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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "sv_local.h"
server_static_t svs; // persistant server info
server_t sv; // local server
void SV_ClientReset( client_t *client ) {
if( client->state < cs_connected ) {
return;
}
// any partially connected client will be restarted
client->state = cs_connected;
client->lastframe = -1;
client->frames_nodelta = 0;
client->send_delta = 0;
client->surpressCount = 0;
memset( &client->lastcmd, 0, sizeof( client->lastcmd ) );
}
#if USE_FPS
static void set_frame_time( void ) {
int i = sv_fps->integer / 10;
clamp( i, 1, 6 );
sv.frametime = 100 / i;
sv.framemult = i;
Cvar_SetInteger( sv_fps, i * 10, CVAR_SET_DIRECT );
}
#endif
#if !USE_CLIENT
static void resolve_masters( void ) {
master_t *m;
time_t now, delta;
now = time( NULL );
FOR_EACH_MASTER( m ) {
// re-resolve valid address after one day,
// resolve invalid address after three hours
delta = m->adr.port ? 24*60*60 : 3*60*60;
if( now < m->last_resolved ) {
m->last_resolved = now;
continue;
}
if( now - m->last_resolved < delta ) {
continue;
}
if( NET_StringToAdr( m->name, &m->adr, PORT_MASTER ) ) {
Com_DPrintf( "Master server at %s.\n", NET_AdrToString( &m->adr ) );
} else {
Com_WPrintf( "Couldn't resolve master: %s\n", m->name );
m->adr.port = 0;
}
m->last_resolved = now = time( NULL );
}
}
#endif
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
*/
static void SV_SpawnServer( cm_t *cm, const char *server, const char *spawnpoint ) {
int i;
char string[MAX_QPATH];
client_t *client;
Com_Printf( "------- Server Initialization -------\n" );
Com_Printf( "SpawnServer: %s\n", server );
CM_FreeMap( &sv.cm );
// wipe the entire per-level structure
memset( &sv, 0, sizeof( sv ) );
sv.spawncount = ( rand() | ( rand() << 16 ) ) ^ Sys_Milliseconds();
sv.spawncount &= 0x7FFFFFFF;
// reset entity counter
svs.nextEntityStates = 0;
// save name for levels that don't set message
Q_strlcpy( sv.configstrings[CS_NAME], server, MAX_QPATH );
Q_strlcpy( sv.name, server, sizeof( sv.name ) );
if( Cvar_VariableInteger( "deathmatch" ) ) {
sprintf( sv.configstrings[CS_AIRACCEL],
"%d", sv_airaccelerate->integer );
} else {
strcpy( sv.configstrings[CS_AIRACCEL], "0" );
}
FOR_EACH_CLIENT( client ) {
// needs to reconnect
SV_ClientReset( client );
client->spawncount = sv.spawncount;
}
#if !USE_CLIENT
resolve_masters();
#endif
Q_concat( string, sizeof( string ), "maps/", server, ".bsp", NULL );
sv.cm = *cm;
strcpy( sv.configstrings[CS_MODELS + 1], string );
sprintf( sv.configstrings[CS_MAPCHECKSUM], "%d", ( int )cm->cache->checksum );
for( i = 1; i < sv.cm.cache->nummodels; i++ ) {
sprintf( sv.configstrings[ CS_MODELS + 1 + i ], "*%d", i );
}
//
// clear physics interaction links
//
SV_ClearWorld();
//
// spawn the rest of the entities on the map
//
#if USE_FPS
set_frame_time();
#endif
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
// load and spawn all other entities
ge->SpawnEntities ( sv.name, cm->cache->entitystring, spawnpoint );
// run two frames to allow everything to settle
ge->RunFrame ();
ge->RunFrame ();
// make sure maxclients string is correct
sprintf( sv.configstrings[CS_MAXCLIENTS], "%d", sv_maxclients->integer );
// all precaches are complete
sv.state = ss_game;
#if USE_MVD_SERVER
// respawn dummy MVD client, set base states, etc
SV_MvdMapChanged();
#endif
// set serverinfo variable
SV_InfoSet( "mapname", sv.name );
SV_InfoSet( "port", net_port->string );
Cvar_SetInteger( sv_running, ss_game, FROM_CODE );
Cvar_Set( "sv_paused", "0" );
Cvar_Set( "timedemo", "0" );
EXEC_TRIGGER( sv_changemapcmd );
#if USE_SYSCON
SV_SetConsoleTitle();
#endif
Com_Printf ("-------------------------------------\n");
}
/*
==============
SV_InitGame
A brand new game has been started.
If ismvd is true, load the built-in MVD game module.
==============
*/
void SV_InitGame( qboolean ismvd ) {
int i, entnum;
edict_t *ent;
client_t *client;
if( svs.initialized ) {
// cause any connected clients to reconnect
SV_Shutdown( "Server restarted\n", KILL_RESTART );
} else {
#if USE_CLIENT
// make sure the client is down
CL_Disconnect( ERR_SILENT, NULL );
SCR_BeginLoadingPlaque();
#endif
CM_FreeMap( &sv.cm );
memset( &sv, 0, sizeof( sv ) );
}
// get any latched variable changes (maxclients, etc)
Cvar_GetLatchedVars ();
#if !USE_CLIENT
Cvar_Reset( sv_recycle );
#endif
if( ismvd ) {
Cvar_Set( "deathmatch", "1" );
Cvar_Set( "coop", "0" );
} else {
if( Cvar_VariableInteger( "coop" ) &&
Cvar_VariableInteger( "deathmatch" ) )
{
Com_Printf( "Deathmatch and Coop both set, disabling Coop\n" );
Cvar_Set( "coop", "0" );
}
// dedicated servers can't be single player and are usually DM
// so unless they explicity set coop, force it to deathmatch
if( Com_IsDedicated() ) {
if( !Cvar_VariableInteger( "coop" ) )
Cvar_Set( "deathmatch", "1" );
}
}
// init clients
if( Cvar_VariableInteger( "deathmatch" ) ) {
if( sv_maxclients->integer <= 1 ) {
Cvar_SetInteger( sv_maxclients, 8, FROM_CODE );
} else if( sv_maxclients->integer > CLIENTNUM_RESERVED ) {
Cvar_SetInteger( sv_maxclients, CLIENTNUM_RESERVED, FROM_CODE );
}
} else if( Cvar_VariableInteger( "coop" ) ) {
if( sv_maxclients->integer <= 1 || sv_maxclients->integer > 4 )
Cvar_Set( "maxclients", "4" );
} else { // non-deathmatch, non-coop is one player
Cvar_FullSet( "maxclients", "1", CVAR_SERVERINFO|CVAR_LATCH, FROM_CODE );
}
// enable networking
if( sv_maxclients->integer > 1 ) {
NET_Config( NET_SERVER );
}
svs.udp_client_pool = SV_Mallocz( sizeof( client_t ) * sv_maxclients->integer );
svs.numEntityStates = sv_maxclients->integer * UPDATE_BACKUP * MAX_PACKET_ENTITIES;
svs.entityStates = SV_Mallocz( sizeof( entity_state_t ) * svs.numEntityStates );
#if USE_MVD_SERVER
// initialize MVD server
if( !ismvd ) {
SV_MvdInit();
}
#endif
Cvar_ClampInteger( sv_reserved_slots, 0, sv_maxclients->integer - 1 );
#if USE_ZLIB
svs.z.zalloc = SV_Zalloc;
svs.z.zfree = SV_Zfree;
if( deflateInit2( &svs.z, Z_DEFAULT_COMPRESSION, Z_DEFLATED,
-MAX_WBITS, 9, Z_DEFAULT_STRATEGY ) != Z_OK )
{
Com_Error( ERR_FATAL, "%s: deflateInit2() failed", __func__ );
}
#endif
// init game
#if USE_MVD_CLIENT
if( ismvd ) {
if( ge ) {
SV_ShutdownGameProgs();
}
ge = &mvd_ge;
ge->Init();
} else
#endif
SV_InitGameProgs();
// send heartbeat very soon
svs.last_heartbeat = -(HEARTBEAT_SECONDS-5)*1000;
List_Init( &svs.udp_client_list );
for( i = 0; i < sv_maxclients->integer; i++ ) {
client = svs.udp_client_pool + i;
entnum = i + 1;
ent = EDICT_NUM( entnum );
ent->s.number = entnum;
client->edict = ent;
client->number = i;
}
#if USE_AC_SERVER
AC_Connect( ismvd );
#endif
svs.initialized = qtrue;
}
/*
======================
SV_Map
the full syntax is:
map [*]<map>$<startspot>+<nextserver>
command from the console or progs.
Map can also be a.cin, .pcx, or .dm2 file
Nextserver is used to allow a cinematic to play, then proceed to
another level:
map tram.cin+jail_e3
======================
*/
void SV_Map (const char *levelstring, qboolean restart) {
char level[MAX_QPATH];
char spawnpoint[MAX_QPATH];
char expanded[MAX_QPATH];
char *ch;
cm_t cm;
qerror_t ret;
// skip the end-of-unit flag if necessary
if( *levelstring == '*' ) {
levelstring++;
}
// save levelstring as it typically points to cmd_argv
Q_strlcpy( level, levelstring, sizeof( level ) );
// if there is a + in the map, set nextserver to the remainder
ch = strchr(level, '+');
if (ch) {
*ch = 0;
Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1));
} else {
Cvar_Set ("nextserver", "");
}
// if there is a $, use the remainder as a spawnpoint
ch = strchr( level, '$' );
if( ch ) {
*ch = 0;
strcpy( spawnpoint, ch + 1 );
} else {
spawnpoint[0] = 0;
}
Q_concat( expanded, sizeof( expanded ), "maps/", level, ".bsp", NULL );
ret = CM_LoadMap( &cm, expanded );
if( ret ) {
Com_Printf( "Couldn't load %s: %s\n", expanded, Q_ErrorString( ret ) );
return;
}
if( sv.state != ss_game || restart ) {
SV_InitGame( qfalse ); // the game is just starting
}
// change state to loading
if( sv.state > ss_loading ) {
sv.state = ss_loading;
}
#if USE_CLIENT
SCR_BeginLoadingPlaque(); // for local system
#endif
SV_BroadcastCommand( "changing map=%s\n", level );
SV_SendClientMessages();
SV_SendAsyncPackets();
SV_SpawnServer( &cm, level, spawnpoint );
SV_BroadcastCommand( "reconnect\n" );
}
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