/
sv_init.cpp
1115 lines (922 loc) · 30.4 KB
/
sv_init.cpp
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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "server.h"
#include "ghoul2/G2.h"
#include "qcommon/cm_public.h"
#include "qcommon/MiniHeap.h"
#include "qcommon/stringed_ingame.h"
#include "sv_gameapi.h"
/*
===============
SV_SendConfigstring
Creates and sends the server command necessary to update the CS index for the
given client
===============
*/
static void SV_SendConfigstring(client_t *client, int index)
{
int maxChunkSize = MAX_STRING_CHARS - 24;
int len;
len = strlen(sv.configstrings[index]);
if( len >= maxChunkSize ) {
int sent = 0;
int remaining = len;
char *cmd;
char buf[MAX_STRING_CHARS];
while (remaining > 0 ) {
if ( sent == 0 ) {
cmd = "bcs0";
}
else if( remaining < maxChunkSize ) {
cmd = "bcs2";
}
else {
cmd = "bcs1";
}
Q_strncpyz( buf, &sv.configstrings[index][sent],
maxChunkSize );
SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
index, buf );
sent += (maxChunkSize - 1);
remaining -= (maxChunkSize - 1);
}
} else {
// standard cs, just send it
SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
sv.configstrings[index] );
}
}
/*
===============
SV_UpdateConfigstrings
Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
Configstring indexes that have changed while the client was in CS_PRIMED
===============
*/
void SV_UpdateConfigstrings(client_t *client)
{
int index;
for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
// if the CS hasn't changed since we went to CS_PRIMED, ignore
if(!client->csUpdated[index])
continue;
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity &&
(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
client->csUpdated[index] = qfalse;
}
}
/*
===============
SV_SetConfigstring
===============
*/
void SV_SetConfigstring (int index, const char *val) {
int i;
client_t *client;
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
}
if ( !val ) {
val = "";
}
// don't bother broadcasting an update if no change
if ( !strcmp( val, sv.configstrings[ index ] ) ) {
return;
}
// change the string in sv
Z_Free( sv.configstrings[index] );
sv.configstrings[index] = CopyString( val );
// send it to all the clients if we aren't
// spawning a new server
if ( sv.state == SS_GAME || sv.restarting ) {
// send the data to all relevent clients
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if ( client->state < CS_ACTIVE ) {
if ( client->state == CS_PRIMED )
client->csUpdated[ index ] = qtrue;
continue;
}
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
}
}
}
/*
===============
SV_GetConfigstring
===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
}
if ( !sv.configstrings[index] ) {
buffer[0] = 0;
return;
}
Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
}
/*
===============
SV_SetUserinfo
===============
*/
void SV_SetUserinfo( int index, const char *val ) {
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
}
if ( !val ) {
val = "";
}
Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
}
/*
===============
SV_GetUserinfo
===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
}
Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline( void ) {
sharedEntity_t *svent;
int entnum;
for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
svent = SV_GentityNum(entnum);
if (!svent->r.linked) {
continue;
}
svent->s.number = entnum;
//
// take current state as baseline
//
sv.svEntities[entnum].baseline = svent->s;
}
}
/*
===============
SV_BoundMaxClients
===============
*/
void SV_BoundMaxClients( int minimum ) {
// get the current maxclients value
Cvar_Get( "sv_maxclients", "8", 0 );
sv_maxclients->modified = qfalse;
if ( sv_maxclients->integer < minimum ) {
Cvar_Set( "sv_maxclients", va("%i", minimum) );
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
}
}
/*
===============
SV_Startup
Called when a host starts a map when it wasn't running
one before. Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
void SV_Startup( void ) {
if ( svs.initialized ) {
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
}
SV_BoundMaxClients( 1 );
svs.clients = (struct client_s *)Z_Malloc (sizeof(client_t) * sv_maxclients->integer, TAG_CLIENTS, qtrue );
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
Cvar_Set( "r_ghoul2animsmooth", "0");
Cvar_Set( "r_ghoul2unsqashaftersmooth", "0");
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
SV_ChallengeInit();
svs.initialized = qtrue;
// Don't respect sv_killserver unless a server is actually running
if ( sv_killserver->integer ) {
Cvar_Set( "sv_killserver", "0" );
}
Cvar_Set( "sv_running", "1" );
}
/*
Ghoul2 Insert Start
*/
void SV_InitSV(void)
{
// clear out most of the sv struct
memset(&sv, 0, (sizeof(sv)));
sv.mLocalSubBSPIndex = -1;
}
/*
Ghoul2 Insert End
*/
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i;
client_t *oldClients;
int count;
// get the highest client number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = (struct client_s *)Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients arrays
Z_Free( svs.clients );
// allocate new clients
svs.clients = (struct client_s *)Z_Malloc ( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS, qtrue );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
for ( i = 0 ; i < count ; i++ ) {
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
}
}
// free the old clients on the hunk
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
}
/*
================
SV_ClearServer
================
*/
void SV_ClearServer(void) {
int i;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( sv.configstrings[i] ) {
Z_Free( sv.configstrings[i] );
}
}
// CM_ClearMap();
/*
Ghoul2 Insert Start
*/
// nope, can't do this anymore.. sv contains entitystates with STL in them.
// memset (&sv, 0, sizeof(sv));
SV_InitSV();
/*
Ghoul2 Insert End
*/
// Com_Memset (&sv, 0, sizeof(sv));
}
/*
================
SV_TouchCGame
touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
================
*/
void SV_TouchCGame(void) {
fileHandle_t f;
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof(filename), "cgamex86.dll" );
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
}
}
void SV_SendMapChange(void)
{
int i;
if (svs.clients)
{
for (i=0 ; i<sv_maxclients->integer ; i++)
{
if (svs.clients[i].state >= CS_CONNECTED)
{
if ( svs.clients[i].netchan.remoteAddress.type != NA_BOT ||
svs.clients[i].demo.demorecording )
{
SV_SendClientMapChange( &svs.clients[i] ) ;
}
}
}
}
}
extern void SV_SendClientGameState( client_t *client );
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) {
int i;
int checksum;
qboolean isBot;
char systemInfo[16384];
const char *p;
SV_StopAutoRecordDemos();
SV_SendMapChange();
re->RegisterMedia_LevelLoadBegin(server, eForceReload);
// shut down the existing game if it is running
SV_ShutdownGameProgs();
svs.gameStarted = qfalse;
Com_Printf ("------ Server Initialization ------\n");
Com_Printf ("Server: %s\n",server);
/*
Ghoul2 Insert Start
*/
// de allocate the snapshot entities
if (svs.snapshotEntities)
{
delete[] svs.snapshotEntities;
svs.snapshotEntities = NULL;
}
/*
Ghoul2 Insert End
*/
SV_SendMapChange();
// if not running a dedicated server CL_MapLoading will connect the client to the server
// also print some status stuff
CL_MapLoading();
#ifndef DEDICATED
// make sure all the client stuff is unloaded
CL_ShutdownAll( qfalse );
#endif
CM_ClearMap();
// clear the whole hunk because we're (re)loading the server
Hunk_Clear();
re->InitSkins();
re->InitShaders(qtrue);
// init client structures and svs.numSnapshotEntities
if ( !Cvar_VariableValue("sv_running") ) {
SV_Startup();
} else {
// check for maxclients change
if ( sv_maxclients->modified ) {
SV_ChangeMaxClients();
}
}
SV_SendMapChange();
/*
Ghoul2 Insert Start
*/
// clear out those shaders, images and Models as long as this
// isnt a dedicated server.
/*
if ( !com_dedicated->integer )
{
#ifndef DEDICATED
R_InitImages();
R_InitShaders();
R_ModelInit();
#endif
}
else
*/
if (com_dedicated->integer)
{
re->SVModelInit();
}
SV_SendMapChange();
// clear pak references
FS_ClearPakReferences(0);
/*
Ghoul2 Insert Start
*/
// allocate the snapshot entities on the hunk
// svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
svs.nextSnapshotEntities = 0;
// allocate the snapshot entities
svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities];
// we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty
memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities);
/*
Ghoul2 Insert End
*/
// toggle the server bit so clients can detect that a
// server has changed
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// set nextmap to the same map, but it may be overriden
// by the game startup or another console command
Cvar_Set( "nextmap", "map_restart 0");
// Cvar_Set( "nextmap", va("map %s", server) );
for (i=0 ; i<sv_maxclients->integer ; i++) {
// save when the server started for each client already connected
if (svs.clients[i].state >= CS_CONNECTED) {
svs.clients[i].oldServerTime = svs.time;
}
}
// wipe the entire per-level structure
SV_ClearServer();
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
sv.configstrings[i] = CopyString("");
}
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
// make sure we are not paused
Cvar_Set("cl_paused", "0");
// get a new checksum feed and restart the file system
srand(Com_Milliseconds());
sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
FS_Restart( sv.checksumFeed );
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
SV_SendMapChange();
// set serverinfo visible name
Cvar_Set( "mapname", server );
Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
// serverid should be different each time
sv.serverId = com_frameTime;
sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
time( &sv.realMapTimeStarted );
sv.demosPruned = qfalse;
// clear physics interaction links
SV_ClearWorld ();
// media configstring setting should be done during
// the loading stage, so connected clients don't have
// to load during actual gameplay
sv.state = SS_LOADING;
// load and spawn all other entities
SV_InitGameProgs();
// don't allow a map_restart if game is modified
sv_gametype->modified = qfalse;
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
GVM_RunFrame( sv.time );
SV_BotFrame( sv.time );
sv.time += 100;
svs.time += 100;
}
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
// create a baseline for more efficient communications
SV_CreateBaseline ();
for (i=0 ; i<sv_maxclients->integer ; i++) {
// send the new gamestate to all connected clients
if (svs.clients[i].state >= CS_CONNECTED) {
char *denied;
if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
if ( killBots ) {
SV_DropClient( &svs.clients[i], "" );
continue;
}
isBot = qtrue;
}
else {
isBot = qfalse;
}
// connect the client again
denied = GVM_ClientConnect( i, qfalse, isBot ); // firstTime = qfalse
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( &svs.clients[i], denied );
} else {
if( !isBot ) {
// when we get the next packet from a connected client,
// the new gamestate will be sent
svs.clients[i].state = CS_CONNECTED;
}
else {
client_t *client;
sharedEntity_t *ent;
client = &svs.clients[i];
client->state = CS_ACTIVE;
ent = SV_GentityNum( i );
ent->s.number = i;
client->gentity = ent;
client->deltaMessage = -1;
client->nextSnapshotTime = svs.time; // generate a snapshot immediately
GVM_ClientBegin( i );
}
}
}
}
// run another frame to allow things to look at all the players
GVM_RunFrame( sv.time );
SV_BotFrame( sv.time );
sv.time += 100;
svs.time += 100;
//rww - RAGDOLL_BEGIN
re->G2API_SetTime(sv.time,0);
//rww - RAGDOLL_END
if ( sv_pure->integer ) {
// the server sends these to the clients so they will only
// load pk3s also loaded at the server
p = FS_LoadedPakChecksums();
Cvar_Set( "sv_paks", p );
if (strlen(p) == 0) {
Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
}
p = FS_LoadedPakNames();
Cvar_Set( "sv_pakNames", p );
// if a dedicated pure server we need to touch the cgame because it could be in a
// seperate pk3 file and the client will need to load the latest cgame.qvm
if ( com_dedicated->integer ) {
SV_TouchCGame();
}
}
else {
Cvar_Set( "sv_paks", "" );
Cvar_Set( "sv_pakNames", "" );
}
// the server sends these to the clients so they can figure
// out which pk3s should be auto-downloaded
p = FS_ReferencedPakChecksums();
Cvar_Set( "sv_referencedPaks", p );
p = FS_ReferencedPakNames();
Cvar_Set( "sv_referencedPakNames", p );
// save systeminfo and serverinfo strings
Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
// any media configstring setting now should issue a warning
// and any configstring changes should be reliably transmitted
// to all clients
sv.state = SS_GAME;
// send a heartbeat now so the master will get up to date info
SV_Heartbeat_f();
Hunk_SetMark();
/* MrE: 2000-09-13: now called in CL_DownloadsComplete
// don't call when running dedicated
if ( !com_dedicated->integer ) {
// note that this is called after setting the hunk mark with Hunk_SetMark
CL_StartHunkUsers();
}
*/
for ( client_t *client = svs.clients; client - svs.clients < sv_maxclients->integer; client++) {
// bots will not request gamestate, so it must be manually sent
// cannot do this above where it says it will because mapname is not set at that time
if ( client->netchan.remoteAddress.type == NA_BOT && client->demo.demorecording ) {
SV_SendClientGameState( client );
}
}
SV_BeginAutoRecordDemos();
}
/*
===============
SV_Init
Only called at main exe startup, not for each game
===============
*/
void SV_BotInitBotLib(void);
#ifdef DEDICATED
#define G2_VERT_SPACE_SERVER_SIZE 256
IHeapAllocator *G2VertSpaceServer = NULL;
CMiniHeap IHeapAllocator_singleton(G2_VERT_SPACE_SERVER_SIZE * 1024);
/*
================
CL_RefPrintf
DLL glue
================
*/
void QDECL SV_RefPrintf( int print_level, const char *fmt, ...) {
va_list argptr;
char msg[MAXPRINTMSG];
va_start (argptr,fmt);
Q_vsnprintf(msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if ( print_level == PRINT_ALL ) {
Com_Printf ("%s", msg);
} else if ( print_level == PRINT_WARNING ) {
Com_Printf (S_COLOR_YELLOW "%s", msg); // yellow
} else if ( print_level == PRINT_DEVELOPER ) {
Com_DPrintf (S_COLOR_RED "%s", msg); // red
}
}
qboolean Com_TheHunkMarkHasBeenMade(void);
//qcommon/vm.cpp
extern vm_t *currentVM;
//qcommon/cm_load.cpp
extern void *gpvCachedMapDiskImage;
extern qboolean gbUsingCachedMapDataRightNow;
static char *GetSharedMemory( void ) { return sv.mSharedMemory; }
static vm_t *GetCurrentVM( void ) { return currentVM; }
static void *CM_GetCachedMapDiskImage( void ) { return gpvCachedMapDiskImage; }
static void CM_SetCachedMapDiskImage( void *ptr ) { gpvCachedMapDiskImage = ptr; }
static void CM_SetUsingCache( qboolean usingCache ) { gbUsingCachedMapDataRightNow = usingCache; }
//server stuff D:
extern void SV_GetConfigstring( int index, char *buffer, int bufferSize );
extern void SV_SetConfigstring( int index, const char *val );
static IHeapAllocator *GetG2VertSpaceServer( void ) {
return G2VertSpaceServer;
}
refexport_t *re = NULL;
static void SV_InitRef( void ) {
static refimport_t ri;
refexport_t *ret;
Com_Printf( "----- Initializing Renderer ----\n" );
memset( &ri, 0, sizeof( ri ) );
//set up the import table
ri.Printf = SV_RefPrintf;
ri.Error = Com_Error;
ri.OPrintf = Com_OPrintf;
ri.Milliseconds = Sys_Milliseconds2; //FIXME: unix+mac need this
ri.Hunk_AllocateTempMemory = Hunk_AllocateTempMemory;
ri.Hunk_FreeTempMemory = Hunk_FreeTempMemory;
ri.Hunk_Alloc = Hunk_Alloc;
ri.Hunk_MemoryRemaining = Hunk_MemoryRemaining;
ri.Z_Malloc = Z_Malloc;
ri.Z_Free = Z_Free;
ri.Z_MemSize = Z_MemSize;
ri.Z_MorphMallocTag = Z_MorphMallocTag;
ri.Cmd_ExecuteString = Cmd_ExecuteString;
ri.Cmd_Argc = Cmd_Argc;
ri.Cmd_Argv = Cmd_Argv;
ri.Cmd_ArgsBuffer = Cmd_ArgsBuffer;
ri.Cmd_AddCommand = Cmd_AddCommand;
ri.Cmd_RemoveCommand = Cmd_RemoveCommand;
ri.Cvar_Set = Cvar_Set;
ri.Cvar_Get = Cvar_Get;
ri.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
ri.Cvar_VariableString = Cvar_VariableString;
ri.Cvar_VariableValue = Cvar_VariableValue;
ri.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
ri.Sys_LowPhysicalMemory = Sys_LowPhysicalMemory;
ri.SE_GetString = SE_GetString;
ri.FS_FreeFile = FS_FreeFile;
ri.FS_FreeFileList = FS_FreeFileList;
ri.FS_Read = FS_Read;
ri.FS_ReadFile = FS_ReadFile;
ri.FS_FCloseFile = FS_FCloseFile;
ri.FS_FOpenFileRead = FS_FOpenFileRead;
ri.FS_FOpenFileWrite = FS_FOpenFileWrite;
ri.FS_FOpenFileByMode = FS_FOpenFileByMode;
ri.FS_FileExists = FS_FileExists;
ri.FS_FileIsInPAK = FS_FileIsInPAK;
ri.FS_ListFiles = FS_ListFiles;
ri.FS_Write = FS_Write;
ri.FS_WriteFile = FS_WriteFile;
ri.CM_BoxTrace = CM_BoxTrace;
ri.CM_DrawDebugSurface = CM_DrawDebugSurface;
// ri.CM_CullWorldBox = CM_CullWorldBox;
// ri.CM_TerrainPatchIterate = CM_TerrainPatchIterate;
// ri.CM_RegisterTerrain = CM_RegisterTerrain;
// ri.CM_ShutdownTerrain = CM_ShutdownTerrain;
ri.CM_ClusterPVS = CM_ClusterPVS;
ri.CM_LeafArea = CM_LeafArea;
ri.CM_LeafCluster = CM_LeafCluster;
ri.CM_PointLeafnum = CM_PointLeafnum;
ri.CM_PointContents = CM_PointContents;
ri.Com_TheHunkMarkHasBeenMade = Com_TheHunkMarkHasBeenMade;
// ri.S_RestartMusic = S_RestartMusic;
// ri.SND_RegisterAudio_LevelLoadEnd = SND_RegisterAudio_LevelLoadEnd;
// ri.CIN_RunCinematic = CIN_RunCinematic;
// ri.CIN_PlayCinematic = CIN_PlayCinematic;
// ri.CIN_UploadCinematic = CIN_UploadCinematic;
// ri.CL_WriteAVIVideoFrame = CL_WriteAVIVideoFrame;
// g2 data access
ri.GetSharedMemory = GetSharedMemory;
// (c)g vm callbacks
ri.GetCurrentVM = GetCurrentVM;
// ri.CGVMLoaded = CGVMLoaded;
// ri.CGVM_RagCallback = CGVM_RagCallback;
// ugly win32 backend
ri.CM_GetCachedMapDiskImage = CM_GetCachedMapDiskImage;
ri.CM_SetCachedMapDiskImage = CM_SetCachedMapDiskImage;
ri.CM_SetUsingCache = CM_SetUsingCache;
//FIXME: Might have to do something about this...
ri.GetG2VertSpaceServer = GetG2VertSpaceServer;
G2VertSpaceServer = &IHeapAllocator_singleton;
ret = GetRefAPI( REF_API_VERSION, &ri );
// Com_Printf( "-------------------------------\n");
if ( !ret ) {
Com_Error (ERR_FATAL, "Couldn't initialize refresh" );
}
re = ret;
}
#endif
void SV_Init (void) {
time( &svs.startTime );
SV_AddOperatorCommands ();
// serverinfo vars
Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
Cvar_Get ("capturelimit", "0", CVAR_SERVERINFO);
// Get these to establish them and to make sure they have a default before the menus decide to stomp them.
Cvar_Get ("g_maxHolocronCarry", "3", CVAR_SERVERINFO);
Cvar_Get ("g_privateDuel", "1", CVAR_SERVERINFO );
Cvar_Get ("g_saberLocking", "1", CVAR_SERVERINFO );
Cvar_Get ("g_maxForceRank", "7", CVAR_SERVERINFO );
Cvar_Get ("duel_fraglimit", "10", CVAR_SERVERINFO);
Cvar_Get ("g_forceBasedTeams", "0", CVAR_SERVERINFO);
Cvar_Get ("g_duelWeaponDisable", "1", CVAR_SERVERINFO);
sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, "Server gametype value" );
sv_needpass = Cvar_Get ("g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, "Server needs password to join" );
Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO, "Number of reserved client slots available with password" );
Cvar_CheckRange( sv_privateClients, 0, MAX_CLIENTS, qtrue );
sv_hostname = Cvar_Get ("sv_hostname", "*Jedi*", CVAR_SERVERINFO | CVAR_ARCHIVE, "The name of the server that is displayed in the serverlist" );
sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH, "Max. connected clients" );
//cvar_t *sv_ratePolicy; // 1-2
//cvar_t *sv_clientRate;
sv_ratePolicy = Cvar_Get( "sv_ratePolicy", "1", CVAR_ARCHIVE, "Determines which policy of enforcement is used for client's \"rate\" cvar" );
Cvar_CheckRange(sv_ratePolicy, 1, 2, qtrue);
sv_clientRate = Cvar_Get( "sv_clientRate", "50000", CVAR_ARCHIVE);
sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, "Min bandwidth rate allowed on server. Use 0 for unlimited." );
sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, "Max bandwidth rate allowed on server. Use 0 for unlimited." );
sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO, "Protect against flooding of server commands" );
// systeminfo
Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM, "Allow cheats on server if set to 1" );
sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO, "Pure server" );
Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
// server vars
sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
sv_snapsMin = Cvar_Get ("sv_snapsMin", "10", CVAR_ARCHIVE ); // 1 <=> sv_snapsMax
sv_snapsMax = Cvar_Get ("sv_snapsMax", "40", CVAR_ARCHIVE ); // sv_snapsMin <=> sv_fps
sv_snapsPolicy = Cvar_Get ("sv_snapsPolicy", "1", CVAR_ARCHIVE, "Determines which policy of enforcement is used for client's \"snaps\" cvar");
Cvar_CheckRange(sv_snapsPolicy, 0, 2, qtrue);
sv_fps = Cvar_Get ("sv_fps", "40", CVAR_SERVERINFO, "Server frames per second" );
sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
Cvar_Get ("nextmap", "", CVAR_TEMP );
sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO, "Allow clients to download mod files via UDP from the server");
sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, CVAR_PROTECTED );
sv_master[1] = Cvar_Get ("sv_master2", JKHUB_MASTER_SERVER_NAME, CVAR_PROTECTED);
for(int index = 2; index < MAX_MASTER_SERVERS; index++)
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", CVAR_ARCHIVE|CVAR_PROTECTED);
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
sv_showghoultraces = Cvar_Get ("sv_showghoultraces", "0", 0);
sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
sv_filterCommands = Cvar_Get( "sv_filterCommands", "0", CVAR_ARCHIVE );