1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
|
/*
===========================================================================
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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// server.h
#include "../qcommon/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;
int time;
} 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;
int oldServerTime;
qboolean csUpdated[MAX_CONFIGSTRINGS+1];
} 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_minRate;
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_UpdateConfigstrings( client_t *client );
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 );
|