fteqw/engine/server/sv_init.c

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/*
Copyright (C) 1996-1997 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 "quakedef.h"
#ifndef CLIENTONLY
extern int total_loading_size, current_loading_size, loading_stage;
char *T_GetString(int num);
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+(i)*ge->edict_size)
server_static_t svs; // persistant server info
server_t sv; // local server
entity_state_t *sv_staticentities;
int sv_max_staticentities;
char localmodels[MAX_MODELS][5]; // inline model names for precache
char localinfo[MAX_LOCALINFO_STRING+1]; // local game info
extern cvar_t skill, sv_loadentfiles;
extern cvar_t sv_cheats;
extern cvar_t sv_bigcoords;
extern cvar_t sv_gamespeed;
extern cvar_t sv_csqcdebug;
extern cvar_t sv_csqc_progname;
extern cvar_t sv_calcphs;
extern cvar_t sv_playerslots;
/*
================
SV_ModelIndex
================
*/
int SV_ModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_MODELS || !sv.strings.model_precache[i])
{
if (i!=MAX_MODELS)
{
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
sv.strings.model_precache[i] = name;
else
#endif
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, name, 0, false);
if (!strcmp(name + strlen(name) - 4, ".bsp"))
sv.models[i] = Mod_FindName(sv.strings.model_precache[i]);
Con_DPrintf("WARNING: SV_ModelIndex: model %s not precached\n", name);
if (sv.state != ss_loading)
{
MSG_WriteByte(&sv.reliable_datagram, svcfte_precache);
MSG_WriteShort(&sv.reliable_datagram, i);
MSG_WriteString(&sv.reliable_datagram, sv.strings.model_precache[i]);
#ifdef NQPROT
MSG_WriteByte(&sv.nqreliable_datagram, svcdp_precache);
MSG_WriteShort(&sv.nqreliable_datagram, i);
MSG_WriteString(&sv.nqreliable_datagram, sv.strings.model_precache[i]);
#endif
}
}
}
return i;
}
int SV_SafeModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_MODELS || !sv.strings.model_precache[i])
{
return 0;
}
return i;
}
/*
================
SV_FlushSignon
Moves to the next signon buffer if needed
================
*/
void SV_FlushSignon (void)
{
if (sv.signon.cursize < sv.signon.maxsize - 512)
return;
if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
sv.num_signon_buffers++;
sv.signon.cursize = 0;
sv.signon.prim = svs.netprim;
}
#ifdef SERVER_DEMO_PLAYBACK
void SV_FlushDemoSignon (void)
{
if (sv.demosignon.cursize < sv.demosignon.maxsize - 512)
return;
if (sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1");
sv.demosignon_buffer_size[sv.num_demosignon_buffers-1] = sv.demosignon.cursize;
sv.demosignon.data = sv.demosignon_buffers[sv.num_demosignon_buffers];
sv.num_demosignon_buffers++;
sv.demosignon.cursize = 0;
}
#endif
/*
================
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)
{
int i;
edict_t *svent;
int entnum;
for (entnum = 0; entnum < sv.num_edicts ; entnum++)
{
svent = EDICT_NUM(entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > svs.allocated_client_slots && !svent->v->modelindex)
continue;
//
// create entity baseline
//
VectorCopy (svent->v->origin, svent->baseline.origin);
VectorCopy (svent->v->angles, svent->baseline.angles);
svent->baseline.frame = svent->v->frame;
svent->baseline.skinnum = svent->v->skin;
if (entnum > 0 && entnum <= svs.allocated_client_slots)
{
svent->baseline.colormap = entnum;
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl")&255;
}
else
{
svent->baseline.colormap = 0;
svent->baseline.modelindex =
SV_ModelIndex(PR_GetString(svent->v->model))&255;
}
#ifdef PEXT_SCALE
svent->baseline.scale = 1;
#endif
#ifdef PEXT_TRANS
svent->baseline.trans = 1;
#endif
//
// flush the signon message out to a seperate buffer if
// nearly full
//
SV_FlushSignon ();
//
// add to the message
//
MSG_WriteByte (&sv.signon,svc_spawnbaseline);
MSG_WriteShort (&sv.signon,entnum);
MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
MSG_WriteByte (&sv.signon, svent->baseline.frame);
MSG_WriteByte (&sv.signon, svent->baseline.colormap);
MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
}
}
}
*/
void SV_Snapshot_BuildStateQ1(entity_state_t *state, edict_t *ent, client_t *client);
void SVNQ_CreateBaseline (void)
{
edict_t *svent;
int entnum;
extern entity_state_t nullentitystate;
int playermodel = SV_SafeModelIndex("progs/player.mdl");
for (entnum = 0; entnum < sv.world.num_edicts ; entnum++)
{
svent = EDICT_NUM(svprogfuncs, entnum);
memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
svent->baseline.number = entnum;
if (svent->isfree)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > sv.allocated_client_slots && !svent->v->modelindex)
continue;
//
// create entity baseline
//
SV_Snapshot_BuildStateQ1(&svent->baseline, svent, NULL);
if (entnum > 0 && entnum <= sv.allocated_client_slots)
{
if (entnum > 0 && entnum <= 16)
svent->baseline.colormap = entnum;
else
svent->baseline.colormap = 0; //this would crash NQ.
if (!svent->baseline.solid)
svent->baseline.solid = (2 | (3<<5) | (4<<10));
if (!svent->baseline.modelindex)
svent->baseline.modelindex = playermodel;
}
svent->baseline.modelindex&=255;
}
}
/*
================
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
================
*/
void SV_SaveSpawnparms (qboolean dontsave)
{
int i, j;
if (!sv.state)
return; // no progs loaded yet
if (!svprogfuncs)
return;
// serverflags is the only game related thing maintained
svs.serverflags = pr_global_struct->serverflags;
for (i=0, host_client = svs.clients ; i<sv.allocated_client_slots ; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
if (dontsave) //level restart requires that stats can be reset
continue;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, host_client->edict);
Q1QVM_SetChangeParms();
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
host_client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j];
else
host_client->spawn_parms[j] = 0;
}
}
#endif
else if (pr_global_ptrs->SetChangeParms)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, host_client->edict);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetChangeParms);
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
host_client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j];
else
host_client->spawn_parms[j] = 0;
}
}
// call the progs to get default spawn parms for the new client
if (PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL))
{//oooh, evil.
char buffer[65536*4];
int bufsize = 0;
char *buf;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
host_client->spawn_parms[j] = 0;
buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, sizeof(buffer), host_client->edict);
if (host_client->spawninfo)
Z_Free(host_client->spawninfo);
host_client->spawninfo = Z_Malloc(bufsize+1);
memcpy(host_client->spawninfo, buf, bufsize+1);
host_client->spawninfotime = sv.time;
}
#ifdef SVRANKING
if (host_client->rankid)
{
rankstats_t rs;
if (Rank_GetPlayerStats(host_client->rankid, &rs))
{
rs.timeonserver += realtime - host_client->stats_started;
host_client->stats_started = realtime;
rs.kills += host_client->kills;
rs.deaths += host_client->deaths;
host_client->kills=0;
host_client->deaths=0;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
rs.parm[j] = *pr_global_ptrs->spawnparamglobals[j];
else
rs.parm[j] = 0;
}
Rank_SetPlayerStats(host_client->rankid, &rs);
}
}
#endif
}
}
/*
================
SV_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
================
*/
void SV_CalcPHS (void)
{
int rowbytes, rowwords;
int i, j, k, l, index, num;
int bitbyte;
unsigned *dest, *src;
qbyte *scan, *lf;
int count, vcount;
if (sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3)
{
//PHS calcs are pointless with Q2 bsps
return;
}
num = sv.world.worldmodel->numleafs;
rowwords = (num+31)>>5;
rowbytes = rowwords*4;
if (!sv_calcphs.ival || (sv_calcphs.ival == 2 && (rowbytes*num >= 0x100000 || (!deathmatch.ival && !coop.ival))))
{
sv.pvs = ZG_Malloc(&sv.world.worldmodel->memgroup, rowbytes*num);
scan = sv.pvs;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = sv.world.worldmodel->funcs.LeafPVS(sv.world.worldmodel, i, scan, rowbytes);
if (lf != scan)
memcpy (scan, lf, rowbytes);
}
Con_DPrintf("Skipping PHS\n");
sv.phs = NULL;
return;
}
sv.pvs = ZG_Malloc(&sv.world.worldmodel->memgroup, rowbytes*num);
scan = sv.pvs;
vcount = 0;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = sv.world.worldmodel->funcs.LeafPVS(sv.world.worldmodel, i, scan, rowbytes);
if (lf != scan)
memcpy (scan, lf, rowbytes);
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
{
if ( scan[j>>3] & (1<<(j&7)) )
{
vcount++;
}
}
}
if (developer.value)
Con_TPrintf ("Building PHS...\n");
sv.phs = ZG_Malloc (&sv.world.worldmodel->memgroup, rowbytes*num);
/*this routine takes an exponential amount of time, so cache it if its too big*/
if (rowbytes*num >= 0x100000)
{
char hdr[8];
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", sv.name), "rb", FS_GAME);
if (f)
{
VFS_READ(f, hdr, sizeof(hdr));
if (memcmp(hdr, "QPHS\1\0\0\0", 8) || VFS_GETLEN(f) != rowbytes*num + 8)
{
VFS_READ(f, sv.phs, rowbytes*num);
VFS_CLOSE(f);
Con_DPrintf("Loaded cached PHS\n");
return;
}
else
Con_DPrintf("Stale cached PHS\n");
VFS_CLOSE(f);
}
}
count = 0;
scan = sv.pvs;
dest = (unsigned *)sv.phs;
for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes)
{
memcpy (dest, scan, rowbytes);
for (j=0 ; j<rowbytes ; j++)
{
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k=0 ; k<8 ; k++)
{
if (! (bitbyte & (1<<k)) )
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
index = ((j<<3)+k+1);
if (index >= num)
continue;
src = (unsigned *)sv.pvs + index*rowwords;
for (l=0 ; l<rowwords ; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
if ( ((qbyte *)dest)[j>>3] & (1<<(j&7)) )
count++;
}
if (rowbytes*num >= 0x100000)
{
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", sv.name), "wb", FS_GAMEONLY);
if (f)
{
VFS_WRITE(f, "QPHS\1\0\0\0", 8);
VFS_WRITE(f, sv.phs, rowbytes*num);
VFS_CLOSE(f);
Con_Printf("Written PHS cache (%u bytes)\n", rowbytes*num);
}
}
if (num)
if (developer.value)
Con_TPrintf ("Average leafs visible / hearable / total: %i / %i / %i\n", vcount/num, count/num, num);
}
unsigned SV_CheckModel(char *mdl)
{
qbyte stackbuf[1024]; // avoid dirtying the cache heap
qbyte *buf;
unsigned short crc;
// int len;
buf = (qbyte *)COM_LoadStackFile (mdl, stackbuf, sizeof(stackbuf));
if (!buf)
return 0;
crc = QCRC_Block(buf, com_filesize);
// for (len = com_filesize; len; len--, buf++)
// CRC_ProcessByte(&crc, *buf);
return crc;
}
void SV_UnspawnServer (void) //terminate the running server.
{
int i;
if (sv.state)
{
Con_TPrintf("Server ended\n");
SV_FinalMessage("Server unspawned\n");
if (sv.mvdrecording)
SV_MVDStop (0, false);
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
SV_DropClient(&svs.clients[i]);
}
PR_Deinit();
#ifdef Q2SERVER
SVQ2_ShutdownGameProgs();
#endif
#ifdef HLSERVER
SVHL_ShutdownGame();
#endif
sv.world.worldmodel = NULL;
sv.state = ss_dead;
*sv.name = '\0';
if (sv.csqcentversion)
{
BZ_Free(sv.csqcentversion);
sv.csqcentversion = NULL;
}
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].frameunion.frames)
Z_Free(svs.clients[i].frameunion.frames);
svs.clients[i].frameunion.frames = NULL;
svs.clients[i].pendingentbits = NULL;
svs.clients[i].state = 0;
*svs.clients[i].namebuf = '\0';
svs.clients[i].name = NULL;
}
free(svs.clients);
svs.clients = NULL;
svs.allocated_client_slots = 0;
SV_FlushLevelCache();
NET_CloseServer ();
}
void SV_UpdateMaxPlayers(int newmax)
{
int i;
if (newmax != svs.allocated_client_slots)
{
for (i = newmax; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
svs.clients[i].namebuf[0] = '\0'; //kill all bots
}
if (newmax)
svs.clients = realloc(svs.clients, newmax*sizeof(*svs.clients));
else
{
free(svs.clients);
svs.clients = NULL;
}
for (i = svs.allocated_client_slots; i < newmax; i++)
{
memset(&svs.clients[i], 0, sizeof(svs.clients[i]));
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
svs.allocated_client_slots = sv.allocated_client_slots = newmax;
}
sv.allocated_client_slots = svs.allocated_client_slots;
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *server, char *startspot, qboolean noents, qboolean usecinematic)
{
extern cvar_t allow_download_refpackages;
func_t f;
char *file;
extern cvar_t pr_maxedicts;
gametype_e newgametype;
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
int i, j;
int spawnflagmask;
extern int sv_allow_cheats;
#ifndef SERVERONLY
if (!isDedicated && qrenderer == QR_NONE)
{
R_RestartRenderer_f();
if (qrenderer == QR_NONE)
{
Sys_Error("No renderer set when map restarted\n");
return;
}
}
#endif
Con_DPrintf ("SpawnServer: %s\n",server);
svs.spawncount++; // any partially connected client will be
// restarted
#ifndef SERVERONLY
total_loading_size = 100;
current_loading_size = 0;
SCR_SetLoadingStage(LS_SERVER);
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
NET_InitServer();
sv.state = ss_dead;
if (sv.gamedirchanged)
{
sv.gamedirchanged = false;
#ifndef SERVERONLY
Wads_Flush(); //server code is responsable for flushing old state
#endif
#ifdef SVRANKING
Rank_Flush();
#endif
for (i = 0; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].state && ISQWCLIENT(&svs.clients[i]))
ReloadRanking(&svs.clients[i], svs.clients[i].name);
if (svs.clients[i].spawninfo) //don't remember this stuff.
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}
T_FreeStrings();
}
if (sv_bigcoords.value)
{
svs.netprim.coordsize = 4;
svs.netprim.anglesize = 2;
}
else
{
svs.netprim.coordsize = 2;
svs.netprim.anglesize = 1;
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
svs.clients[i].datagram.prim = svs.netprim;
svs.clients[i].netchan.message.prim = svs.netprim;
svs.clients[i].nextservertimeupdate = 0;
if (!svs.clients[i].state) //bots with the net_preparse module.
svs.clients[i].userinfo[0] = '\0'; //clear the userinfo to clear the name
if (svs.clients[i].netchan.remote_address.type == NA_LOOPBACK)
{ //forget this client's message buffers, so that any shared client/server network state persists (eg: float coords)
svs.clients[i].num_backbuf = 0;
svs.clients[i].datagram.cursize = 0;
}
svs.clients[i].csqcactive = false;
}
VoteFlushAll();
#ifndef SERVERONLY
cl.worldmodel = NULL;
r_worldentity.model = NULL;
if (0)
cls.state = ca_connected;
if (R_PreNewMap)
R_PreNewMap();
#ifdef VM_CG
CG_Stop();
#endif
#endif
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
SVQ3_ShutdownGame(); //botlib kinda mandates this. :(
#endif
Mod_ClearAll ();
PR_Deinit();
if (sv.csqcentversion)
BZ_Free(sv.csqcentversion);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
sv.datagram.maxsize = sizeof(sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.datagram.prim = svs.netprim;
sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.reliable_datagram.prim = svs.netprim;
sv.multicast.maxsize = sizeof(sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.multicast.prim = svs.netprim;
#ifdef NQPROT
sv.nqdatagram.maxsize = sizeof(sv.nqdatagram_buf);
sv.nqdatagram.data = sv.nqdatagram_buf;
sv.nqdatagram.allowoverflow = true;
sv.nqdatagram.prim = svs.netprim;
sv.nqreliable_datagram.maxsize = sizeof(sv.nqreliable_datagram_buf);
sv.nqreliable_datagram.data = sv.nqreliable_datagram_buf;
sv.nqreliable_datagram.prim = svs.netprim;
sv.nqmulticast.maxsize = sizeof(sv.nqmulticast_buf);
sv.nqmulticast.data = sv.nqmulticast_buf;
sv.nqmulticast.prim = svs.netprim;
#endif
#ifdef Q2SERVER
sv.q2datagram.maxsize = sizeof(sv.q2datagram_buf);
sv.q2datagram.data = sv.q2datagram_buf;
sv.q2datagram.allowoverflow = true;
sv.q2datagram.prim = svs.netprim;
sv.q2reliable_datagram.maxsize = sizeof(sv.q2reliable_datagram_buf);
sv.q2reliable_datagram.data = sv.q2reliable_datagram_buf;
sv.q2reliable_datagram.prim = svs.netprim;
sv.q2multicast.maxsize = sizeof(sv.q2multicast_buf);
sv.q2multicast.data = sv.q2multicast_buf;
sv.q2multicast.prim = svs.netprim;
#endif
sv.master.maxsize = sizeof(sv.master_buf);
sv.master.data = sv.master_buf;
sv.master.prim = msg_nullnetprim;
sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
sv.signon.data = sv.signon_buffers[0];
sv.signon.prim = svs.netprim;
sv.num_signon_buffers = 1;
if (allow_download_refpackages.ival)
FS_ReferenceControl(1, 1);
strcpy (sv.name, server);
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("map");
#else
#define SCR_SetLoadingFile(s)
#endif
Cvar_ApplyLatches(CVAR_LATCH);
//work out the gamespeed
//reset the server time.
sv.time = 0.01; //some progs don't like time starting at 0.
//cos of spawn funcs like self.nextthink = time...
//NQ uses 1, QW uses 0. Awkward.
sv.starttime = Sys_DoubleTime();
COM_FlushTempoaryPacks();
if (sv_cheats.ival)
{
sv_allow_cheats = true;
Info_SetValueForStarKey(svs.info, "*cheats", "ON", MAX_SERVERINFO_STRING);
}
else
{
sv_allow_cheats = 2;
Info_SetValueForStarKey(svs.info, "*cheats", "", MAX_SERVERINFO_STRING);
}
#ifndef SERVERONLY
//This fixes a bug where the server advertises cheats, the internal client connects, and doesn't think cheats are allowed.
//this applies to a few other things too, but cheats is the only special one (because of the *)
Q_strncpyz(cl.serverinfo, svs.info, sizeof(cl.serverinfo));
if (!isDedicated)
CL_CheckServerInfo();
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
#endif
sv.state = ss_loading;
#if defined(Q2BSPS)
if (usecinematic)
{
qboolean QDECL Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
extern model_t *loadmodel;
strcpy (sv.name, server);
strcpy (sv.modelname, "");
loadmodel = sv.world.worldmodel = Mod_FindName (sv.modelname);
loadmodel->needload = !Mod_LoadQ2BrushModel (sv.world.worldmodel, NULL);
}
else
#endif
{
char *exts[] = {"maps/%s.bsp", "maps/%s.cm", "maps/%s.hmp", NULL};
strcpy (sv.name, server);
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[0], server);
if (!COM_FCheckExists(sv.modelname))
{
if (COM_FCheckExists(va(exts[1], server)))
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[1], server);
else if (COM_FCheckExists(va(exts[2], server)))
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[2], server);
}
sv.world.worldmodel = Mod_ForName (sv.modelname, true);
}
if (!sv.world.worldmodel || sv.world.worldmodel->needload)
Sys_Error("\"%s\" is missing or corrupt\n", sv.modelname);
if (sv.world.worldmodel->type != mod_brush && sv.world.worldmodel->type != mod_heightmap)
Sys_Error("\"%s\" is not a bsp model\n", sv.modelname);
sv.state = ss_dead;
#ifndef SERVERONLY
current_loading_size+=10;
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("phs");
#endif
SV_CalcPHS ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("gamecode");
#endif
if (sv.world.worldmodel->fromgame == fg_doom)
Info_SetValueForStarKey(svs.info, "*bspversion", "1", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_halflife)
Info_SetValueForStarKey(svs.info, "*bspversion", "30", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_quake2)
Info_SetValueForStarKey(svs.info, "*bspversion", "38", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_quake3)
Info_SetValueForStarKey(svs.info, "*bspversion", "46", MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*bspversion", "", MAX_SERVERINFO_STRING);
if (startspot)
Info_SetValueForStarKey(svs.info, "*startspot", startspot, MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*startspot", "", MAX_SERVERINFO_STRING);
//
// init physics interaction links
//
World_ClearWorld (&sv.world);
//do we allow csprogs?
#ifdef PEXT_CSQC
if (*sv_csqc_progname.string)
file = COM_LoadTempFile(sv_csqc_progname.string);
else
file = NULL;
if (file)
{
char text[64];
sv.csqcchecksum = Com_BlockChecksum(file, com_filesize);
sprintf(text, "0x%x", sv.csqcchecksum);
Info_SetValueForStarKey(svs.info, "*csprogs", text, MAX_SERVERINFO_STRING);
sprintf(text, "0x%x", com_filesize);
Info_SetValueForStarKey(svs.info, "*csprogssize", text, MAX_SERVERINFO_STRING);
if (strcmp(sv_csqc_progname.string, "csprogs.dat"))
Info_SetValueForStarKey(svs.info, "*csprogsname", sv_csqc_progname.string, MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*csprogsname", "", MAX_SERVERINFO_STRING);
}
else
{
sv.csqcchecksum = 0;
Info_SetValueForStarKey(svs.info, "*csprogs", "", MAX_SERVERINFO_STRING);
Info_SetValueForStarKey(svs.info, "*csprogssize", "", MAX_SERVERINFO_STRING);
Info_SetValueForStarKey(svs.info, "*csprogsname", "", MAX_SERVERINFO_STRING);
}
sv.csqcdebug = sv_csqcdebug.value;
if (sv.csqcdebug)
Info_SetValueForStarKey(svs.info, "*csqcdebug", "1", MAX_SERVERINFO_STRING);
else
Info_RemoveKey(svs.info, "*csqcdebug");
#endif
if (svs.gametype == GT_PROGS)
{
if (svprogfuncs) //we don't want the q1 stuff anymore.
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
svprogfuncs->CloseProgs(svprogfuncs);
sv.world.progs = svprogfuncs = NULL;
}
}
sv.state = ss_loading;
sv.world.max_edicts = pr_maxedicts.value;
if (sv.world.max_edicts > MAX_EDICTS)
sv.world.max_edicts = MAX_EDICTS;
#ifdef PEXT_CSQC
sv.csqcentversion = BZ_Malloc(sizeof(*sv.csqcentversion) * sv.world.max_edicts);
for (i=0 ; i<sv.world.max_edicts ; i++)
sv.csqcentversion[i] = 1; //force all csqc edicts to start off as version 1
#endif
newgametype = svs.gametype;
#ifdef HLSERVER
if (SVHL_InitGame())
newgametype = GT_HALFLIFE;
else
#endif
#ifdef Q3SERVER
if (SVQ3_InitGame())
newgametype = GT_QUAKE3;
else
#endif
#ifdef Q2SERVER
if ((sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3) && !*pr_ssqc_progs.string && SVQ2_InitGameProgs()) //these are the rules for running a q2 server
newgametype = GT_QUAKE2; //we loaded the dll
else
#endif
#ifdef VM_Q1
if (PR_LoadQ1QVM())
newgametype = GT_Q1QVM;
else
#endif
{
newgametype = GT_PROGS; //let's just hope this loads.
Q_InitProgs();
}
// if ((sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) && !*progs.string && SVQ2_InitGameProgs()) //full q2 dll decision in one if statement
if (newgametype != svs.gametype)
{
#ifdef HLSERVER
if (newgametype != GT_HALFLIFE)
SVHL_ShutdownGame();
#endif
#ifdef Q3SERVER
if (newgametype != GT_QUAKE3)
SVQ3_ShutdownGame();
#endif
#ifdef Q2SERVER
if (newgametype != GT_QUAKE2) //we don't want the q2 stuff anymore.
SVQ2_ShutdownGameProgs ();
#endif
#ifdef VM_Q1
if (newgametype != GT_Q1QVM)
Q1QVM_Shutdown();
#endif
SV_UpdateMaxPlayers(0);
}
svs.gametype = newgametype;
sv.models[1] = sv.world.worldmodel;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
sv.strings.model_precache[1] = sv.modelname; //the qvm doesn't have access to this array
for (i=1 ; i<sv.world.worldmodel->numsubmodels ; i++)
{
sv.strings.model_precache[1+i] = localmodels[i];
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
else
#endif
if (svs.gametype == GT_PROGS)
{
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
sv.strings.model_precache[1] = PR_AddString(svprogfuncs, sv.modelname, 0, false);
for (i=1 ; i<sv.world.worldmodel->numsubmodels ; i++)
{
sv.strings.model_precache[1+i] = PR_AddString(svprogfuncs, localmodels[i], 0, false);
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
#ifdef Q2SERVER
else if (svs.gametype == GT_QUAKE2)
{
extern int map_checksum;
extern cvar_t sv_airaccelerate;
memset(sv.strings.configstring, 0, sizeof(sv.strings.configstring));
if (deathmatch.value)
sprintf(sv.strings.configstring[Q2CS_AIRACCEL], "%g", sv_airaccelerate.value);
else
strcpy(sv.strings.configstring[Q2CS_AIRACCEL], "0");
// init map checksum config string but only for Q2/Q3 maps
if (sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3)
sprintf(sv.strings.configstring[Q2CS_MAPCHECKSUM], "%i", map_checksum);
else
strcpy(sv.strings.configstring[Q2CS_MAPCHECKSUM], "0");
strcpy(sv.strings.configstring[Q2CS_MODELS+1], sv.modelname);
for (i=1; i<sv.world.worldmodel->numsubmodels; i++)
{
strcpy(sv.strings.configstring[Q2CS_MODELS+1+i], localmodels[i]);
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
}
#endif
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("clients");
#endif
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
svs.clients[i].edict = NULL;
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
switch (svs.gametype)
{
case GT_MAX:
break;
case GT_Q1QVM:
case GT_PROGS:
ent = EDICT_NUM(svprogfuncs, 0);
ent->isfree = false;
#ifndef SERVERONLY
/*force coop 1 if splitscreen and not deathmatch*/
{
extern cvar_t cl_splitscreen;
if (cl_splitscreen.value && !deathmatch.value && !coop.value)
Cvar_Set(&coop, "1");
}
#endif
if (sv_playerslots.ival > 0)
i = sv_playerslots.ival;
else
{
/*only make one slot for single-player*/
if (!isDedicated && !deathmatch.value && !coop.value)
i = 1;
else
i = QWMAX_CLIENTS;
}
SV_UpdateMaxPlayers(i);
// leave slots at start for clients only
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
svs.clients[i].viewent = 0;
ent = ED_Alloc(svprogfuncs);//EDICT_NUM(i+1);
svs.clients[i].edict = ent;
ent->isfree = false;
//ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
if (!svs.clients[i].state && svs.clients[i].name[0]) //this is a bot.
svs.clients[i].name[0] = '\0'; //make it go away
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{ //we'll fix it up later anyway
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
else
#endif
{
svs.clients[i].name = PR_AddString(svprogfuncs, svs.clients[i].namebuf, sizeof(svs.clients[i].namebuf), false);
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf), false);
}
#ifdef PEXT_CSQC
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (svs.clients[i].csqcentsequence)
memset(svs.clients[i].csqcentsequence, 0, sizeof(*svs.clients[i].csqcentsequence) * svs.clients[i].max_net_ents);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (svs.clients[i].csqcentversions)
memset(svs.clients[i].csqcentversions, 0, sizeof(*svs.clients[i].csqcentversions) * svs.clients[i].max_net_ents);
#endif
}
break;
case GT_QUAKE2:
#ifdef Q2SERVER
SV_UpdateMaxPlayers(svq2_maxclients);
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
q2ent = Q2EDICT_NUM(i+1);
q2ent->s.number = i+1;
svs.clients[i].q2edict = q2ent;
}
#endif
break;
case GT_QUAKE3:
#ifdef Q3SERVER
SV_UpdateMaxPlayers(32);
#endif
break;
case GT_HALFLIFE:
#ifdef HLSERVER
SVHL_SetupGame();
#endif
break;
}
//fixme: is this right?
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
Q_strncpyz(svs.clients[i].name, Info_ValueForKey(svs.clients[i].userinfo, "name"), sizeof(svs.clients[i].namebuf));
Q_strncpyz(svs.clients[i].team, Info_ValueForKey(svs.clients[i].userinfo, "team"), sizeof(svs.clients[i].teambuf));
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
if (svprogfuncs)
{
//world entity is hackily spawned
extern cvar_t coop, pr_imitatemvdsv;
eval_t *eval;
ent = EDICT_NUM(svprogfuncs, 0);
ent->isfree = false;
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
ent->v->model = PR_NewString(svprogfuncs, sv.world.worldmodel->name, 0);
ent->v->modelindex = 1; // world model
ent->v->solid = SOLID_BSP;
ent->v->movetype = MOVETYPE_PUSH;
if (progstype == PROG_QW && pr_imitatemvdsv.value>0)
{
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
{
ent->v->targetname = PR_NewString(svprogfuncs, "mvdsv", 0);
ent->v->netname = PR_NewString(svprogfuncs, version_string(), 0);
}
ent->v->impulse = 0;//QWE_VERNUM;
ent->v->items = 103;
}
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
pr_global_struct->mapname = PR_NewString(svprogfuncs, sv.name, 0);
// serverflags are for cross level information (sigils)
pr_global_struct->serverflags = svs.serverflags;
pr_global_struct->time = 0.1; //HACK!!!! A few QuakeC mods expect time to be non-zero in spawn funcs - like prydon gate...
if (progstype == PROG_H2)
{
cvar_t *cv;
if (coop.value)
{
eval = PR_FindGlobal(svprogfuncs, "coop", 0, NULL);
if (eval) eval->_float = coop.value;
}
else
{
eval = PR_FindGlobal(svprogfuncs, "deathmatch", 0, NULL);
if (eval) eval->_float = deathmatch.value;
}
cv = Cvar_Get("randomclass", "0", CVAR_LATCH, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "randomclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
cv = Cvar_Get("cl_playerclass", "1", CVAR_USERINFO|CVAR_ARCHIVE, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "cl_playerclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
}
else
{
if (pr_global_ptrs->coop && coop.value)
pr_global_struct->coop = coop.value;
else if (pr_global_ptrs->deathmatch)
pr_global_struct->deathmatch = deathmatch.value;
}
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
{
for (i = 0; i < svs.numprogs; i++) //do this AFTER precaches have been played with...
{
f = PR_FindFunction (svprogfuncs, "initents", svs.progsnum[i]);
if (f)
{
PR_ExecuteProgram(svprogfuncs, f);
}
}
}
if (progstype == PROG_QW)
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame (); //prydon gate seems to fail because of this allowance
}
// load and spawn all other entities
SCR_SetLoadingFile("entities");
if (progstype == PROG_H2)
{
extern cvar_t coop;
spawnflagmask = 0;
if (deathmatch.value)
spawnflagmask |= SPAWNFLAG_NOT_H2DEATHMATCH;
else if (coop.value)
spawnflagmask |= SPAWNFLAG_NOT_H2COOP;
else
{
cvar_t *cl_playerclass = Cvar_Get("cl_playerclass", "0", CVAR_USERINFO, 0);
spawnflagmask |= SPAWNFLAG_NOT_H2SINGLE;
if (cl_playerclass && cl_playerclass->ival == 1)
spawnflagmask |= SPAWNFLAG_NOT_H2PALADIN;
else if (cl_playerclass && cl_playerclass->ival == 2)
spawnflagmask |= SPAWNFLAG_NOT_H2CLERIC;
else if (cl_playerclass && cl_playerclass->ival == 3)
spawnflagmask |= SPAWNFLAG_NOT_H2NECROMANCER;
else if (cl_playerclass && cl_playerclass->ival == 4)
spawnflagmask |= SPAWNFLAG_NOT_H2THEIF;
else if (cl_playerclass && cl_playerclass->ival == 5)
spawnflagmask |= SPAWNFLAG_NOT_H2NECROMANCER; /*yes, I know.,. makes no sense*/
}
if (skill.value < 0.5)
spawnflagmask |= SPAWNFLAG_NOT_H2EASY;
else if (skill.value > 1.5)
spawnflagmask |= SPAWNFLAG_NOT_H2HARD;
else
spawnflagmask |= SPAWNFLAG_NOT_H2MEDIUM;
//don't filter based on player class. we're lame and don't have any real concept of player classes.
}
else if (!deathmatch.value) //decide if we are to inhibit single player game ents instead
{
if (skill.value < 0.5)
spawnflagmask = SPAWNFLAG_NOT_EASY;
else if (skill.value > 1.5)
spawnflagmask = SPAWNFLAG_NOT_HARD;
else
spawnflagmask = SPAWNFLAG_NOT_MEDIUM;
}
else
spawnflagmask = SPAWNFLAG_NOT_DEATHMATCH;
//do this and get the precaches/start up the game
if (sv_loadentfiles.value)
file = FS_LoadMallocFile(va("maps/%s.ent", server));
else
file = NULL;
if (file)
{
char crc[12];
sprintf(crc, "%i", QCRC_Block(file, com_filesize));
Info_SetValueForStarKey(svs.info, "*entfile", crc, MAX_SERVERINFO_STRING);
}
else
Info_SetValueForStarKey(svs.info, "*entfile", "", MAX_SERVERINFO_STRING);
switch(svs.gametype)
{
case GT_MAX:
break;
case GT_Q1QVM:
case GT_PROGS:
sv.world.edict_size = PR_LoadEnts(svprogfuncs, file?file :sv.world.worldmodel->entities, spawnflagmask);
break;
case GT_QUAKE2:
#ifdef Q2SERVER
ge->SpawnEntities(sv.name, file?file :sv.world.worldmodel->entities, startspot?startspot:"");
#endif
break;
case GT_QUAKE3:
break;
case GT_HALFLIFE:
#ifdef HLSERVER
SVHL_SpawnEntities(file?file :sv.world.worldmodel->entities));
#endif
break;
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
Q_strncpyz(sv.mapname, sv.name, sizeof(sv.mapname));
if (svprogfuncs)
{
eval_t *val;
ent = EDICT_NUM(svprogfuncs, 0);
ent->v->angles[0] = ent->v->angles[1] = ent->v->angles[2] = 0;
val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", NULL);
if (val)
{
if (progstype == PROG_H2)
snprintf(sv.mapname, sizeof(sv.mapname), "%s", T_GetString(val->_float-1));
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, val->string));
}
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", sv.name);
if (Cvar_Get("sv_readonlyworld", "1", 0, "DP compatability")->value)
ent->readonly = true; //lock it down!
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// run two frames to allow everything to settle
realtime += 0.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
realtime += 0.1;
sv.time += 0.1;
sv.starttime -= 0.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// save movement vars
SV_SetMoveVars();
// create a baseline for more efficient communications
// SV_CreateBaseline ();
if (svprogfuncs)
SVNQ_CreateBaseline();
#ifdef Q2SERVER
SVQ2_BuildBaselines();
#endif
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
if (usecinematic)
sv.state = ss_cinematic;
else
sv.state = ss_active;
SV_GibFilterInit();
SV_FilterImpulseInit();
Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING);
if (sv.allocated_client_slots != 1)
Con_TPrintf ("Server spawned.\n"); //misc filenotfounds can be misleading.
if (!startspot)
{
SV_FlushLevelCache(); //to make sure it's caught
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
if (svs.clients[i].spawninfo)
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}
}
if (svprogfuncs && startspot)
{
eval_t *eval;
eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL);
if (eval) eval->string = PR_NewString(svprogfuncs, startspot, 0);
}
if (Cmd_AliasExist("f_svnewmap", RESTRICT_LOCAL))
Cbuf_AddText("f_svnewmap\n", RESTRICT_LOCAL);
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
/*DP_BOTCLIENT bots should move over to the new map too*/
if (svs.gametype == GT_PROGS || svs.gametype == GT_Q1QVM)
{
for (i = 0; i < sv.allocated_client_slots; i++)
{
host_client = &svs.clients[i];
if (host_client->state == cs_connected && host_client->protocol == SCP_BAD)
{
sv_player = host_client->edict;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
SV_ExtractFromUserinfo(host_client, true);
// copy spawn parms out of the client_t
for (j=0 ; j< NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = host_client->spawn_parms[j];
}
SV_SetUpClientEdict(host_client, sv_player);
sv_player->xv->clientcolors = atoi(Info_ValueForKey(host_client->userinfo, "topcolor"))*16 + atoi(Info_ValueForKey(host_client->userinfo, "bottomcolor"));
// call the spawn function
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PutClientInServer);
sv.spawned_client_slots++;
// send notification to all clients
host_client->sendinfo = true;
host_client->state = cs_spawned;
SV_UpdateToReliableMessages(); //so that we don't flood too much with 31 bots and one player.
}
}
}
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
{
SVQ3_NewMapConnects();
}
#endif
FS_ReferenceControl(0, 0);
SV_MVD_SendInitialGamestate(NULL);
}
#endif