort( svs.authorizeAddress.port ) ); } // otherwise send their ip to the authorize server if ( svs.authorizeAddress.type != NA_BAD ) { NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress, "banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1], cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] ); Com_Printf("%s was banned from coming back\n", cl->name); } } /* ================== SV_BanNum_f Ban a user from being able to play on this server through the auth server ================== */ static void SV_BanNum_f( void ) { client_t *cl; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc() != 2 ) { Com_Printf ("Usage: banClient \n"); return; } cl = SV_GetPlayerByNum(); if ( !cl ) { return; } if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) { SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n"); return; } // look up the authorize server's IP if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) { Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME ); if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) { Com_Printf( "Couldn't resolve address\n" ); return; } svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE ); Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME, svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1], svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3], BigShort( svs.authorizeAddress.port ) ); } // otherwise send their ip to the authorize server if ( svs.authorizeAddress.type != NA_BAD ) { NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress, "banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1], cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] ); Com_Printf("%s was banned from coming back\n", cl->name); } } /* ================== SV_KickNum_f Kick a user off of the server FIXME: move to game ================== */ static void SV_KickNum_f( void ) { client_t *cl; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc() != 2 ) { Com_Printf ("Usage: kicknum \n"); return; } cl = SV_GetPlayerByNum(); if ( !cl ) { return; } if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) { SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n"); return; } SV_DropClient( cl, "was kicked" ); cl->lastPacketTime = svs.time; // in case there is a funny zombie } /* ================ SV_Status_f ================ */ static void SV_Status_f( void ) { int i, j, l; client_t *cl; playerState_t *ps; const char *s; int ping; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } Com_Printf ("map: %s\n", sv_mapname->string ); Com_Printf ("num score ping name lastmsg address qport rate\n"); Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n"); for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { if (!cl->state) continue; Com_Printf ("%3i ", i); ps = SV_GameClientNum( i ); Com_Printf ("%5i ", ps->persistant[PERS_SCORE]); if (cl->state == CS_CONNECTED) Com_Printf ("CNCT "); else if (cl->state == CS_ZOMBIE) Com_Printf ("ZMBI "); else { ping = cl->ping < 9999 ? cl->ping : 9999; Com_Printf ("%4i ", ping); } Com_Printf ("%s", cl->name); // TTimo adding a ^7 to reset the color // NOTE: colored names in status breaks the padding (WONTFIX) Com_Printf ("^7"); l = 16 - strlen(cl->name); for (j=0 ; jlastPacketTime ); s = NET_AdrToString( cl->netchan.remoteAddress ); Com_Printf ("%s", s); l = 22 - strlen(s); for (j=0 ; jnetchan.qport); Com_Printf (" %5i", cl->rate); Com_Printf ("\n"); } Com_Printf ("\n"); } /* ================== SV_ConSay_f ================== */ static void SV_ConSay_f(void) { char *p; char text[1024]; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc () < 2 ) { return; } strcpy (text, "console: "); p = Cmd_Args(); if ( *p == '"' ) { p++; p[strlen(p)-1] = 0; } strcat(text, p); SV_SendServerCommand(NULL, "chat \"%s\n\"", text); } /* ================== SV_Heartbeat_f Also called by SV_DropClient, SV_DirectConnect, and SV_SpawnServer ================== */ void SV_Heartbeat_f( void ) { svs.nextHeartbeatTime = -9999999; } /* =========== SV_Serverinfo_f Examine the serverinfo string =========== */ static void SV_Serverinfo_f( void ) { Com_Printf ("Server info settings:\n"); Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) ); } /* =========== SV_Systeminfo_f Examine or change the serverinfo string =========== */ static void SV_Systeminfo_f( void ) { Com_Printf ("System info settings:\n"); Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) ); } /* =========== SV_DumpUser_f Examine all a users info strings FIXME: move to game =========== */ static void SV_DumpUser_f( void ) { client_t *cl; // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( Cmd_Argc() != 2 ) { Com_Printf ("Usage: info \n"); return; } cl = SV_GetPlayerByName(); if ( !cl ) { return; } Com_Printf( "userinfo\n" ); Com_Printf( "--------\n" ); Info_Print( cl->userinfo ); } /* ================= SV_KillServer ================= */ static void SV_KillServer_f( void ) { SV_Shutdown( "killserver" ); } //=========================================================== /* ================== SV_AddOperatorCommands ================== */ void SV_AddOperatorCommands( void ) { static qboolean initialized; if ( initialized ) { return; } initialized = qtrue; Cmd_AddCommand ("heartbeat", SV_Heartbeat_f); Cmd_AddCommand ("kick", SV_Kick_f); Cmd_AddCommand ("banUser", SV_Ban_f); Cmd_AddCommand ("banClient", SV_BanNum_f); Cmd_AddCommand ("clientkick", SV_KickNum_f); Cmd_AddCommand ("status", SV_Status_f); Cmd_AddCommand ("serverinfo", SV_Serverinfo_f); Cmd_AddCommand ("systeminfo", SV_Systeminfo_f); Cmd_AddCommand ("dumpuser", SV_DumpUser_f); Cmd_AddCommand ("map_restart", SV_MapRestart_f); Cmd_AddCommand ("sectorlist", SV_SectorList_f); Cmd_AddCommand ("map", SV_Map_f); #ifndef PRE_RELEASE_DEMO Cmd_AddCommand ("devmap", SV_Map_f); Cmd_AddCommand ("spmap", SV_Map_f); Cmd_AddCommand ("spdevmap", SV_Map_f); #endif Cmd_AddCommand ("killserver", SV_KillServer_f); if( com_dedicated->integer ) { Cmd_AddCommand ("say", SV_ConSay_f); } } /* ================== SV_RemoveOperatorCommands ================== */ void SV_RemoveOperatorCommands( void ) { #if 0 // removing these won't let the server start again Cmd_RemoveCommand ("heartbeat"); Cmd_RemoveCommand ("kick"); Cmd_RemoveCommand ("banUser"); Cmd_RemoveCommand ("banClient"); Cmd_RemoveCommand ("status"); Cmd_RemoveCommand ("serverinfo"); Cmd_RemoveCommand ("systeminfo"); Cmd_RemoveCommand ("dumpuser"); Cmd_RemoveCommand ("map_restart"); Cmd_RemoveCommand ("sectorlist"); Cmd_RemoveCommand ("say"); #endif }