/* 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, maxclients, maxspectators; /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (const char *name) { int i; if (!name || !name[0]) return 0; for (i=1 ; ifree) 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; //FIXME } } void SV_SaveSpawnparmsClient(client_t *client, float *transferparms) { int j; for (j=0 ; jspawnparamglobals[j]) *pr_global_ptrs->spawnparamglobals[j] = client->spawn_parms[j]; } #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict); Q1QVM_SetChangeParms(); } else #endif if (pr_global_ptrs->SetChangeParms) { func_t setparms = 0; if (transferparms) { setparms = PR_FindFunction(svprogfuncs, "SetTransferParms", PR_ANY); if (!setparms) setparms = pr_global_struct->SetChangeParms; } else setparms = pr_global_struct->SetChangeParms; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict); PR_ExecuteProgram (svprogfuncs, setparms); } if (transferparms) { for (j=0 ; jspawnparamglobals[j]) transferparms[j] = *pr_global_ptrs->spawnparamglobals[j]; } return; } else { for (j=0 ; jspawnparamglobals[j]) client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j]; } } // 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 ; jspawn_parms[j] = 0; buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, sizeof(buffer), client->edict); if (client->spawninfo) Z_Free(client->spawninfo); client->spawninfo = Z_Malloc(bufsize+1); memcpy(client->spawninfo, buf, bufsize+1); client->spawninfotime = sv.time; } #ifdef SVRANKING if (client->rankid) { rankstats_t rs; if (Rank_GetPlayerStats(client->rankid, &rs)) { rs.timeonserver += realtime - client->stats_started; client->stats_started = realtime; rs.kills += client->kills; rs.deaths += client->deaths; client->kills=0; client->deaths=0; for (j=0 ; jspawn_parms[j]; } Rank_SetPlayerStats(client->rankid, &rs); } } #endif } /* ================ 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 (void) { int i; 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 ; istate != cs_spawned) continue; SV_SaveSpawnparmsClient(host_client, NULL); } } void SV_GetNewSpawnParms(client_t *cl) { int i; if (svprogfuncs) //q2 dlls don't use parms in this manner. It's all internal to the dll. { // call the progs to get default spawn parms for the new client #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_SetNewParms(); else #endif { if (pr_global_ptrs->SetNewParms) PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms); } for (i=0 ; ispawnparamglobals[i]) cl->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i]; else cl->spawn_parms[i] = 0; } } } /* ================ 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->numclusters; 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 ; ifuncs.ClusterPVS(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 ; ifuncs.ClusterPVS(sv.world.worldmodel, i, scan, rowbytes); if (lf != scan) memcpy (scan, lf, rowbytes); if (i == 0) continue; for (j=0 ; 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) continue; src = (unsigned *)sv.pvs + index*rowwords; for (l=0 ; l>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) SV_DropClient(&svs.clients[i]); } PR_Deinit(); #ifdef Q3SERVER SVQ3_ShutdownGame(); #endif #ifdef Q2SERVER SVQ2_ShutdownGameProgs(); #endif #ifdef HLSERVER SVHL_ShutdownGame(); #endif #ifdef VM_Q1 Q1QVM_Shutdown(); #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) { client_t *old = svs.clients; 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; } for (i = 0; i < min(newmax, svs.allocated_client_slots); i++) { if (svs.clients[i].netchan.message.data) svs.clients[i].netchan.message.data = (qbyte*)&svs.clients[i] + (svs.clients[i].netchan.message.data - (qbyte*)&old[i]); if (svs.clients[i].datagram.data) svs.clients[i].datagram.data = (qbyte*)&svs.clients[i] + (svs.clients[i].datagram.data - (qbyte*)&old[i]); if (svs.clients[i].backbuf.data) svs.clients[i].backbuf.data = (qbyte*)&svs.clients[i] + (svs.clients[i].backbuf.data - (qbyte*)&old[i]); if (svs.clients[i].controlled) svs.clients[i].controlled = svs.clients + (svs.clients[i].controlled - old); if (svs.clients[i].controller) svs.clients[i].controller = svs.clients + (svs.clients[i].controller - old); } svs.allocated_client_slots = sv.allocated_client_slots = newmax; } sv.allocated_client_slots = svs.allocated_client_slots; } static void SV_SetupNetworkBuffers(qboolean bigcoords) { int i; //determine basic primitive sizes. if (bigcoords) { svs.netprim.coordsize = 4; svs.netprim.anglesize = 2; } else { svs.netprim.coordsize = 2; svs.netprim.anglesize = 1; } //FIXME: this should be part of sv_new_f or something instead, so that any angles sent by clients won't be invalid for (i = 0; i < svs.allocated_client_slots; i++) { svs.clients[i].datagram.prim = svs.netprim; svs.clients[i].netchan.message.prim = svs.netprim; } // 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; } #ifdef SUBSERVERS void SV_SpawnClusterMode(void) { char *sqlparams[] = { "", "", "", "login", }; if (sv.state) SV_UnspawnServer(); NET_InitServer(); //child processes return 0 and fall through memset(&sv, 0, sizeof(sv)); sv.state = ss_clustermode; sv.logindatabase = -1;//SQL_NewServer("sqlite", sqlparams); //and for legacy clients, we need some server stuff inited. SV_SetupNetworkBuffers(false); SV_UpdateMaxPlayers(32); } #endif /* ================ 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(); } for (i = 0; i < svs.allocated_client_slots; i++) { 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.logindatabase = -1; SV_SetupNetworkBuffers(sv_bigcoords.ival); if (allow_download_refpackages.ival) FS_ReferenceControl(1, 1); Q_strncpyz (sv.name, server, sizeof(sv.name)); #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 anything that can affect the content that is loaded by the server, 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; Q_strncpyz (sv.name, server, sizeof(sv.name)); Q_strncpyz (sv.modelname, "", sizeof(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}; int depth, bestdepth; Q_strncpyz (sv.name, server, sizeof(sv.name)); Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[0], server); bestdepth = COM_FDepthFile(sv.modelname, false); for (i = 1; exts[i]; i++) { depth = COM_FDepthFile(va(exts[i], server), false); if (depth < bestdepth) { bestdepth = depth; Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[i], server); } } COM_FCheckExists(sv.modelname); sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR); } 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); Info_SetValueForStarKey(svs.info, "*startspot", (startspot?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. { 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 ; ifromgame == 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_LUA if (PR_LoadLua()) newgametype = GT_LUA; 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 ; inumsubmodels ; i++) { sv.strings.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], MLV_WARN); } //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 #ifdef VM_LUA || svs.gametype == GT_LUA #endif ) { 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 ; inumsubmodels ; i++) { sv.strings.model_precache[1+i] = PR_AddString(svprogfuncs, localmodels[i], 0, false); sv.models[i+1] = Mod_ForName (localmodels[i], MLV_WARN); } //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; inumsubmodels; i++) { strcpy(sv.strings.configstring[Q2CS_MODELS+1+i], localmodels[i]); sv.models[i+1] = Mod_ForName (localmodels[i], MLV_WARN); } } #endif #ifndef SERVERONLY current_loading_size+=10; //SCR_BeginLoadingPlaque(); SCR_ImageName(server); SCR_SetLoadingFile("clients"); #endif for (i=0 ; iisfree = 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 (ktx sucks)*/ if (!isDedicated && !deathmatch.value && !coop.value && svs.gametype != GT_Q1QVM) i = 1; else { i = maxclients.ival + maxspectators.ival; if (i < QWMAX_CLIENTS) i = QWMAX_CLIENTS; } } SV_UpdateMaxPlayers(i); // leave slots at start for clients only for (i=0 ; iisfree = 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 if (svs.clients[i].csqcentsequence) memset(svs.clients[i].csqcentsequence, 0, sizeof(*svs.clients[i].csqcentsequence) * svs.clients[i].max_net_ents); if (svs.clients[i].csqcentversions) memset(svs.clients[i].csqcentversions, 0, sizeof(*svs.clients[i].csqcentversions) * svs.clients[i].max_net_ents); #endif } break; #ifdef Q2SERVER case GT_QUAKE2: SV_UpdateMaxPlayers(svq2_maxclients); for (i=0 ; is.number = i+1; svs.clients[i].q2edict = q2ent; } break; #endif #ifdef Q3SERVER case GT_QUAKE3: SV_UpdateMaxPlayers(32); break; #endif #ifdef HLSERVER case GT_HALFLIFE: SVHL_SetupGame(); SV_UpdateMaxPlayers(32); break; #endif } //fixme: is this right? for (i=0 ; iisfree = false; #ifdef VM_Q1 if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm #endif svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->model, sv.strings.model_precache[1], true); 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 { svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->targetname, "mvdsv", true); svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->netname, version_string(), false); } 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 svprogfuncs->SetStringField(svprogfuncs, NULL, &pr_global_struct->mapname, sv.name, true); // 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 (!deathmatch.value && !*skill.string) //skill was left blank so it doesn't polute serverinfo on deathmatch servers. in single player, we ensure that it gets a proper value. Cvar_Set(&skill, "1"); 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); if (!file) file = sv.world.worldmodel->entities; if (!file) file = Z_StrDup(""); switch(svs.gametype) { default: if (svprogfuncs) sv.world.edict_size = PR_LoadEnts(svprogfuncs, file, spawnflagmask); else sv.world.edict_size = 0; break; #ifdef Q2SERVER case GT_QUAKE2: ge->SpawnEntities(sv.name, file, startspot?startspot:""); break; #endif case GT_QUAKE3: break; #ifdef HLSERVER case GT_HALFLIFE: SVHL_SpawnEntities(file); break; #endif } if (file != sv.world.worldmodel->entities) Z_Free(file); #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! if (ent->v->origin[0] != 0 || ent->v->origin[1] != 0 || ent->v->origin[2] != 0 || ent->v->angles[0] != 0 || ent->v->angles[1] != 0 || ent->v->angles[2] != 0) Con_Printf("Warning: The world has moved. Alert your nearest reputable news agency.\n"); } // 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 //these frames must be at 1.0 then 1.1 (and 0.1 frametime) //(bug: starting less than that gives time for the scrag to fall on end) realtime += 0.1; sv.world.physicstime = 1.0; sv.time = 1.1; SV_Physics (); #ifndef SERVERONLY current_loading_size+=10; //SCR_BeginLoadingPlaque(); SCR_ImageName(server); #endif realtime += 0.1; // sv.world.physicstime = 1.1; sv.time += 0.1; sv.starttime -= 0.1; SV_Physics (); sv.time += 0.1; #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 ; istring = 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 /*world is now spawned. switch to big coords if there are entities outside the bounds of the map*/ if (!*sv_bigcoords.string && svprogfuncs) { float extent = 0, ne; //fixme: go off bsp extents instead? for(i = 1; i < sv.world.num_edicts; i++) { ent = EDICT_NUM(svprogfuncs, i); for (j = 0; j < 3; j++) { ne = fabs(ent->v->origin[j]); if (extent < ne) extent = ne; } } if (extent > (1u<<15)/8) { if (sv.num_signon_buffers > 1 || sv.signon.cursize) Con_Printf("Cannot auto-enable extended coords as the init buffer was used\n"); else { Con_Printf("Switching to extended coord sizes\n"); SV_SetupNetworkBuffers(true); } } } /*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; 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 sv.skipbprintclient = host_client; pr_global_struct->time = sv.world.physicstime; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player); PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect); sv.skipbprintclient = NULL; // 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); SSV_UpdateAddresses(); //some mods stuffcmd these, and it would be a shame if they didn't work. we still need the earlier call in case the mod does extra stuff. SV_SetMoveVars(); } #endif