748 lines
24 KiB
C
748 lines
24 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// sv_main.c - server main loop
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//=======================================================================
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#include "common.h"
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#include "server.h"
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#include "net_encode.h"
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#define HEARTBEAT_SECONDS 300.0 // 300 seconds
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netadr_t master_adr[MAX_MASTERS]; // address of group servers
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convar_t *sv_zmax;
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convar_t *sv_novis; // disable server culling entities by vis
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convar_t *sv_unlag;
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convar_t *sv_maxunlag;
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convar_t *sv_unlagpush;
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convar_t *sv_unlagsamples;
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convar_t *sv_pausable;
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convar_t *sv_newunit;
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convar_t *sv_wateramp;
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convar_t *timeout; // seconds without any message
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convar_t *zombietime; // seconds to sink messages after disconnect
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convar_t *rcon_password; // password for remote server commands
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convar_t *allow_download;
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convar_t *sv_airaccelerate;
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convar_t *sv_wateraccelerate;
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convar_t *sv_maxvelocity;
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convar_t *sv_gravity;
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convar_t *sv_stepheight;
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convar_t *sv_rollangle;
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convar_t *sv_rollspeed;
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convar_t *sv_wallbounce;
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convar_t *sv_maxspeed;
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convar_t *sv_spectatormaxspeed;
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convar_t *sv_accelerate;
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convar_t *sv_friction;
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convar_t *sv_edgefriction;
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convar_t *sv_waterfriction;
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convar_t *sv_synchthink;
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convar_t *sv_stopspeed;
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convar_t *hostname;
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convar_t *sv_lighting_modulate;
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convar_t *sv_maxclients;
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convar_t *sv_check_errors;
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convar_t *sv_footsteps;
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convar_t *public_server; // should heartbeats be sent
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convar_t *sv_reconnect_limit; // minimum seconds between connect messages
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convar_t *sv_failuretime;
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convar_t *sv_allow_upload;
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convar_t *sv_allow_download;
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convar_t *sv_send_resources;
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convar_t *sv_send_logos;
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convar_t *mp_consistency;
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convar_t *serverinfo;
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convar_t *physinfo;
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convar_t *clockwindow;
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// sky variables
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convar_t *sv_skycolor_r;
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convar_t *sv_skycolor_g;
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convar_t *sv_skycolor_b;
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convar_t *sv_skyvec_x;
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convar_t *sv_skyvec_y;
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convar_t *sv_skyvec_z;
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convar_t *sv_skyname;
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void Master_Shutdown( void );
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//============================================================================
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/*
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===================
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SV_CalcPings
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Updates the cl->ping variables
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===================
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*/
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void SV_CalcPings( void )
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{
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int i, j;
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sv_client_t *cl;
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int total, count;
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// clamp fps counter
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for( i = 0; i < sv_maxclients->integer; i++ )
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{
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cl = &svs.clients[i];
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if( cl->state != cs_spawned ) continue;
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if( cl->fakeclient ) continue;
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total = count = 0;
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for( j = 0; j < (SV_UPDATE_BACKUP / 2); j++ )
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{
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client_frame_t *frame;
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frame = &cl->frames[(cl->netchan.incoming_acknowledged - (j + 1)) & SV_UPDATE_MASK];
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if( frame->latency > 0 )
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{
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count++;
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total += frame->latency;
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}
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}
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if( !count ) cl->ping = 0;
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else cl->ping = total / count;
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}
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}
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/*
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===================
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SV_CalcPacketLoss
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determine % of packets that were not ack'd.
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===================
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*/
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int SV_CalcPacketLoss( sv_client_t *cl )
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{
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int i, lost, count;
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float losspercent;
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register client_frame_t *frame;
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int numsamples;
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lost = 0;
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count = 0;
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if( cl->fakeclient )
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return 0;
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numsamples = SV_UPDATE_BACKUP / 2;
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for( i = 0; i < numsamples; i++ )
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{
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frame = &cl->frames[(cl->netchan.incoming_acknowledged - 1 - i) & SV_UPDATE_MASK];
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count++;
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if( frame->latency == -1 )
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lost++;
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}
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if( !count ) return 100;
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losspercent = 100.0 * ( float )lost / ( float )count;
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return (int)losspercent;
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}
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/*
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================
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SV_HasActivePlayers
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returns true if server have spawned players
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================
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*/
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qboolean SV_HasActivePlayers( void )
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{
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int i;
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// server inactive
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if( !svs.clients ) return false;
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for( i = 0; i < sv_maxclients->integer; i++ )
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{
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if( svs.clients[i].state == cs_spawned )
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return true;
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}
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return false;
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}
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/*
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===================
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SV_UpdateMovevars
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check movevars for changes every frame
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send updates to client if changed
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===================
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*/
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void SV_UpdateMovevars( void )
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{
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if( !physinfo->modified ) return;
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// check range
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if( sv_zmax->value < 256.0f ) Cvar_SetFloat( "sv_zmax", 256.0f );
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if( sv_zmax->value > 32767.0f ) Cvar_SetFloat( "sv_zmax", 32767.0f );
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svgame.movevars.gravity = sv_gravity->value;
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svgame.movevars.stopspeed = sv_stopspeed->value;
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svgame.movevars.maxspeed = sv_maxspeed->value;
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svgame.movevars.spectatormaxspeed = sv_spectatormaxspeed->value;
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svgame.movevars.accelerate = sv_accelerate->value;
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svgame.movevars.airaccelerate = sv_airaccelerate->value;
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svgame.movevars.wateraccelerate = sv_wateraccelerate->value;
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svgame.movevars.friction = sv_friction->value;
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svgame.movevars.edgefriction = sv_edgefriction->value;
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svgame.movevars.waterfriction = sv_waterfriction->value;
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svgame.movevars.bounce = sv_wallbounce->value;
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svgame.movevars.stepsize = sv_stepheight->value;
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svgame.movevars.maxvelocity = sv_maxvelocity->value;
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svgame.movevars.zmax = sv_zmax->value;
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svgame.movevars.waveHeight = sv_wateramp->value;
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com.strncpy( svgame.movevars.skyName, sv_skyname->string, sizeof( svgame.movevars.skyName ));
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svgame.movevars.footsteps = sv_footsteps->integer;
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svgame.movevars.rollangle = sv_rollangle->value;
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svgame.movevars.rollspeed = sv_rollspeed->value;
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svgame.movevars.skycolor_r = sv_skycolor_r->value;
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svgame.movevars.skycolor_g = sv_skycolor_g->value;
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svgame.movevars.skycolor_b = sv_skycolor_b->value;
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svgame.movevars.skyvec_x = sv_skyvec_x->value;
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svgame.movevars.skyvec_y = sv_skyvec_y->value;
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svgame.movevars.skyvec_z = sv_skyvec_z->value;
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if( MSG_WriteDeltaMovevars( &sv.reliable_datagram, &svgame.oldmovevars, &svgame.movevars ))
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Mem_Copy( &svgame.oldmovevars, &svgame.movevars, sizeof( movevars_t )); // oldstate changed
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physinfo->modified = false;
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}
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void pfnUpdateServerInfo( const char *szKey, const char *szValue, const char *unused, void *unused2 )
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{
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convar_t *cv = Cvar_FindVar( szKey );
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if( !cv || !cv->modified ) return; // this cvar not changed
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BF_WriteByte( &sv.reliable_datagram, svc_serverinfo );
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BF_WriteString( &sv.reliable_datagram, szKey );
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BF_WriteString( &sv.reliable_datagram, szValue );
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cv->modified = false; // reset state
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}
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void SV_UpdateServerInfo( void )
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{
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if( !serverinfo->modified ) return;
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Cvar_LookupVars( CVAR_SERVERINFO, NULL, NULL, pfnUpdateServerInfo );
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serverinfo->modified = false;
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}
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/*
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=================
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SV_CheckCmdTimes
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=================
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*/
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void SV_CheckCmdTimes( void )
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{
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sv_client_t *cl;
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static double lastreset = 0;
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double timewindow;
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int i;
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if( 1.0 > host.realtime - lastreset )
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return;
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lastreset = host.realtime;
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( cl->state != cs_spawned )
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continue;
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if( cl->last_cmdtime == 0.0 )
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{
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cl->last_cmdtime = host.realtime;
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}
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timewindow = cl->last_movetime + cl->last_cmdtime - host.realtime;
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if( timewindow > clockwindow->value )
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{
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cl->next_movetime = clockwindow->value + host.realtime;
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cl->last_movetime = host.realtime - cl->last_cmdtime;
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}
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else if( timewindow < -clockwindow->value )
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{
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cl->last_movetime = host.realtime - cl->last_cmdtime;
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}
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}
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}
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/*
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=================
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SV_ReadPackets
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=================
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*/
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void SV_ReadPackets( void )
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{
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sv_client_t *cl;
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int i, qport, curSize;
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while( NET_GetPacket( NS_SERVER, &net_from, net_message_buffer, &curSize ))
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{
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BF_Init( &net_message, "ClientPacket", net_message_buffer, curSize );
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// check for connectionless packet (0xffffffff) first
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if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 )
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{
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SV_ConnectionlessPacket( net_from, &net_message );
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continue;
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}
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// read the qport out of the message so we can fix up
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// stupid address translating routers
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BF_Clear( &net_message );
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BF_ReadLong( &net_message ); // sequence number
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BF_ReadLong( &net_message ); // sequence number
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qport = (int)BF_ReadShort( &net_message ) & 0xffff;
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// check for packets from connected clients
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( cl->state == cs_free ) continue;
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if( cl->fakeclient ) continue;
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if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address )) continue;
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if( cl->netchan.qport != qport ) continue;
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if( cl->netchan.remote_address.port != net_from.port )
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{
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MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n");
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cl->netchan.remote_address.port = net_from.port;
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}
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if( Netchan_Process( &cl->netchan, &net_message ))
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{
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cl->send_message = true; // reply at end of frame
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// this is a valid, sequenced packet, so process it
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if( cl->state != cs_zombie )
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{
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cl->lastmessage = host.realtime; // don't timeout
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SV_ExecuteClientMessage( cl, &net_message );
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}
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}
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// Fragmentation/reassembly sending takes priority over all game messages, want this in the future?
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if( Netchan_IncomingReady( &cl->netchan ))
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{
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if( Netchan_CopyNormalFragments( &cl->netchan, &net_message ))
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{
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BF_Clear( &net_message );
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SV_ExecuteClientMessage( cl, &net_message );
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}
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if( Netchan_CopyFileFragments( &cl->netchan, &net_message ))
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{
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// SV_ProcessFile( cl, cl->netchan.incomingfilename );
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}
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}
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break;
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}
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if( i != sv_maxclients->integer )
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continue;
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}
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}
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/*
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==================
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SV_CheckTimeouts
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If a packet has not been received from a client for timeout->value
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seconds, drop the conneciton. Server frames are used instead of
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realtime to avoid dropping the local client while debugging.
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When a client is normally dropped, the sv_client_t goes into a zombie state
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for a few seconds to make sure any final reliable message gets resent
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if necessary
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==================
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*/
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void SV_CheckTimeouts( void )
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{
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sv_client_t *cl;
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float droppoint;
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float zombiepoint;
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int i, numclients = 0;
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droppoint = host.realtime - timeout->value;
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zombiepoint = host.realtime - zombietime->value;
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( cl->state >= cs_connected )
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{
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if( cl->edict && !( cl->edict->v.flags & (FL_SPECTATOR|FL_FAKECLIENT)))
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numclients++;
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}
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// fake clients do not timeout
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if( cl->fakeclient ) cl->lastmessage = host.realtime;
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// message times may be wrong across a changelevel
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if( cl->lastmessage > host.realtime )
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cl->lastmessage = host.realtime;
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if( cl->state == cs_zombie && cl->lastmessage < zombiepoint )
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{
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cl->state = cs_free; // can now be reused
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continue;
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}
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if(( cl->state == cs_connected || cl->state == cs_spawned ) && cl->lastmessage < droppoint )
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{
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SV_BroadcastPrintf( PRINT_HIGH, "%s timed out\n", cl->name );
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SV_DropClient( cl );
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cl->state = cs_free; // don't bother with zombie state
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}
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}
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if( sv.paused && !numclients )
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{
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// nobody left, unpause the server
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SV_TogglePause( "Pause released since no players are left.\n" );
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}
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}
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/*
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================
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SV_PrepWorldFrame
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This has to be done before the world logic, because
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player processing happens outside RunWorldFrame
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================
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*/
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void SV_PrepWorldFrame( void )
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{
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edict_t *ent;
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int i;
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for( i = 1; i < svgame.numEntities; i++ )
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{
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ent = EDICT_NUM( i );
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if( ent->free ) continue;
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ent->v.effects &= ~EF_MUZZLEFLASH;
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// clear NOINTERP flag automatically only for alive creatures
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if( ent->v.flags & ( FL_MONSTER|FL_CLIENT|FL_FAKECLIENT ) && ent->v.deadflag < DEAD_DEAD )
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ent->v.effects &= ~EF_NOINTERP;
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}
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}
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/*
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=================
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SV_RunGameFrame
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=================
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*/
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void SV_RunGameFrame( void )
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{
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if( !SV_HasActivePlayers()) return;
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if( sv.frametime ) SV_Physics();
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}
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/*
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==================
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Host_ServerFrame
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==================
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*/
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void Host_ServerFrame( void )
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{
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// if server is not active, do nothing
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if( !svs.initialized ) return;
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// advances servertime
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if( !sv.paused && CL_IsInGame( ) && !sv.loadgame )
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{
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if(!( sv.hostflags & SVF_PLAYERSONLY ))
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sv.time += host.frametime;
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sv.frametime = host.frametime;
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}
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else sv.frametime = 0.0f;
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// check timeouts
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SV_CheckTimeouts ();
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// check clients timewindow
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SV_CheckCmdTimes ();
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// read packets from clients
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SV_ReadPackets ();
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// update ping based on the last known frame from all clients
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SV_CalcPings ();
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// refresh serverinfo on the client side
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SV_UpdateServerInfo ();
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// refresh physic movevars on the client side
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SV_UpdateMovevars ();
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// let everything in the world think and move
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SV_RunGameFrame ();
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// send messages back to the clients that had packets read this frame
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SV_SendClientMessages ();
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// clear edict flags for next frame
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SV_PrepWorldFrame ();
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// send a heartbeat to the master if needed
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Master_Heartbeat ();
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}
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//============================================================================
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/*
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================
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Master_Heartbeat
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Send a message to the master every few minutes to
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let it know we are alive, and log information
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================
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*/
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void Master_Heartbeat( void )
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{
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char *string;
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int i;
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if( host.type != HOST_DEDICATED || !public_server->integer )
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return; // only dedicated servers send heartbeats
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// check for time wraparound
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if( svs.last_heartbeat > host.realtime )
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svs.last_heartbeat = host.realtime;
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if(( host.realtime - svs.last_heartbeat ) < HEARTBEAT_SECONDS )
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return; // not time to send yet
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svs.last_heartbeat = host.realtime;
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// send the same string that we would give for a status OOB command
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string = SV_StatusString( );
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// send to group master
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for( i = 0; i < MAX_MASTERS; i++ )
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{
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if( master_adr[i].port )
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{
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MsgDev( D_INFO, "Sending heartbeat to %s\n", NET_AdrToString( master_adr[i] ));
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Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "heartbeat\n%s", string );
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}
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}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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", "4096", 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", "0.6", CVAR_ARCHIVE, "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" );
|
|
sv_allow_upload = Cvar_Get( "sv_allow_upload", "1", 0, "allow uploading custom resources from clients" );
|
|
sv_allow_download = Cvar_Get( "sv_allow_download", "1", 0, "allow download missed resources to clients" );
|
|
sv_send_logos = Cvar_Get( "sv_send_logos", "1", 0, "send custom player decals to other clients" );
|
|
sv_send_resources = Cvar_Get( "sv_send_resources", "1", 0, "send generic resources that specified in 'mapname.res'" );
|
|
mp_consistency = Cvar_Get( "mp_consistency", "1", CVAR_SERVERNOTIFY, "enbale consistency check in multiplayer" );
|
|
clockwindow = Cvar_Get( "clockwindow", "0.5", 0, "timewindow to execute client moves" );
|
|
sv_novis = Cvar_Get( "sv_novis", "0", 0, "force to ignore server visibility" );
|
|
|
|
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, qboolean 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( qboolean 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;
|
|
} |