/* 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 #ifndef SERVER_H #define SERVER_H #include "progsvm.h" #include "net_msg.h" #include "mathlib.h" //============================================================================= #define MAX_MASTERS 8 // max recipients for heartbeat packets #define LATENCY_COUNTS 16 #define RATE_MESSAGES 10 // classic quake flags #define SPAWNFLAG_NOT_EASY 0x00000100 #define SPAWNFLAG_NOT_MEDIUM 0x00000200 #define SPAWNFLAG_NOT_HARD 0x00000400 #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 // client printf level #define PRINT_LOW 0 // pickup messages #define PRINT_MEDIUM 1 // death messages #define PRINT_HIGH 2 // critical messages #define PRINT_CHAT 3 // chat messages #define FL_CLIENT (1<<0) // this is client #define FL_MONSTER (1<<1) // this is npc #define FL_DEADMONSTER (1<<2) // dead npc or dead player #define FL_WORLDBRUSH (1<<3) // Not moveable/removeable brush entity #define FL_DORMANT (1<<4) // Entity is dormant, no updates to client #define FL_FRAMETHINK (1<<5) // entity will be thinking every frame #define FL_GRAPHED (1<<6) // worldgraph has this ent listed as something that blocks a conection #define FL_FLOAT (1<<7) // this entity can be floating. FIXME: remove this ? #define FL_TRACKTRAIN (1<<8) // old stuff... typedef enum { ss_dead, // no map loaded ss_loading, // spawning level edicts ss_game, // actively running ss_cinematic, ss_demo, } sv_state_t; 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_state_t, but not in game yet cs_spawned // client is fully in game } cl_state_t; typedef struct { sv_state_t state; // precache commands are only valid during load 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 cmodel_t *models[MAX_MODELS]; char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]; entity_state_t baselines[MAX_EDICTS]; edict_t **moved_edicts; // [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 float lastchecktime; int lastcheck; bool autosaved; } server_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; typedef struct client_state_s { cl_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_state_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 gclient_t *gclients; // [maxclients->value] client_state_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_state_t *sv_client; extern edict_t *sv_player; //=========================================================== // // sv_main.c // void SV_FinalMessage (char *message, bool reconnect); void SV_DropClient (client_state_t *drop); int SV_ModelIndex (const char *name); int SV_SoundIndex (const char *name); int SV_ImageIndex (const char *name); int SV_DecalIndex (const char *name); void SV_WriteClientdataToMessage (client_state_t *client, sizebuf_t *msg); void SV_ExecuteUserCommand (char *s); void SV_InitOperatorCommands( void ); void SV_KillOperatorCommands( void ); void SV_SendServerinfo (client_state_t *client); void SV_UserinfoChanged (client_state_t *cl); void Master_Heartbeat (void); void Master_Packet (void); // // sv_init.c // void SV_InitGame (void); void SV_Map(char *levelstring, char *savename ); void SV_SpawnServer (char *server, char *savename, sv_state_t serverstate ); int SV_FindIndex (const char *name, int start, int end, bool create); void SV_VM_Setup(void); void SV_VM_Begin(void); void SV_VM_End(void); // // 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); bool SV_MoveStep (edict_t *ent, vec3_t move, bool relink); void SV_CheckVelocity (edict_t *ent); bool SV_CheckBottom (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 index, float vol, float attn, float timeofs); void SV_ClientPrintf (client_state_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_state_t *cl); // // sv_ccmds.c // void SV_Status_f( void ); void SV_Newgame_f( void ); void SV_SectorList_f( void ); // // sv_ents.c // void SV_WriteFrameToClient (client_state_t *client, sizebuf_t *msg); void SV_RecordDemoMessage (void); void SV_BuildClientFrame (client_state_t *client); void SV_UpdateEntityState( edict_t *ent); void SV_FatPVS ( vec3_t org ); void SV_Error (char *error, ...); // // sv_game.c // void SV_InitGameProgs (void); void SV_ShutdownGameProgs (void); void SV_InitEdict (edict_t *e); void SV_ConfigString (int index, const char *val); void SV_SetModel (edict_t *ent, const char *name); void SV_CreatePhysBody( edict_t *ent ); void SV_SetPhysForce( edict_t *ent ); void SV_SetMassCentre( edict_t *ent); // // sv_studio.c // cmodel_t *SV_GetModelPtr( edict_t *ent ); float *SV_GetModelVerts( sv_edict_t *ent, int *numvertices ); int SV_StudioExtractBbox( studiohdr_t *phdr, int sequence, float *mins, float *maxs ); bool SV_CreateMeshBuffer( edict_t *in, cmodel_t *out ); // // sv_spawn.c // void SV_SpawnEntities( const char *mapname, const char *entities ); void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count); void SV_Transform( sv_edict_t *ed, matrix4x3 transform ); 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( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount ); // 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( const vec3_t p, edict_t *passedict ); // 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_ClipMoveToEntity(edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int contentsmask ); trace_t SV_Trace( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, edict_t *passedict, int contentmask ); trace_t SV_TraceToss (edict_t *tossent, edict_t *ignore); // 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) #endif//SERVER_H