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Xash3DArchive/engine/server/sv_cmds.c

573 lines
12 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// sv_cmds.c - server console commands
//=======================================================================
#include "common.h"
#include "server.h"
#include "byteorder.h"
sv_client_t *sv_client; // current client
/*
=================
SV_ClientPrintf
Sends text across to be displayed if the level passes
=================
*/
void SV_ClientPrintf( sv_client_t *cl, int level, char *fmt, ... )
{
va_list argptr;
char string[MAX_SYSPATH];
if( level < cl->messagelevel )
return;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
MSG_WriteByte( &cl->netchan.message, svc_print );
MSG_WriteByte( &cl->netchan.message, level );
MSG_WriteString( &cl->netchan.message, string );
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
void SV_BroadcastPrintf( int level, char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
sv_client_t *cl;
int i;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
// echo to console
if( host.type == HOST_DEDICATED ) Msg( "%s", string );
for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
{
if( level < cl->messagelevel) continue;
if( cl->state != cs_spawned ) continue;
MSG_WriteByte( &cl->netchan.message, svc_print );
MSG_WriteByte( &cl->netchan.message, level );
MSG_WriteString( &cl->netchan.message, string );
}
}
/*
=================
SV_BroadcastCommand
Sends text to all active clients
=================
*/
void SV_BroadcastCommand( char *fmt, ... )
{
va_list argptr;
char string[MAX_SYSPATH];
if( !sv.state ) return;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
MSG_Begin( svc_stufftext );
MSG_WriteString( &sv.multicast, string );
MSG_Send( MSG_ALL_R, NULL, NULL );
}
/*
====================
SV_SetMaster_f
Specify a list of master servers
====================
*/
void SV_SetMaster_f( void )
{
int i, slot;
// only dedicated servers send heartbeats
if( host.type != HOST_DEDICATED )
{
Msg("Only dedicated servers use masters.\n");
return;
}
// make sure the server is listed public
Cvar_Set ("public", "1");
for( i = 1; i < MAX_MASTERS; i++ )
{
memset(&master_adr[i], 0, sizeof(master_adr[i]));
}
// slot 0 will always contain the id master
for( i = 1, slot = 1; i < Cmd_Argc(); i++ )
{
if( slot == MAX_MASTERS ) break;
if(!NET_StringToAdr(Cmd_Argv(i), &master_adr[i]))
{
Msg( "Bad address: %s\n", Cmd_Argv(i));
continue;
}
if(!master_adr[slot].port) master_adr[slot].port = BigShort (PORT_MASTER);
Msg( "Master server at %s\n", NET_AdrToString (master_adr[slot]));
Msg( "Sending a ping.\n");
Netchan_OutOfBandPrint( NS_SERVER, master_adr[slot], "ping" );
slot++;
}
svs.last_heartbeat = MAX_HEARTBEAT;
}
/*
==================
SV_SetPlayer
Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
==================
*/
bool SV_SetPlayer( void )
{
char *s;
sv_client_t *cl;
int i, idnum;
if(Cmd_Argc() < 2) return false;
s = Cmd_Argv(1);
// numeric values are just slot numbers
if( s[0] >= '0' && s[0] <= '9' )
{
idnum = com.atoi(Cmd_Argv(1));
if( idnum < 0 || idnum >= Host_MaxClients())
{
Msg("Bad client slot: %i\n", idnum);
return false;
}
sv_client = &svs.clients[idnum];
if( !sv_client->state )
{
Msg("Client %i is not active\n", idnum);
return false;
}
return true;
}
// check for a name match
for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
{
if( !cl->state ) continue;
if( !com.strcmp(cl->name, s))
{
sv_client = cl;
return true;
}
}
Msg( "Userid %s is not on the server\n", s );
return false;
}
/*
==================
SV_Map_f
Goes directly to a given map without any savegame archiving.
For development work
==================
*/
void SV_Map_f( void )
{
string filename;
if( Cmd_Argc() != 2 )
{
Msg("Usage: map <filename>\n");
return;
}
com.snprintf( filename, MAX_STRING, "%s.bsp", Cmd_Argv(1));
if( !FS_FileExists( va("maps/%s", filename )))
{
Msg( "Can't loading %s\n", filename );
return;
}
SV_InitGame(); // reset previous state
SV_BroadcastCommand( "changing\n" );
SV_SendClientMessages();
SV_SpawnServer( filename, NULL );
SV_BroadcastCommand( "reconnect\n" );
// archive server state
com.strncpy( svs.mapcmd, filename, sizeof(svs.mapcmd) - 1);
}
void SV_Newgame_f( void )
{
// FIXME: do some clear operations
// FIXME: parse newgame script
Cbuf_ExecuteText(EXEC_APPEND, va("map %s\n", GI->startmap ));
}
/*
==============
SV_Load_f
==============
*/
void SV_Load_f( void )
{
string filename;
if(Cmd_Argc() != 2)
{
Msg ("Usage: load <filename>\n");
return;
}
com.snprintf( filename, MAX_STRING, "%s.bin", Cmd_Argv(1));
if(!FS_FileExists(va("save/%s", filename )))
{
Msg("Can't loading %s\n", filename );
return;
}
SV_ReadSaveFile( filename );
SV_BroadcastCommand( "changing\n" );
SV_SpawnServer( svs.mapcmd, filename );
SV_BroadcastCommand( "reconnect\n" );
}
/*
==============
SV_Save_f
==============
*/
void SV_Save_f( void )
{
string filename;
if(Cmd_Argc() != 2)
{
Msg ("Usage: savegame <directory>\n");
return;
}
com.snprintf( filename, MAX_STRING, "%s.bin", Cmd_Argv(1));
SV_WriteSaveFile( filename );
}
/*
==================
SV_ChangeLevel_f
Saves the state of the map just being exited and goes to a new map.
==================
*/
void SV_ChangeLevel_f( void )
{
string filename;
int c = Cmd_Argc();
if( c != 2 && c != 3 )
{
Msg ("Usage: changelevel <map> [landmark]\n");
return;
}
com.snprintf( filename, MAX_STRING, "%s.bsp", Cmd_Argv(1));
if(!FS_FileExists(va("maps/%s", filename )))
{
Msg("Can't loading %s\n", filename );
return;
}
if(sv.state == ss_active)
{
bool *savedFree;
sv_client_t *cl;
int i;
// clear all the client free flags before saving so that
// when the level is re-entered, the clients will spawn
// at spawn points instead of occupying body shells
savedFree = Z_Malloc(Host_MaxClients() * sizeof(bool));
for (i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++)
{
savedFree[i] = cl->edict->free;
cl->edict->free = true;
}
SV_WriteSaveFile( "save0.bin" ); // autosave
// we must restore these for clients to transfer over correctly
for (i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++)
cl->edict->free = savedFree[i];
Mem_Free( savedFree );
}
SV_InitGame(); // reset previous state
SV_BroadcastCommand("changing\n");
SV_SendClientMessages();
SV_SpawnServer( filename, NULL );
SV_BroadcastCommand ("reconnect\n");
// archive server state
com.strncpy (svs.mapcmd, filename, sizeof(svs.mapcmd) - 1);
}
/*
==================
SV_Restart_f
restarts current level
==================
*/
void SV_Restart_f( void )
{
string filename;
if(sv.state != ss_active) return;
com.strncpy( filename, svs.mapcmd, MAX_STRING );
FS_StripExtension( filename );
// just sending console command
Cbuf_AddText(va("map %s\n", filename ));
}
/*
==================
SV_Kick_f
Kick a user off of the server
==================
*/
void SV_Kick_f( void )
{
if(Cmd_Argc() != 2)
{
Msg ("Usage: kick <userid>\n");
return;
}
if(!svs.clients)
{
Msg("^3no server running.\n");
return;
}
if(!SV_SetPlayer()) return;
SV_BroadcastPrintf( HUD_PRINTCONSOLE, "%s was kicked\n", sv_client->name );
SV_ClientPrintf( sv_client, HUD_PRINTCONSOLE, "You were kicked from the game\n" );
SV_DropClient( sv_client );
sv_client->lastmessage = svs.realtime; // min case there is a funny zombie
}
/*
================
SV_Status_f
================
*/
void SV_Status_f( void )
{
int i;
sv_client_t *cl;
if(!svs.clients)
{
Msg ("^3no server running.\n");
return;
}
Msg("map: %s\n", sv.name);
Msg("num score ping name lastmsg address port \n");
Msg("--- ----- ------- --------------- ------- --------------------- ------\n");
for(i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++)
{
int j, l, ping;
char *s;
if( !cl->state ) continue;
Msg("%3i ", i);
Msg("%5i ", (int)cl->edict->v.frags );
if (cl->state == cs_connected) Msg("Connect");
else if (cl->state == cs_zombie) Msg ("Zombie ");
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
Msg("%7i ", ping);
}
Msg("%s", cl->name );
l = 16 - com.strlen(cl->name);
for (j = 0; j < l; j++) Msg (" ");
Msg ("%9i ", svs.realtime - cl->lastmessage );
s = NET_AdrToString ( cl->netchan.remote_address);
Msg ("%s", s);
l = 22 - com.strlen(s);
for (j = 0; j < l; j++) Msg (" ");
Msg("%5i", cl->netchan.qport);
Msg("\n");
}
Msg ("\n");
}
/*
==================
SV_ConSay_f
==================
*/
void SV_ConSay_f( void )
{
char *p, text[MAX_SYSPATH];
sv_client_t *client;
int i;
if(Cmd_Argc() < 2) return;
com.strncpy(text, "console: ", MAX_SYSPATH );
p = Cmd_Args();
if(*p == '"')
{
p++;
p[com.strlen(p) - 1] = 0;
}
com.strncat(text, p, MAX_SYSPATH );
for (i = 0, client = svs.clients; i < Host_MaxClients(); i++, client++)
{
if( client->state != cs_spawned ) continue;
SV_ClientPrintf( client, HUD_PRINTTALK, "%s\n", text );
}
}
/*
==================
SV_Heartbeat_f
==================
*/
void SV_Heartbeat_f (void)
{
svs.last_heartbeat = MAX_HEARTBEAT;
}
/*
===========
SV_ServerInfo_f
Examine serverinfo string
===========
*/
void SV_ServerInfo_f( void )
{
Msg("Server info settings:\n");
Info_Print( Cvar_Serverinfo());
}
/*
===========
SV_ClientInfo_f
Examine all a users info strings
===========
*/
void SV_ClientInfo_f( void )
{
if(Cmd_Argc() != 2)
{
Msg("Usage: clientinfo <userid>\n" );
return;
}
if(!SV_SetPlayer()) return;
Msg("userinfo\n");
Msg("--------\n");
Info_Print( sv_client->userinfo );
}
/*
===============
SV_KillServer_f
Kick everyone off, possibly in preparation for a new game
===============
*/
void SV_KillServer_f (void)
{
if( !svs.initialized ) return;
com.strncpy( host.finalmsg, "Server was killed\n", MAX_STRING );
SV_Shutdown( false );
}
/*
==================
SV_InitOperatorCommands
==================
*/
void SV_InitOperatorCommands( void )
{
Cmd_AddCommand( "heartbeat", SV_Heartbeat_f, "send a heartbeat to the master server" );
Cmd_AddCommand( "kick", SV_Kick_f, "kick a player off the server by number or name" );
Cmd_AddCommand( "status", SV_Status_f, "print server status information" );
Cmd_AddCommand( "serverinfo", SV_ServerInfo_f, "print server settings" );
Cmd_AddCommand( "clientinfo", SV_ClientInfo_f, "print user infostring (player num required)" );
Cmd_AddCommand( "map", SV_Map_f, "start new level" );
Cmd_AddCommand( "newgame", SV_Newgame_f, "begin new game" );
Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "changing level" );
Cmd_AddCommand( "restart", SV_Restart_f, "restarting current level" );
if( host.type == HOST_DEDICATED )
{
Cmd_AddCommand( "say", SV_ConSay_f, "send a chat message to everyone on the server" );
Cmd_AddCommand( "setmaster", SV_SetMaster_f, "set ip address for dedicated server" );
}
Cmd_AddCommand( "save", SV_Save_f, "save the game to a file" );
Cmd_AddCommand( "load", SV_Load_f, "load a saved game file" );
Cmd_AddCommand( "killserver", SV_KillServer_f, "shutdown current server" );
}
void SV_KillOperatorCommands( void )
{
Cmd_RemoveCommand("heartbeat");
Cmd_RemoveCommand("kick");
Cmd_RemoveCommand("status");
Cmd_RemoveCommand("serverinfo");
Cmd_RemoveCommand("clientinfo");
Cmd_RemoveCommand("map");
Cmd_RemoveCommand("movie");
Cmd_RemoveCommand("newgame");
Cmd_RemoveCommand("changelevel");
Cmd_RemoveCommand("restart");
Cmd_RemoveCommand("sectorlist");
if( host.type == HOST_DEDICATED )
{
Cmd_RemoveCommand("say");
Cmd_RemoveCommand("setmaster");
}
Cmd_RemoveCommand("save");
Cmd_RemoveCommand("load");
Cmd_RemoveCommand("killserver");
}