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