//======================================================================= // Copyright XashXT Group 2007 © // sv_main.c - server main loop //======================================================================= #include "common.h" #include "server.h" #include "net_encode.h" #define HEARTBEAT_SECONDS 300.0 // 300 seconds netadr_t master_adr[MAX_MASTERS]; // address of group servers convar_t *sv_zmax; convar_t *sv_unlag; convar_t *sv_maxunlag; convar_t *sv_unlagpush; convar_t *sv_unlagsamples; convar_t *sv_pausable; convar_t *sv_newunit; convar_t *sv_wateramp; convar_t *timeout; // seconds without any message convar_t *zombietime; // seconds to sink messages after disconnect convar_t *rcon_password; // password for remote server commands convar_t *allow_download; convar_t *sv_airaccelerate; convar_t *sv_wateraccelerate; convar_t *sv_maxvelocity; convar_t *sv_gravity; convar_t *sv_stepheight; convar_t *sv_rollangle; convar_t *sv_rollspeed; convar_t *sv_wallbounce; convar_t *sv_maxspeed; convar_t *sv_spectatormaxspeed; convar_t *sv_accelerate; convar_t *sv_friction; convar_t *sv_edgefriction; convar_t *sv_waterfriction; convar_t *sv_synchthink; convar_t *sv_stopspeed; convar_t *hostname; convar_t *sv_lighting_modulate; convar_t *sv_maxclients; convar_t *sv_check_errors; convar_t *sv_footsteps; convar_t *public_server; // should heartbeats be sent convar_t *sv_reconnect_limit; // minimum seconds between connect messages convar_t *sv_failuretime; convar_t *serverinfo; convar_t *physinfo; convar_t *clockwindow; // sky variables convar_t *sv_skycolor_r; convar_t *sv_skycolor_g; convar_t *sv_skycolor_b; convar_t *sv_skyvec_x; convar_t *sv_skyvec_y; convar_t *sv_skyvec_z; convar_t *sv_skyname; void Master_Shutdown( void ); //============================================================================ /* =================== SV_CalcPings Updates the cl->ping variables =================== */ void SV_CalcPings( void ) { int i, j; sv_client_t *cl; int total, count; // clamp fps counter for( i = 0; i < sv_maxclients->integer; i++ ) { cl = &svs.clients[i]; if( cl->state != cs_spawned ) continue; if( cl->fakeclient ) continue; total = count = 0; for( j = 0; j < (SV_UPDATE_BACKUP / 2); j++ ) { client_frame_t *frame; frame = &cl->frames[(cl->netchan.incoming_acknowledged - (j + 1)) & SV_UPDATE_MASK]; if( frame->latency > 0 ) { count++; total += frame->latency; } } if( !count ) cl->ping = 0; else cl->ping = total / count; } } /* =================== SV_CalcPacketLoss determine % of packets that were not ack'd. =================== */ int SV_CalcPacketLoss( sv_client_t *cl ) { int i, lost, count; float losspercent; register client_frame_t *frame; int numsamples; lost = 0; count = 0; if( cl->fakeclient ) return 0; numsamples = SV_UPDATE_BACKUP / 2; for( i = 0; i < numsamples; i++ ) { frame = &cl->frames[(cl->netchan.incoming_acknowledged - 1 - i) & SV_UPDATE_MASK]; count++; if( frame->latency == -1 ) lost++; } if( !count ) return 100; losspercent = 100.0 * ( float )lost / ( float )count; return (int)losspercent; } /* ================ SV_HasActivePlayers returns true if server have spawned players ================ */ bool SV_HasActivePlayers( void ) { int i; // server inactive if( !svs.clients ) return false; for( i = 0; i < sv_maxclients->integer; i++ ) { if( svs.clients[i].state == cs_spawned ) return true; } return false; } /* =================== SV_UpdateMovevars check movevars for changes every frame send updates to client if changed =================== */ void SV_UpdateMovevars( void ) { if( !physinfo->modified ) return; svgame.movevars.gravity = sv_gravity->value; svgame.movevars.stopspeed = sv_stopspeed->value; svgame.movevars.maxspeed = sv_maxspeed->value; svgame.movevars.spectatormaxspeed = sv_spectatormaxspeed->value; svgame.movevars.accelerate = sv_accelerate->value; svgame.movevars.airaccelerate = sv_airaccelerate->value; svgame.movevars.wateraccelerate = sv_wateraccelerate->value; svgame.movevars.friction = sv_friction->value; svgame.movevars.edgefriction = sv_edgefriction->value; svgame.movevars.waterfriction = sv_waterfriction->value; svgame.movevars.bounce = sv_wallbounce->value; svgame.movevars.stepsize = sv_stepheight->value; svgame.movevars.maxvelocity = sv_maxvelocity->value; svgame.movevars.zmax = sv_zmax->value; svgame.movevars.waveHeight = sv_wateramp->value; com.strncpy( svgame.movevars.skyName, sv_skyname->string, sizeof( svgame.movevars.skyName )); svgame.movevars.footsteps = sv_footsteps->integer; svgame.movevars.rollangle = sv_rollangle->value; svgame.movevars.rollspeed = sv_rollspeed->value; svgame.movevars.skycolor_r = sv_skycolor_r->value; svgame.movevars.skycolor_g = sv_skycolor_g->value; svgame.movevars.skycolor_b = sv_skycolor_b->value; svgame.movevars.skyvec_x = sv_skyvec_x->value; svgame.movevars.skyvec_y = sv_skyvec_y->value; svgame.movevars.skyvec_z = sv_skyvec_z->value; if( MSG_WriteDeltaMovevars( &sv.reliable_datagram, &svgame.oldmovevars, &svgame.movevars )) Mem_Copy( &svgame.oldmovevars, &svgame.movevars, sizeof( movevars_t )); // oldstate changed physinfo->modified = false; } void pfnUpdateServerInfo( const char *szKey, const char *szValue, const char *unused, void *unused2 ) { convar_t *cv = Cvar_FindVar( szKey ); if( !cv || !cv->modified ) return; // this cvar not changed BF_WriteByte( &sv.reliable_datagram, svc_serverinfo ); BF_WriteString( &sv.reliable_datagram, szKey ); BF_WriteString( &sv.reliable_datagram, szValue ); cv->modified = false; // reset state } void SV_UpdateServerInfo( void ) { if( !serverinfo->modified ) return; Cvar_LookupVars( CVAR_SERVERINFO, NULL, NULL, pfnUpdateServerInfo ); serverinfo->modified = false; } /* ================= SV_CheckCmdTimes ================= */ void SV_CheckCmdTimes( void ) { sv_client_t *cl; static double lastreset = 0; double timewindow; int i; if( 1.0 > host.realtime - lastreset ) return; lastreset = host.realtime; for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) { if( cl->state != cs_spawned ) continue; if( cl->last_cmdtime == 0.0 ) { cl->last_cmdtime = host.realtime; } timewindow = cl->last_movetime + cl->last_cmdtime - host.realtime; if( timewindow > clockwindow->value ) { cl->next_movetime = clockwindow->value + host.realtime; cl->last_movetime = host.realtime - cl->last_cmdtime; } else if( timewindow < -clockwindow->value ) { cl->last_movetime = host.realtime - cl->last_cmdtime; } } } /* ================= SV_ReadPackets ================= */ void SV_ReadPackets( void ) { sv_client_t *cl; int i, qport, curSize; while( NET_GetPacket( NS_SERVER, &net_from, net_message_buffer, &curSize )) { BF_Init( &net_message, "ClientPacket", net_message_buffer, curSize ); // check for connectionless packet (0xffffffff) first if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 ) { SV_ConnectionlessPacket( net_from, &net_message ); continue; } // read the qport out of the message so we can fix up // stupid address translating routers BF_Clear( &net_message ); BF_ReadLong( &net_message ); // sequence number BF_ReadLong( &net_message ); // sequence number qport = (int)BF_ReadShort( &net_message ) & 0xffff; // check for packets from connected clients for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) { if( cl->state == cs_free ) continue; if( cl->fakeclient ) continue; if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address )) continue; if( cl->netchan.qport != qport ) continue; if( cl->netchan.remote_address.port != net_from.port ) { MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n"); cl->netchan.remote_address.port = net_from.port; } if( Netchan_Process( &cl->netchan, &net_message )) { cl->send_message = true; // reply at end of frame // this is a valid, sequenced packet, so process it if( cl->state != cs_zombie ) { cl->lastmessage = host.realtime; // don't timeout SV_ExecuteClientMessage( cl, &net_message ); } } // Fragmentation/reassembly sending takes priority over all game messages, want this in the future? if( Netchan_IncomingReady( &cl->netchan )) { if( Netchan_CopyNormalFragments( &cl->netchan, &net_message )) { BF_Clear( &net_message ); SV_ExecuteClientMessage( cl, &net_message ); } if( Netchan_CopyFileFragments( &cl->netchan, &net_message )) { // SV_ProcessFile( cl, cl->netchan.incomingfilename ); } } break; } if( i != sv_maxclients->integer ) continue; } } /* ================== SV_CheckTimeouts If a packet has not been received from a client for timeout->value seconds, drop the conneciton. Server frames are used instead of realtime to avoid dropping the local client while debugging. When a client is normally dropped, the sv_client_t goes into a zombie state for a few seconds to make sure any final reliable message gets resent if necessary ================== */ void SV_CheckTimeouts( void ) { sv_client_t *cl; float droppoint; float zombiepoint; int i, numclients = 0; droppoint = host.realtime - timeout->value; zombiepoint = host.realtime - zombietime->value; for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) { if( cl->state >= cs_connected ) { if( cl->edict && !( cl->edict->v.flags & (FL_SPECTATOR|FL_FAKECLIENT))) numclients++; } // fake clients do not timeout if( cl->fakeclient ) cl->lastmessage = host.realtime; // message times may be wrong across a changelevel if( cl->lastmessage > host.realtime ) cl->lastmessage = host.realtime; if( cl->state == cs_zombie && cl->lastmessage < zombiepoint ) { cl->state = cs_free; // can now be reused continue; } if(( cl->state == cs_connected || cl->state == cs_spawned ) && cl->lastmessage < droppoint ) { SV_BroadcastPrintf( PRINT_HIGH, "%s timed out\n", cl->name ); SV_DropClient( cl ); cl->state = cs_free; // don't bother with zombie state } } if( sv.paused && !numclients ) { // nobody left, unpause the server SV_TogglePause( "Pause released since no players are left.\n" ); } } /* ================ SV_PrepWorldFrame This has to be done before the world logic, because player processing happens outside RunWorldFrame ================ */ void SV_PrepWorldFrame( void ) { edict_t *ent; int i; for( i = 1; i < svgame.numEntities; i++ ) { ent = EDICT_NUM( i ); if( ent->free ) continue; ent->v.effects &= ~EF_MUZZLEFLASH; // clear NOINTERP flag automatically only for alive creatures if( ent->v.flags & ( FL_MONSTER|FL_CLIENT|FL_FAKECLIENT ) && ent->v.deadflag < DEAD_DEAD ) ent->v.effects &= ~EF_NOINTERP; } } /* ================= SV_RunGameFrame ================= */ void SV_RunGameFrame( void ) { if( !SV_HasActivePlayers()) return; if( sv.frametime ) SV_Physics(); } /* ================== Host_ServerFrame ================== */ void Host_ServerFrame( void ) { // if server is not active, do nothing if( !svs.initialized ) return; // advances servertime if( !sv.paused && CL_IsInGame( ) && !sv.loadgame ) { if(!( sv.hostflags & SVF_PLAYERSONLY )) sv.time += host.frametime; sv.frametime = host.frametime; } else sv.frametime = 0.0f; // check timeouts SV_CheckTimeouts (); // check clients timewindow SV_CheckCmdTimes (); // read packets from clients SV_ReadPackets (); // update ping based on the last known frame from all clients SV_CalcPings (); // refresh serverinfo on the client side SV_UpdateServerInfo (); // refresh physic movevars on the client side SV_UpdateMovevars (); // let everything in the world think and move SV_RunGameFrame (); // send messages back to the clients that had packets read this frame SV_SendClientMessages (); // clear edict flags for next frame SV_PrepWorldFrame (); // send a heartbeat to the master if needed Master_Heartbeat (); } //============================================================================ /* ================ Master_Heartbeat Send a message to the master every few minutes to let it know we are alive, and log information ================ */ void Master_Heartbeat( void ) { char *string; int i; if( host.type != HOST_DEDICATED || !public_server->integer ) return; // only dedicated servers send heartbeats // check for time wraparound if( svs.last_heartbeat > host.realtime ) svs.last_heartbeat = host.realtime; if(( host.realtime - svs.last_heartbeat ) < HEARTBEAT_SECONDS ) return; // not time to send yet svs.last_heartbeat = host.realtime; // send the same string that we would give for a status OOB command string = SV_StatusString( ); // send to group master for( i = 0; i < MAX_MASTERS; i++ ) { if( master_adr[i].port ) { MsgDev( D_INFO, "Sending heartbeat to %s\n", NET_AdrToString( master_adr[i] )); Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "heartbeat\n%s", string ); } } } /* ================= Master_Shutdown Informs all masters that this server is going down ================= */ void Master_Shutdown( void ) { int i; if( host.type != HOST_DEDICATED || !public_server->integer ) return; // only dedicated servers send heartbeats // send to group master for( i = 0; i < MAX_MASTERS; i++ ) { if( master_adr[i].port ) { if( i ) MsgDev( D_INFO, "Sending heartbeat to %s\n", NET_AdrToString( master_adr[i] )); Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "shutdown" ); } } } //============================================================================ /* =============== SV_Init Only called at startup, not for each game =============== */ void SV_Init( void ) { SV_InitOperatorCommands(); Cvar_Get ("skill", "1", CVAR_LATCH, "game skill level" ); Cvar_Get ("deathmatch", "0", CVAR_LATCH|CVAR_SERVERNOTIFY, "displays deathmatch state" ); Cvar_Get ("teamplay", "0", CVAR_LATCH|CVAR_SERVERNOTIFY, "displays teamplay state" ); Cvar_Get ("coop", "0", CVAR_LATCH|CVAR_SERVERNOTIFY, "displays cooperative state" ); Cvar_Get ("protocol", va( "%i", PROTOCOL_VERSION ), CVAR_INIT, "displays server protocol version" ); Cvar_Get ("defaultmap", "", CVAR_SERVERNOTIFY, "holds the multiplayer mapname" ); Cvar_Get ("showtriggers", "0", CVAR_LATCH, "debug cvar shows triggers" ); Cvar_Get ("sv_aim", "0", CVAR_ARCHIVE, "enable auto-aiming" ); Cvar_Get ("mapcyclefile", "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" ); Cvar_Get ("servercfgfile","server.cfg", 0, "name of dedicated server configuration file" ); Cvar_Get ("lservercfgfile","listenserver.cfg", 0, "name of listen server configuration file" ); Cvar_Get ("motdfile", "motd.txt", 0, "name of 'message of the day' file" ); Cvar_Get ("sv_language", "0", 0, "game language (currently unused)" ); Cvar_Get ("suitvolume", "0.25", CVAR_ARCHIVE, "HEV suit volume" ); // half-life shared variables sv_zmax = Cvar_Get ("sv_zmax", "0", CVAR_PHYSICINFO, "zfar server value" ); sv_wateramp = Cvar_Get ("sv_wateramp", "0", CVAR_PHYSICINFO, "global water wave height" ); sv_skycolor_r = Cvar_Get ("sv_skycolor_r", "127", CVAR_PHYSICINFO, "skycolor red (hl1 compatibility)" ); sv_skycolor_g = Cvar_Get ("sv_skycolor_g", "127", CVAR_PHYSICINFO, "skycolor green (hl1 compatibility)" ); sv_skycolor_b = Cvar_Get ("sv_skycolor_b", "127", CVAR_PHYSICINFO, "skycolor blue (hl1 compatibility)" ); sv_skyvec_x = Cvar_Get ("sv_skyvec_x", "1", CVAR_PHYSICINFO, "sky direction x (hl1 compatibility)" ); sv_skyvec_y = Cvar_Get ("sv_skyvec_y", "0", CVAR_PHYSICINFO, "sky direction y (hl1 compatibility)" ); sv_skyvec_z = Cvar_Get ("sv_skyvec_z", "-1", CVAR_PHYSICINFO, "sky direction z (hl1 compatibility)" ); sv_skyname = Cvar_Get ("sv_skyname", "2desert", CVAR_PHYSICINFO, "skybox name (can be dynamically changed in-game)" ); sv_footsteps = Cvar_Get ("mp_footsteps", "1", CVAR_PHYSICINFO, "can hear footsteps from other players" ); rcon_password = Cvar_Get( "rcon_password", "", 0, "remote connect password" ); sv_stepheight = Cvar_Get( "sv_stepheight", "18", CVAR_ARCHIVE|CVAR_PHYSICINFO, "how high you can step up" ); sv_newunit = Cvar_Get( "sv_newunit", "0", 0, "sets to 1 while new unit is loading" ); hostname = Cvar_Get( "hostname", "unnamed", CVAR_SERVERINFO|CVAR_SERVERNOTIFY|CVAR_ARCHIVE, "host name" ); timeout = Cvar_Get( "timeout", "125", CVAR_SERVERNOTIFY, "connection timeout" ); zombietime = Cvar_Get( "zombietime", "2", CVAR_SERVERNOTIFY, "timeout for clients-zombie (who died but not respawned)" ); sv_pausable = Cvar_Get( "pausable", "1", CVAR_SERVERNOTIFY, "allow players to pause or not" ); allow_download = Cvar_Get( "allow_download", "0", CVAR_ARCHIVE, "allow download resources" ); sv_wallbounce = Cvar_Get( "sv_wallbounce", "1.0", CVAR_PHYSICINFO, "bounce factor for client with MOVETYPE_BOUNCE" ); sv_spectatormaxspeed = Cvar_Get( "sv_spectatormaxspeed", "500", CVAR_PHYSICINFO, "spectator maxspeed" ); sv_waterfriction = Cvar_Get( "sv_waterfriction", "4", CVAR_PHYSICINFO, "how fast you slow down in water" ); sv_wateraccelerate = Cvar_Get( "sv_wateraccelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed while in the water" ); sv_rollangle = Cvar_Get( "sv_rollangle", "2", CVAR_PHYSICINFO, "how much to tilt the view when strafing" ); sv_rollspeed = Cvar_Get( "sv_rollspeed", "200", CVAR_PHYSICINFO, "how much strafing is necessary to tilt the view" ); sv_airaccelerate = Cvar_Get("sv_airaccelerate", "1", CVAR_PHYSICINFO, "player accellerate in air" ); sv_maxvelocity = Cvar_Get( "sv_maxvelocity", "2000", CVAR_PHYSICINFO, "max world velocity" ); sv_gravity = Cvar_Get( "sv_gravity", "800", CVAR_PHYSICINFO, "world gravity" ); sv_maxspeed = Cvar_Get( "sv_maxspeed", "320", CVAR_PHYSICINFO, "maximum speed a player can accelerate to when on ground"); sv_accelerate = Cvar_Get( "sv_accelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed" ); sv_friction = Cvar_Get( "sv_friction", "4", CVAR_PHYSICINFO, "how fast you slow down" ); sv_edgefriction = Cvar_Get( "sv_edgefriction", "1", CVAR_PHYSICINFO, "how much you slow down when nearing a ledge you might fall off" ); sv_stopspeed = Cvar_Get( "sv_stopspeed", "100", CVAR_PHYSICINFO, "how fast you come to a complete stop" ); sv_maxclients = Cvar_Get( "sv_maxclients", "1", CVAR_LATCH|CVAR_SERVERNOTIFY, "server clients limit" ); sv_check_errors = Cvar_Get( "sv_check_errors", "0", CVAR_ARCHIVE, "ignore physic engine errors" ); sv_synchthink = Cvar_Get( "sv_fast_think", "0", CVAR_ARCHIVE, "allows entities to think more often than the server framerate" ); physinfo = Cvar_Get( "@physinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only serverinfo = Cvar_Get( "@serverinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only public_server = Cvar_Get ("public", "0", 0, "change server type from private to public" ); sv_lighting_modulate = Cvar_Get( "r_lighting_modulate", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "lightstyles modulate scale" ); sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE, "max reconnect attempts" ); sv_failuretime = Cvar_Get( "sv_failuretime", "0.5", 0, "after this long without a packet from client, don't send any more until client starts sending again" ); sv_unlag = Cvar_Get( "sv_unlag", "1", 0, "allow lag compensation on server-side" ); sv_maxunlag = Cvar_Get( "sv_maxunlag", "0.5", 0, "max latency which can be interpolated" ); sv_unlagpush = Cvar_Get( "sv_unlagpush", "0.0", 0, "unlag push bias" ); sv_unlagsamples = Cvar_Get( "sv_unlagsamples", "1", 0, "max samples to interpolate" ); clockwindow = Cvar_Get( "clockwindow", "0.5", 0, "timewindow to execute client moves" ); SV_ClearSaveDir (); // delete all temporary *.hl files BF_Init( &net_message, "NetMessage", net_message_buffer, sizeof( net_message_buffer )); } /* ================== 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, bool reconnect ) { sv_client_t *cl; byte msg_buf[MAX_MSGLEN]; sizebuf_t msg; int i; BF_Init( &msg, "FinalMessage", msg_buf, sizeof( msg_buf )); BF_WriteByte( &msg, svc_print ); BF_WriteByte( &msg, PRINT_HIGH ); BF_WriteString( &msg, message ); if( reconnect ) { BF_WriteByte( &msg, svc_changing ); if( sv.loadgame || sv_maxclients->integer > 1 ) BF_WriteOneBit( &msg, 1 ); // changelevel else BF_WriteOneBit( &msg, 0 ); } else { BF_WriteByte( &msg, svc_disconnect ); } // send it twice // stagger the packets to crutch operating system limited buffers for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) if( cl->state >= cs_connected && !cl->fakeclient ) Netchan_Transmit( &cl->netchan, BF_GetNumBytesWritten( &msg ), BF_GetData( &msg )); for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) if( cl->state >= cs_connected && !cl->fakeclient ) Netchan_Transmit( &cl->netchan, BF_GetNumBytesWritten( &msg ), BF_GetData( &msg )); } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown( bool reconnect ) { // already freed if( host.state == HOST_ERROR ) return; if( !SV_Active()) return; MsgDev( D_INFO, "SV_Shutdown: %s\n", host.finalmsg ); if( svs.clients ) SV_FinalMessage( host.finalmsg, reconnect ); Master_Shutdown(); if( !reconnect ) SV_UnloadProgs (); else SV_DeactivateServer (); // free current level Mem_Set( &sv, 0, sizeof( sv )); Host_SetServerState( sv.state ); // free server static data if( svs.clients ) { Z_Free( svs.clients ); svs.clients = NULL; } if( svs.baselines ) { Z_Free( svs.baselines ); svs.baselines = NULL; } if( svs.packet_entities ) { Z_Free( svs.packet_entities ); svs.packet_entities = NULL; svs.num_client_entities = 0; svs.next_client_entities = 0; } svs.initialized = false; }