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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 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;
#define SERVER_MAXBANS 1024
#define SERVER_BANFILE "serverbans.dat"
// Structure for managing bans
typedef struct
{
netadr_t ip;
// For a CIDR-Notation type suffix
int subnet;
qboolean isexception;
} serverBan_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;
extern serverBan_t serverBans[SERVER_MAXBANS];
extern int serverBansCount;
//===========================================================
//
// 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 );
#ifndef STANDALONE
void SV_AuthorizeIpPacket( netadr_t from );
#endif
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 );
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