#include <u.h>#include <libc.h>#include <stdio.h>#include "dat.h"#include "fns.h" server_static_t svs; // persistant server infoserver_t sv; // local server /*================SV_FindIndex ================*/int SV_FindIndex (char *name, int start, int max, qboolean create){ int i; if (!name || !name[0]) return 0; for (i=1 ; i<max && sv.configstrings[start+i][0] ; i++) if (!strcmp(sv.configstrings[start+i], name)) return i; if (!create) return 0; if (i == max) Com_Error (ERR_DROP, "*Index: overflow"); strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i])); if (sv.state != ss_loading) { // send the update to everyone SZ_Clear (&sv.multicast); MSG_WriteChar (&sv.multicast, svc_configstring); MSG_WriteShort (&sv.multicast, start+i); MSG_WriteString (&sv.multicast, name); SV_Multicast (vec3_origin, MULTICAST_ALL_R); } return i;} int SV_ModelIndex (char *name){ return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);} int SV_SoundIndex (char *name){ return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);} int SV_ImageIndex (char *name){ return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);} /*================SV_CreateBaseline Entity baselines are used to compress the update messagesto the clients -- only the fields that differ from thebaseline will be transmitted================*/void SV_CreateBaseline (void){ edict_t *svent; int entnum; for (entnum = 1; entnum < ge->num_edicts ; entnum++) { svent = EDICT_NUM(entnum); if (!svent->inuse) continue; if (!svent->s.modelindex && !svent->s.sound && !svent->s.effects) continue; svent->s.number = entnum; // // take current state as baseline // VectorCopy (svent->s.origin, svent->s.old_origin); sv.baselines[entnum] = svent->s; }} /*=================SV_CheckForSavegame=================*/void SV_CheckForSavegame (void){ char name[MAX_OSPATH]; FILE *f; int i; if (sv_noreload->value) return; if (Cvar_VariableValue ("deathmatch")) return; Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name); f = fopen (name, "rb"); if (!f) return; // no savegame fclose (f); SV_ClearWorld (); // get configstrings and areaportals SV_ReadLevelFile (); if (!sv.loadgame) { // coming back to a level after being in a different // level, so run it for ten seconds // rlava2 was sending too many lightstyles, and overflowing the // reliable data. temporarily changing the server state to loading // prevents these from being passed down. server_state_t previousState; // PGM previousState = sv.state; // PGM sv.state = ss_loading; // PGM for (i=0 ; i<100 ; i++) ge->RunFrame (); sv.state = previousState; // PGM }} /*================SV_SpawnServer Change the server to a new map, taking all connectedclients along with it. ================*/void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame){ int i; unsigned checksum; if (attractloop) Cvar_Set ("paused", "0"); Com_Printf ("------- Server Initialization -------\n"); Com_DPrintf ("SpawnServer: %s\n",server); if (sv.demofile) fclose (sv.demofile); svs.spawncount++; // any partially connected client will be // restarted sv.state = ss_dead; Com_SetServerState (sv.state); // wipe the entire per-level structure memset (&sv, 0, sizeof(sv)); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; // save name for levels that don't set message strcpy (sv.configstrings[CS_NAME], server); if (Cvar_VariableValue ("deathmatch")) { sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value); pm_airaccelerate = sv_airaccelerate->value; } else { strcpy(sv.configstrings[CS_AIRACCEL], "0"); pm_airaccelerate = 0; } SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf)); strcpy (sv.name, server); // leave slots at start for clients only for (i=0 ; i<maxclients->value ; i++) { // needs to reconnect if (svs.clients[i].state > cs_connected) svs.clients[i].state = cs_connected; svs.clients[i].lastframe = -1; } sv.time = 1000; strcpy (sv.name, server); strcpy (sv.configstrings[CS_NAME], server); if (serverstate != ss_game) { sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map } else { Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]), "maps/%s.bsp", server); sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum); } Com_sprintf (sv.configstrings[CS_MAPCHECKSUM],sizeof(sv.configstrings[CS_MAPCHECKSUM]), "%i", checksum); // // clear physics interaction links // SV_ClearWorld (); for (i=1 ; i< CM_NumInlineModels() ; i++) { Com_sprintf (sv.configstrings[CS_MODELS+1+i], sizeof(sv.configstrings[CS_MODELS+1+i]), "*%i", i); sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]); } // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; Com_SetServerState (sv.state); // load and spawn all other entities ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint ); // run two frames to allow everything to settle ge->RunFrame (); ge->RunFrame (); // all precaches are complete sv.state = serverstate; Com_SetServerState (sv.state); // create a baseline for more efficient communications SV_CreateBaseline (); // check for a savegame SV_CheckForSavegame (); // set serverinfo variable Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET); Com_Printf ("-------------------------------------\n");} /*==============SV_InitGame A brand new game has been started==============*/void SV_InitGame (void){ int i; edict_t *ent; if (svs.initialized) { // cause any connected clients to reconnect SV_Shutdown ("Server restarted\n", true); } else { // make sure the client is down CL_Drop (); SCR_BeginLoadingPlaque (); } // get any latched variable changes (maxclients, etc) Cvar_GetLatchedVars (); svs.initialized = true; if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch")) { Com_Printf("Deathmatch and Coop both set, disabling Coop\n"); Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH); } // dedicated servers are can't be single player and are usually DM // so unless they explicity set coop, force it to deathmatch if (dedicated->value) { if (!Cvar_VariableValue ("coop")) Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH); } // init clients if (Cvar_VariableValue ("deathmatch")) { if (maxclients->value <= 1) Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); else if (maxclients->value > MAX_CLIENTS) Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH); } else if (Cvar_VariableValue ("coop")) { if (maxclients->value <= 1 || maxclients->value > 4) Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); } else // non-deathmatch, non-coop is one player { Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH); } svs.spawncount = rand(); svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value); svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64; svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities); // init network stuff NET_Config ( (maxclients->value > 1) ); // heartbeats will always be sent to the id master svs.last_heartbeat = -99999; // send immediately // init game SV_InitGameProgs (); for (i=0 ; i<maxclients->value ; i++) { ent = EDICT_NUM(i+1); ent->s.number = i+1; svs.clients[i].edict = ent; memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd)); }} /*======================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 fileNextserver is used to allow a cinematic to play, then proceed toanother level: map tram.cin+jail_e3======================*/void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame){ char level[MAX_QPATH]; char *ch; int l; char spawnpoint[MAX_QPATH]; sv.loadgame = loadgame; sv.attractloop = attractloop; if (sv.state == ss_dead && !sv.loadgame) SV_InitGame (); // the game is just starting strcpy (level, levelstring); // if there is a + in the map, set nextserver to the remainder ch = strstr(level, "+"); if (ch) { *ch = 0; Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1)); } else Cvar_Set ("nextserver", ""); //ZOID special hack for end game screen in coop mode if (Cvar_VariableValue ("coop") && !cistrcmp(level, "victory.pcx")) Cvar_Set ("nextserver", "gamemap \"*base1\""); // if there is a $, use the remainder as a spawnpoint ch = strstr(level, "$"); if (ch) { *ch = 0; strcpy (spawnpoint, ch+1); } else spawnpoint[0] = 0; // skip the end-of-unit flag if necessary if (level[0] == '*') strcpy (level, level+1); l = strlen(level); if (l > 4 && !strcmp (level+l-4, ".cin") ) { SCR_BeginLoadingPlaque (); // for local system SV_BroadcastCommand ("changing\n"); SV_SpawnServer (level, spawnpoint, ss_cinematic, attractloop, loadgame); } else if (l > 4 && !strcmp (level+l-4, ".dm2") ) { SCR_BeginLoadingPlaque (); // for local system SV_BroadcastCommand ("changing\n"); SV_SpawnServer (level, spawnpoint, ss_demo, attractloop, loadgame); } else if (l > 4 && !strcmp (level+l-4, ".pcx") ) { SCR_BeginLoadingPlaque (); // for local system SV_BroadcastCommand ("changing\n"); SV_SpawnServer (level, spawnpoint, ss_pic, attractloop, loadgame); } else { SCR_BeginLoadingPlaque (); // for local system SV_BroadcastCommand ("changing\n"); SV_SendClientMessages (); SV_SpawnServer (level, spawnpoint, ss_game, attractloop, loadgame); Cbuf_CopyToDefer (); } SV_BroadcastCommand ("reconnect\n");}
#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "dat.h"
#include "fns.h"
server_static_t svs; // persistant server info
server_t sv; // local server
/*
================
SV_FindIndex
================
*/
int SV_FindIndex (char *name, int start, int max, qboolean create)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<max && sv.configstrings[start+i][0] ; i++)
if (!strcmp(sv.configstrings[start+i], name))
return i;
if (!create)
return 0;
if (i == max)
Com_Error (ERR_DROP, "*Index: overflow");
strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
if (sv.state != ss_loading)
{ // send the update to everyone
SZ_Clear (&sv.multicast);
MSG_WriteChar (&sv.multicast, svc_configstring);
MSG_WriteShort (&sv.multicast, start+i);
MSG_WriteString (&sv.multicast, name);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
return i;
}
int SV_ModelIndex (char *name)
{
return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
}
int SV_SoundIndex (char *name)
{
return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
}
int SV_ImageIndex (char *name)
{
return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline (void)
{
edict_t *svent;
int entnum;
for (entnum = 1; entnum < ge->num_edicts ; entnum++)
{
svent = EDICT_NUM(entnum);
if (!svent->inuse)
continue;
if (!svent->s.modelindex && !svent->s.sound && !svent->s.effects)
continue;
svent->s.number = entnum;
//
// take current state as baseline
//
VectorCopy (svent->s.origin, svent->s.old_origin);
sv.baselines[entnum] = svent->s;
}
}
/*
=================
SV_CheckForSavegame
=================
*/
void SV_CheckForSavegame (void)
{
char name[MAX_OSPATH];
FILE *f;
int i;
if (sv_noreload->value)
return;
if (Cvar_VariableValue ("deathmatch"))
return;
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
f = fopen (name, "rb");
if (!f)
return; // no savegame
fclose (f);
SV_ClearWorld ();
// get configstrings and areaportals
SV_ReadLevelFile ();
if (!sv.loadgame)
{ // coming back to a level after being in a different
// level, so run it for ten seconds
// rlava2 was sending too many lightstyles, and overflowing the
// reliable data. temporarily changing the server state to loading
// prevents these from being passed down.
server_state_t previousState; // PGM
previousState = sv.state; // PGM
sv.state = ss_loading; // PGM
for (i=0 ; i<100 ; i++)
ge->RunFrame ();
sv.state = previousState; // PGM
}
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
*/
void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
{
int i;
unsigned checksum;
if (attractloop)
Cvar_Set ("paused", "0");
Com_Printf ("------- Server Initialization -------\n");
Com_DPrintf ("SpawnServer: %s\n",server);
if (sv.demofile)
fclose (sv.demofile);
svs.spawncount++; // any partially connected client will be
// restarted
sv.state = ss_dead;
Com_SetServerState (sv.state);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
svs.realtime = 0;
sv.loadgame = loadgame;
sv.attractloop = attractloop;
// save name for levels that don't set message
strcpy (sv.configstrings[CS_NAME], server);
if (Cvar_VariableValue ("deathmatch"))
{
sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value);
pm_airaccelerate = sv_airaccelerate->value;
}
else
{
strcpy(sv.configstrings[CS_AIRACCEL], "0");
pm_airaccelerate = 0;
}
SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf));
strcpy (sv.name, server);
// leave slots at start for clients only
for (i=0 ; i<maxclients->value ; i++)
{
// needs to reconnect
if (svs.clients[i].state > cs_connected)
svs.clients[i].state = cs_connected;
svs.clients[i].lastframe = -1;
}
sv.time = 1000;
strcpy (sv.name, server);
strcpy (sv.configstrings[CS_NAME], server);
if (serverstate != ss_game)
{
sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
}
else
{
Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]),
"maps/%s.bsp", server);
sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum);
}
Com_sprintf (sv.configstrings[CS_MAPCHECKSUM],sizeof(sv.configstrings[CS_MAPCHECKSUM]),
"%i", checksum);
//
// clear physics interaction links
//
SV_ClearWorld ();
for (i=1 ; i< CM_NumInlineModels() ; i++)
{
Com_sprintf (sv.configstrings[CS_MODELS+1+i], sizeof(sv.configstrings[CS_MODELS+1+i]),
"*%i", i);
sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]);
}
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
Com_SetServerState (sv.state);
// load and spawn all other entities
ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
// run two frames to allow everything to settle
ge->RunFrame ();
ge->RunFrame ();
// all precaches are complete
sv.state = serverstate;
Com_SetServerState (sv.state);
// create a baseline for more efficient communications
SV_CreateBaseline ();
// check for a savegame
SV_CheckForSavegame ();
// set serverinfo variable
Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET);
Com_Printf ("-------------------------------------\n");
}
/*
==============
SV_InitGame
A brand new game has been started
==============
*/
void SV_InitGame (void)
{
int i;
edict_t *ent;
if (svs.initialized)
{
// cause any connected clients to reconnect
SV_Shutdown ("Server restarted\n", true);
}
else
{
// make sure the client is down
CL_Drop ();
SCR_BeginLoadingPlaque ();
}
// get any latched variable changes (maxclients, etc)
Cvar_GetLatchedVars ();
svs.initialized = true;
if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch"))
{
Com_Printf("Deathmatch and Coop both set, disabling Coop\n");
Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH);
}
// dedicated servers are can't be single player and are usually DM
// so unless they explicity set coop, force it to deathmatch
if (dedicated->value)
{
if (!Cvar_VariableValue ("coop"))
Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
}
// init clients
if (Cvar_VariableValue ("deathmatch"))
{
if (maxclients->value <= 1)
Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
else if (maxclients->value > MAX_CLIENTS)
Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH);
}
else if (Cvar_VariableValue ("coop"))
{
if (maxclients->value <= 1 || maxclients->value > 4)
Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
}
else // non-deathmatch, non-coop is one player
{
Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
}
svs.spawncount = rand();
svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value);
svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64;
svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities);
// init network stuff
NET_Config ( (maxclients->value > 1) );
// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999; // send immediately
// init game
SV_InitGameProgs ();
for (i=0 ; i<maxclients->value ; i++)
{
ent = EDICT_NUM(i+1);
ent->s.number = i+1;
svs.clients[i].edict = ent;
memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd));
}
}
/*
======================
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 (qboolean attractloop, char *levelstring, qboolean loadgame)
{
char level[MAX_QPATH];
char *ch;
int l;
char spawnpoint[MAX_QPATH];
sv.loadgame = loadgame;
sv.attractloop = attractloop;
if (sv.state == ss_dead && !sv.loadgame)
SV_InitGame (); // the game is just starting
strcpy (level, levelstring);
// if there is a + in the map, set nextserver to the remainder
ch = strstr(level, "+");
if (ch)
{
*ch = 0;
Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1));
}
else
Cvar_Set ("nextserver", "");
//ZOID special hack for end game screen in coop mode
if (Cvar_VariableValue ("coop") && !cistrcmp(level, "victory.pcx"))
Cvar_Set ("nextserver", "gamemap \"*base1\"");
// if there is a $, use the remainder as a spawnpoint
ch = strstr(level, "$");
if (ch)
{
*ch = 0;
strcpy (spawnpoint, ch+1);
}
else
spawnpoint[0] = 0;
// skip the end-of-unit flag if necessary
if (level[0] == '*')
strcpy (level, level+1);
l = strlen(level);
if (l > 4 && !strcmp (level+l-4, ".cin") )
{
SCR_BeginLoadingPlaque (); // for local system
SV_BroadcastCommand ("changing\n");
SV_SpawnServer (level, spawnpoint, ss_cinematic, attractloop, loadgame);
}
else if (l > 4 && !strcmp (level+l-4, ".dm2") )
{
SCR_BeginLoadingPlaque (); // for local system
SV_BroadcastCommand ("changing\n");
SV_SpawnServer (level, spawnpoint, ss_demo, attractloop, loadgame);
}
else if (l > 4 && !strcmp (level+l-4, ".pcx") )
{
SCR_BeginLoadingPlaque (); // for local system
SV_BroadcastCommand ("changing\n");
SV_SpawnServer (level, spawnpoint, ss_pic, attractloop, loadgame);
}
else
{
SCR_BeginLoadingPlaque (); // for local system
SV_BroadcastCommand ("changing\n");
SV_SendClientMessages ();
SV_SpawnServer (level, spawnpoint, ss_game, attractloop, loadgame);
Cbuf_CopyToDefer ();
}
SV_BroadcastCommand ("reconnect\n");
}