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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
* name: sv_init.c
*
* desc:
*
*/
#include "server.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", 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 ) {
// SV_SendServerCommand( NULL, "cs %i \"%s\"\n", index, val );
// 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;
}
// RF, don't send to bot/AI
if ( client->gentity && ( client->gentity->r.svFlags & SVF_CASTAI ) ) {
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", 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", 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", 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
================
*/
static 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
===============
*/
static 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_InitReliableCommandsForClient
===============
*/
void SV_InitReliableCommandsForClient( client_t *cl, int commands ) {
if ( !commands ) {
Com_Memset( &cl->reliableCommands, 0, sizeof( cl->reliableCommands ) );
}
//
cl->reliableCommands.bufSize = commands * RELIABLE_COMMANDS_CHARS;
cl->reliableCommands.buf = Z_Malloc( cl->reliableCommands.bufSize );
cl->reliableCommands.commandLengths = Z_Malloc( commands * sizeof( *cl->reliableCommands.commandLengths ) );
cl->reliableCommands.commands = Z_Malloc( commands * sizeof( *cl->reliableCommands.commands ) );
//
cl->reliableCommands.rover = cl->reliableCommands.buf;
}
/*
===============
SV_InitReliableCommands
===============
*/
void SV_InitReliableCommands( client_t *clients ) {
int i;
client_t *cl;
if ( sv_gametype->integer == GT_SINGLE_PLAYER ) {
// single player
// init the actual player
SV_InitReliableCommandsForClient( clients, MAX_RELIABLE_COMMANDS );
// all others can only be bots, so are not required
for ( i = 1, cl = &clients[1]; i < sv_maxclients->integer; i++, cl++ ) {
SV_InitReliableCommandsForClient( cl, MAX_RELIABLE_COMMANDS ); // TODO, make 0's
}
} else {
// multiplayer
for ( i = 0, cl = clients; i < sv_maxclients->integer; i++, cl++ ) {
SV_InitReliableCommandsForClient( clients, MAX_RELIABLE_COMMANDS );
}
}
}
/*
===============
SV_FreeReliableCommandsForClient
===============
*/
void SV_FreeReliableCommandsForClient( client_t *cl ) {
if ( !cl->reliableCommands.bufSize ) {
return;
}
Z_Free( cl->reliableCommands.buf );
Z_Free( cl->reliableCommands.commandLengths );
Z_Free( cl->reliableCommands.commands );
//
Com_Memset( &cl->reliableCommands, 0, sizeof( cl->reliableCommands.bufSize ) );
}
/*
===============
SV_GetReliableCommand
===============
*/
char *SV_GetReliableCommand( client_t *cl, int index ) {
static char *nullStr = "";
if ( !cl->reliableCommands.bufSize ) {
return nullStr;
}
//
if ( !cl->reliableCommands.commandLengths[index] ) {
return nullStr;
}
//
return cl->reliableCommands.commands[index];
}
/*
===============
SV_AddReliableCommand
===============
*/
qboolean SV_AddReliableCommand( client_t *cl, int index, const char *cmd ) {
int length, i, j;
char *ch, *ch2;
//
if ( !cl->reliableCommands.bufSize ) {
return qfalse;
}
//
length = strlen( cmd );
//
if ( ( cl->reliableCommands.rover - cl->reliableCommands.buf ) + length + 1 >= cl->reliableCommands.bufSize ) {
// go back to the start
cl->reliableCommands.rover = cl->reliableCommands.buf;
}
//
// make sure this position won't overwrite another command
for ( i = length, ch = cl->reliableCommands.rover; i && !*ch; i--, ch++ ) {
// keep going until we find a bad character, or enough space is found
}
// if the test failed
if ( i ) {
// find a valid spot to place the new string
// start at the beginning (keep it simple)
for ( i = 0, ch = cl->reliableCommands.buf; i < cl->reliableCommands.bufSize; i++, ch++ ) {
if ( !*ch && ( !i || !*( ch - 1 ) ) ) { // make sure we dont start at the terminator of another string
// see if this is the start of a valid segment
for ( ch2 = ch, j = 0; i < cl->reliableCommands.bufSize - 1 && j < length + 1 && !*ch2; i++, ch2++, j++ ) {
// loop
}
//
if ( j == length + 1 ) {
// valid segment found
cl->reliableCommands.rover = ch;
break;
}
//
if ( i == cl->reliableCommands.bufSize - 1 ) {
// ran out of room, not enough space for string
return qfalse;
}
//
ch = &cl->reliableCommands.buf[i]; // continue where ch2 left off
}
}
}
//
// insert the command at the rover
cl->reliableCommands.commands[index] = cl->reliableCommands.rover;
Q_strncpyz( cl->reliableCommands.commands[index], cmd, length + 1 );
cl->reliableCommands.commandLengths[index] = length;
//
// move the rover along
cl->reliableCommands.rover += length + 1;
//
return qtrue;
}
/*
===============
SV_FreeAcknowledgedReliableCommands
===============
*/
void SV_FreeAcknowledgedReliableCommands( client_t *cl ) {
int ack, realAck;
//
if ( !cl->reliableCommands.bufSize ) {
return;
}
//
realAck = ( cl->reliableAcknowledge ) & ( MAX_RELIABLE_COMMANDS - 1 );
// move backwards one command, since we need the most recently acknowledged
// command for netchan decoding
ack = ( cl->reliableAcknowledge - 1 ) & ( MAX_RELIABLE_COMMANDS - 1 );
//
if ( !cl->reliableCommands.commands[ack] ) {
return; // no new commands acknowledged
}
//
while ( cl->reliableCommands.commands[ack] ) {
// clear the string
memset( cl->reliableCommands.commands[ack], 0, cl->reliableCommands.commandLengths[ack] );
// clear the pointer
cl->reliableCommands.commands[ack] = NULL;
cl->reliableCommands.commandLengths[ack] = 0;
// move the the previous command
ack--;
if ( ack < 0 ) {
ack = ( MAX_RELIABLE_COMMANDS - 1 );
}
if ( ack == realAck ) {
// never free the actual most recently acknowledged command
break;
}
}
}
/*
===============
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.
===============
*/
static void SV_Startup( void ) {
if ( svs.initialized ) {
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
}
SV_BoundMaxClients( 1 );
#ifdef ZONECLIENTS
svs.clients = Z_Malloc( sizeof( client_t ) * sv_maxclients->integer );
#else
// RF, avoid trying to allocate large chunk on a fragmented zone
svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 );
if ( !svs.clients ) {
Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" );
}
#endif
// SV_InitReliableCommands( svs.clients ); // RF
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;
}
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" );
// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
NET_JoinMulticast6();
}
/*
==================
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;
}
// RF, free reliable commands for clients outside the NEW maxclients limit
if ( oldMaxClients > sv_maxclients->integer ) {
for ( i = sv_maxclients->integer ; i < oldMaxClients ; i++ ) {
SV_FreeReliableCommandsForClient( &svs.clients[i] );
}
}
oldClients = 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
#ifdef ZONECLIENTS
Z_Free( svs.clients );
#else
free( svs.clients ); // RF, avoid trying to allocate large chunk on a fragmented zone
#endif
// allocate new clients
#ifdef ZONECLIENTS
svs.clients = Z_Malloc( sv_maxclients->integer * sizeof( client_t ) );
#else
// RF, avoid trying to allocate large chunk on a fragmented zone
svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 );
if ( !svs.clients ) {
Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" );
}
#endif
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;
}
// RF, allocate reliable commands for newly created client slots
if ( oldMaxClients < sv_maxclients->integer ) {
if ( sv_gametype->integer == GT_SINGLE_PLAYER ) {
for ( i = oldMaxClients ; i < sv_maxclients->integer ; i++ ) {
// must be an AI slot
SV_InitReliableCommandsForClient( &svs.clients[i], 0 );
}
} else {
for ( i = oldMaxClients ; i < sv_maxclients->integer ; i++ ) {
SV_InitReliableCommandsForClient( &svs.clients[i], MAX_RELIABLE_COMMANDS );
}
}
}
}
/*
====================
SV_SetExpectedHunkUsage
Sets com_expectedhunkusage, so the client knows how to draw the percentage bar
====================
*/
void SV_SetExpectedHunkUsage( char *mapname ) {
int handle;
char *memlistfile = "hunkusage.dat";
char *buf;
char *buftrav;
char *token;
int len;
len = FS_FOpenFileByMode( memlistfile, &handle, FS_READ );
if ( len >= 0 ) { // the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value
buf = (char *)Z_Malloc( len + 1 );
memset( buf, 0, len + 1 );
FS_Read( (void *)buf, len, handle );
FS_FCloseFile( handle );
// now parse the file, filtering out the current map
buftrav = buf;
while ( ( token = COM_Parse( &buftrav ) ) && token[0] ) {
if ( !Q_strcasecmp( token, mapname ) ) {
// found a match
token = COM_Parse( &buftrav ); // read the size
if ( token && token[0] ) {
// this is the usage
Cvar_Set( "com_expectedhunkusage", token );
Z_Free( buf );
return;
}
}
}
Z_Free( buf );
}
// just set it to a negative number,so the cgame knows not to draw the percent bar
Cvar_Set( "com_expectedhunkusage", "-1" );
}
/*
================
SV_ClearServer
================
*/
static void SV_ClearServer(void) {
int i;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( sv.configstrings[i] ) {
Z_Free( sv.configstrings[i] );
}
}
Com_Memset( &sv, 0, sizeof( sv ) );
}
/*
================
SV_TouchFile
================
*/
static void SV_TouchFile( const char *filename ) {
fileHandle_t f;
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
}
}
/*
================
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 ) {
int i;
int checksum;
qboolean isBot;
char systemInfo[16384];
const char *p;
// Ridah, enforce maxclients in single player, so there is enough room for AI characters
{
static cvar_t *g_gametype, *bot_enable;
// Rafael gameskill
static cvar_t *g_gameskill;
if ( !g_gameskill ) {
g_gameskill = Cvar_Get( "g_gameskill", "2", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE ); // (SA) new default '2' (was '1')
}
// done
if ( !g_gametype ) {
g_gametype = Cvar_Get( "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE );
}
if ( !bot_enable ) {
bot_enable = Cvar_Get( "bot_enable", "1", CVAR_LATCH );
}
if ( g_gametype->integer == 2 ) {
if ( sv_maxclients->latchedString ) {
// it's been modified, so grab the new value
Cvar_Get( "sv_maxclients", "8", 0 );
}
if ( sv_maxclients->integer < MAX_CLIENTS ) {
Cvar_SetValue( "sv_maxclients", MAX_SP_CLIENTS );
}
if ( !bot_enable->integer ) {
Cvar_Set( "bot_enable", "1" );
}
}
}
// done.
// shut down the existing game if it is running
SV_ShutdownGameProgs();
Com_Printf( "------ Server Initialization ------\n" );
Com_Printf( "Server: %s\n",server );
// if not running a dedicated server CL_MapLoading will connect the client to the server
// also print some status stuff
CL_MapLoading();
// make sure all the client stuff is unloaded
CL_ShutdownAll(qfalse);
// clear the whole hunk because we're (re)loading the server
Hunk_Clear();
// clear collision map data
CM_ClearMap();
// init client structures and svs.numSnapshotEntities
if ( !Cvar_VariableValue( "sv_running" ) ) {
SV_Startup();
} else {
// check for maxclients change
if ( sv_maxclients->modified ) {
SV_ChangeMaxClients();
}
}
// clear pak references
FS_ClearPakReferences( 0 );
// allocate the snapshot entities on the hunk
svs.snapshotEntities = Hunk_Alloc( sizeof( entityState_t ) * svs.numSnapshotEntities, h_high );
svs.nextSnapshotEntities = 0;
// 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 = sv.time;
}
}
// wipe the entire per-level structure
SV_ClearServer();
// Ridah, check for loading a saved game
if ( Cvar_VariableIntegerValue( "savegame_loading" ) ) {
// open the current savegame, and find out what the time is, everything else we can ignore
char *savemap = "save/current.svg";
byte *buffer;
int size, savegameTime;
size = FS_ReadFile( savemap, NULL );
if ( size < 0 ) {
Com_Printf( "Can't find savegame %s\n", savemap );
return;
}
//buffer = Hunk_AllocateTempMemory(size);
FS_ReadFile( savemap, (void **)&buffer );
// the mapname is at the very start of the savegame file
savegameTime = *( int * )( buffer + sizeof( int ) + MAX_QPATH );
if ( savegameTime >= 0 ) {
sv.time = savegameTime;
}
Hunk_FreeTempMemory( buffer );
}
// done.
// allocate empty config strings
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
sv.configstrings[i] = CopyString( "" );
}
// Ridah
if ( sv_gametype->integer == GT_SINGLE_PLAYER ) {
SV_SetExpectedHunkUsage( va( "maps/%s.bsp", server ) );
} else {
// just set it to a negative number,so the cgame knows not to draw the percent bar
Cvar_Set( "com_expectedhunkusage", "-1" );
}
// make sure we are not paused
Cvar_Set( "cl_paused", "0" );
// get a new checksum feed and restart the file system
sv.checksumFeed = ( ( (unsigned int)rand() << 16 ) ^ (unsigned int)rand() ) ^ Com_Milliseconds();
FS_Restart( sv.checksumFeed );
CM_LoadMap( va( "maps/%s.bsp", server ), qfalse, &checksum );
// 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;
Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) );
// 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++)
{
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
}
// 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 || Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {
SV_DropClient( &svs.clients[i], " gametype is Single Player" ); //DAJ added message
continue;
}
isBot = qtrue;
} else {
isBot = qfalse;
}
// connect the client again
denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, 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->lastSnapshotTime = 0; // generate a snapshot immediately
VM_Call( gvm, GAME_CLIENT_BEGIN, i );
}
}
}
}
// run another frame to allow things to look at all the players
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
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 );
// we need to touch the cgame and ui qvm because they could be in
// separate pk3 files and the client will need to download the pk3
// files with the latest cgame and ui qvm to pass the pure check
SV_TouchFile( "vm/cgame.qvm" );
SV_TouchFile( "vm/ui.qvm" );
} 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();
/*
#ifndef DEDICATED
if ( com_dedicated->integer ) {
// restart renderer in order to show console for dedicated servers
// launched through the regular binary
CL_StartHunkUsers( qtrue );
}
#endif
*/
Com_Printf( "-----------------------------------\n" );
}
/*
===============
SV_Init
Only called at main exe startup, not for each game
===============
*/
void SV_Init (void)
{
int index;
SV_AddOperatorCommands();
// serverinfo vars
Cvar_Get( "dmflags", "0", CVAR_SERVERINFO );
Cvar_Get( "fraglimit", "20", CVAR_SERVERINFO );
Cvar_Get( "timelimit", "0", CVAR_SERVERINFO );
sv_gametype = Cvar_Get( "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
// Rafael gameskill
sv_gameskill = Cvar_Get( "g_gameskill", "1", CVAR_SERVERINFO | CVAR_LATCH );
// done
Cvar_Get( "sv_keywords", "", CVAR_SERVERINFO );
sv_mapname = Cvar_Get( "mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM );
sv_privateClients = Cvar_Get( "sv_privateClients", "0", CVAR_SERVERINFO );
sv_hostname = Cvar_Get( "sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
sv_maxclients = Cvar_Get( "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH );
sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_maxRate = Cvar_Get( "sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_dlRate = Cvar_Get("sv_dlRate", "100", CVAR_ARCHIVE | CVAR_SERVERINFO);
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 );
sv_allowAnonymous = Cvar_Get( "sv_allowAnonymous", "0", CVAR_SERVERINFO );
// systeminfo
Cvar_Get( "sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
sv_serverid = Cvar_Get( "sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
//----(SA) VERY VERY TEMPORARY!!!!!!!!!!!
//----(SA) this is so Activision can test milestones with
//----(SA) the default config. remember to change this back when shipping!!!
sv_pure = Cvar_Get( "sv_pure", "0", CVAR_SYSTEMINFO );
// sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
#ifdef USE_VOIP
sv_voip = Cvar_Get("sv_voip", "1", CVAR_LATCH);
Cvar_CheckRange(sv_voip, 0, 1, qtrue);
sv_voipProtocol = Cvar_Get("sv_voipProtocol", sv_voip->integer ? "opus" : "", CVAR_SYSTEMINFO | CVAR_ROM );
#endif
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_fps = Cvar_Get( "sv_fps", "20", CVAR_TEMP );
sv_timeout = Cvar_Get( "sv_timeout", "120", CVAR_TEMP );
sv_zombietime = Cvar_Get( "sv_zombietime", "2", CVAR_TEMP );
Cvar_Get( "nextmap", "", CVAR_TEMP );
sv_allowDownload = Cvar_Get( "sv_allowDownload", "1", 0 );
//----(SA) heh, whoops. we've been talking to id masters since we got a connection...
Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE);
// sv_master[0] = Cvar_Get("sv_master1", MASTER_SERVER_NAME, 0);
// sv_master[1] = Cvar_Get("sv_master2", "master.iortcw.org", 0);
for(index = 2; index < MAX_MASTER_SERVERS; index++)
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", CVAR_ARCHIVE);
sv_reconnectlimit = Cvar_Get( "sv_reconnectlimit", "3", 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_reloading = Cvar_Get( "g_reloading", "0", CVAR_ROM ); //----(SA) added
sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE);
// initialize bot cvars so they are listed and can be set before loading the botlib
SV_BotInitCvars();
// init the botlib here because we need the pre-compiler in the UI
SV_BotInitBotLib();
// Load saved bans
Cbuf_AddText("rehashbans\n");
}
/*
==================
SV_FinalMessage
Used by SV_Shutdown to send a final message to all
connected clients before the server goes down. The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalMessage( char *message ) {
int i, j;
client_t *cl;
// send it twice, ignoring rate
for ( j = 0 ; j < 2 ; j++ ) {
for ( i = 0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++ ) {
if ( cl->state >= CS_CONNECTED ) {
// don't send a disconnect to a local client
if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
SV_SendServerCommand( cl, "print \"%s\n\"\n", message );
SV_SendServerCommand( cl, "disconnect \"%s\"", message );
}
// force a snapshot to be sent
cl->lastSnapshotTime = 0;
SV_SendClientSnapshot( cl );
}
}
}
}
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg ) {
if ( !com_sv_running || !com_sv_running->integer ) {
return;
}
Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg );
NET_LeaveMulticast6();
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
SV_RemoveOperatorCommands();
SV_MasterShutdown();
SV_ShutdownGameProgs();
// free current level
SV_ClearServer();
// free server static data
if(svs.clients)
{
int index;
for(index = 0; index < sv_maxclients->integer; index++)
SV_FreeClient(&svs.clients[index]);
// Z_Free(svs.clients);
free( svs.clients ); // RF, avoid trying to allocate large chunk on a fragmented zone
}
memset( &svs, 0, sizeof( svs ) );
Cvar_Set( "sv_running", "0" );
Com_Printf( "---------------------------\n" );
// disconnect any local clients
if( sv_killserver->integer != 2 )
CL_Disconnect( qfalse );
}
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