/* Copyright (C) 1997-2001 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. */ // server.h //define PARANOID // speed sapping error checking #include "ref_server.h" //============================================================================= typedef struct { gclient_t *clients; // [maxclients] int maxclients; int maxentities; bool autosaved; } game_locals_t; #define MAX_MASTERS 8 // max recipients for heartbeat packets typedef enum { ss_dead, // no map loaded ss_loading, // spawning level edicts ss_game, // actively running ss_cinematic, ss_demo, ss_pic } server_state_t; // some qc commands are only valid before the server has finished // initializing (precache commands, static sounds / objects, etc) typedef struct { server_state_t state; // precache commands are only valid during load bool attractloop; // running cinematics and demos for the local system only bool loadgame; // client begins should reuse existing entity float time; // always sv.framenum * 100 msec int framenum; float frametime; char name[MAX_QPATH]; // map name, or cinematic name struct cmodel_s *models[MAX_MODELS]; char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]; entity_state_t baselines[MAX_EDICTS]; // the multicast buffer is used to send a message to a set of clients // it is only used to marshall data until SV_Message is called sizebuf_t multicast; byte multicast_buf[MAX_MSGLEN]; // demo server information file_t *demofile; bool timedemo; // don't time sync byte *mempool; } server_t; #define EDICT_NUM(n) ((edict_t *)((byte *)ge->edicts + ge->edict_size * (n) )) #define NUM_FOR_EDICT(e) ( ((byte *)(e) - (byte *)ge->edicts ) / ge->edict_size) typedef enum { cs_free, // can be reused for a new connection cs_zombie, // client has been disconnected, but don't reuse // connection for a couple seconds cs_connected, // has been assigned to a client_t, but not in game yet cs_spawned // client is fully in game } client_state_t; typedef struct { int areabytes; byte areabits[MAX_MAP_AREAS/8]; // portalarea visibility bits player_state_t ps; int num_entities; int first_entity; // into the circular sv_packet_entities[] float senttime; // for ping calculations } client_frame_t; #define LATENCY_COUNTS 16 #define RATE_MESSAGES 10 typedef struct client_s { client_state_t state; char userinfo[MAX_INFO_STRING]; // name, etc int lastframe; // for delta compression usercmd_t lastcmd; // for filling in big drops int commandMsec; // every seconds this is reset, if user // commands exhaust it, assume time cheating int frame_latency[LATENCY_COUNTS]; int ping; int message_size[RATE_MESSAGES]; // used to rate drop packets int rate; int surpressCount; // number of messages rate supressed edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // extracted from userinfo, high bits masked int messagelevel; // for filtering printed messages // The datagram is written to by sound calls, prints, temp ents, etc. // It can be harmlessly overflowed. sizebuf_t datagram; byte datagram_buf[MAX_MSGLEN]; client_frame_t frames[UPDATE_BACKUP]; // updates can be delta'd from here byte *download; // file being downloaded int downloadsize; // total bytes (can't use EOF because of paks) int downloadcount; // bytes sent float lastmessage; // sv.framenum when packet was last received float lastconnect; int challenge; // challenge of this user, randomly generated netchan_t netchan; } client_t; // a client can leave the server in one of four ways: // dropping properly by quiting or disconnecting // timing out if no valid messages are received for timeout.value seconds // getting kicked off by the server operator // a program error, like an overflowed reliable buffer //============================================================================= // MAX_CHALLENGES is made large to prevent a denial // of service attack that could cycle all of them // out before legitimate users connected #define MAX_CHALLENGES 1024 typedef struct { netadr_t adr; int challenge; float time; } challenge_t; typedef struct { bool initialized; // sv_init has completed float realtime; // always increasing, no clamping, etc char mapcmd[MAX_TOKEN_CHARS]; // ie: *intro.cin+base char comment[MAX_TOKEN_CHARS]; // map name, e.t.c. int spawncount; // incremented each server start // used to check late spawns client_t *clients; // [maxclients->value]; int num_client_entities; // maxclients->value*UPDATE_BACKUP*MAX_PACKET_ENTITIES int next_client_entities; // next client_entity to use entity_state_t *client_entities; // [num_client_entities] float last_heartbeat; challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting // serverrecord values file_t *demofile; sizebuf_t demo_multicast; byte demo_multicast_buf[MAX_MSGLEN]; } server_static_t; //============================================================================= extern netadr_t net_from; extern sizebuf_t net_message; extern netadr_t master_adr[MAX_MASTERS]; // address of the master server extern server_static_t svs; // persistant server info extern server_t sv; // local server extern cvar_t *sv_paused; extern cvar_t *maxclients; extern cvar_t *sv_noreload; // don't reload level state when reentering extern cvar_t *sv_airaccelerate; // don't reload level state when reentering extern cvar_t *sv_maxvelocity; extern cvar_t *sv_gravity; // development tool extern cvar_t *sv_enforcetime; extern client_t *sv_client; extern edict_t *sv_player; extern game_locals_t game; //=========================================================== // // sv_main.c // void SV_FinalMessage (char *message, bool reconnect); void SV_DropClient (client_t *drop); int SV_ModelIndex (char *name); int SV_SoundIndex (char *name); int SV_ImageIndex (char *name); void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg); void SV_ExecuteUserCommand (char *s); void SV_InitOperatorCommands (void); void SV_SendServerinfo (client_t *client); void SV_UserinfoChanged (client_t *cl); void Master_Heartbeat (void); void Master_Packet (void); // // sv_init.c // void SV_InitGame (void); void SV_Map (bool attractloop, char *levelstring, char *savename, bool loadgame); // // sv_phys.c // void SV_PrepWorldFrame (void); void SV_Physics (edict_t *ent); void SV_DropToFloor (edict_t *ent); void SV_CheckGround (edict_t *ent); // // sv_send.c // typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t; #define SV_OUTPUTBUF_LENGTH (MAX_MSGLEN - 16) extern char sv_outputbuf[SV_OUTPUTBUF_LENGTH]; void SV_FlushRedirect (int sv_redirected, char *outputbuf); void SV_DemoCompleted (void); void SV_SendClientMessages (void); void SV_StartSound (vec3_t origin, edict_t *entity, int channel, int soundindex, float volume, float attenuation, float timeofs); void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...); void SV_BroadcastPrintf (int level, char *fmt, ...); void SV_BroadcastCommand (char *fmt, ...); // // sv_user.c // void SV_Nextserver (void); void SV_ExecuteClientMessage (client_t *cl); // // sv_ccmds.c // void SV_Status_f (void); // // sv_ents.c // void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg); void SV_RecordDemoMessage (void); void SV_BuildClientFrame (client_t *client); void SV_Error (char *error, ...); // // sv_game.c // extern game_export_t *ge; void SV_InitGameProgs (void); void SV_ShutdownGameProgs (void); void SV_InitEdict (edict_t *e); // misc game funcs void PF_error (char *fmt, ...); void PF_Configstring (int index, char *val); void PF_setmodel (edict_t *ent, char *name); void PF_cprintf (edict_t *ent, int level, char *fmt, ...); bool PF_inPVS (vec3_t p1, vec3_t p2); void PF_StartSound (edict_t *entity, int channel, int sound_num, float volume, float attenuation, float timeofs); // // sv_studio.c // byte *SV_GetModelPtr(edict_t *ent); int SV_StudioExtractBbox( studiohdr_t *phdr, int sequence, float *mins, float *maxs ); // // sv_spawn.c // void SV_SpawnEntities (char *mapname, char *entities, char *spawnpoint); void SV_FreeEdict (edict_t *ed); void SV_InitEdict (edict_t *e); edict_t *SV_Spawn (void); void SV_RunFrame (void); void SV_ClientUserinfoChanged (edict_t *ent, char *userinfo); bool SV_ClientConnect (edict_t *ent, char *userinfo); void SV_ClientBegin (edict_t *ent); void ClientThink (edict_t *ent, usercmd_t *ucmd); void SV_ClientDisconnect (edict_t *ent); void SV_ClientCommand (edict_t *ent); void SV_TouchTriggers (edict_t *ent); // // sv_save.c // void SV_WriteSaveFile( char *name ); void SV_ReadSaveFile( char *name ); void SV_ReadLevelFile( char *name ); //============================================================ // // high level object sorting to reduce interaction tests // void SV_ClearWorld (void); // called after the world model has been loaded, before linking any entities void SV_UnlinkEdict (edict_t *ent); // call before removing an entity, and before trying to move one, // so it doesn't clip against itself void SV_LinkEdict (edict_t *ent); // Needs to be called any time an entity changes origin, mins, maxs, // or solid. Automatically unlinks if needed. // sets ent->v.absmin and ent->v.absmax // sets ent->leafnums[] for pvs determination even if the entity // is not solid int SV_AreaEdicts (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype); // fills in a table of edict pointers with edicts that have bounding boxes // that intersect the given area. It is possible for a non-axial bmodel // to be returned that doesn't actually intersect the area on an exact // test. // returns the number of pointers filled in // ??? does this always return the world? //=================================================================== // // functions that interact with everything apropriate // int SV_PointContents (vec3_t p); // returns the CONTENTS_* value from the world at the given point. // Quake 2 extends this to also check entities, to allow moving liquids trace_t SV_Trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passedict, int contentmask); // mins and maxs are relative // if the entire move stays in a solid volume, trace.allsolid will be set, // trace.startsolid will be set, and trace.fraction will be 0 // if the starting point is in a solid, it will be allowed to move out // to an open area // passedict is explicitly excluded from clipping checks (normally NULL)