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Xash3DArchive/engine/server/sv_cmds.c

763 lines
16 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// sv_cmds.c - server console commands
//=======================================================================
#include "common.h"
#include "server.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;
if( cl->fakeclient )
return;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
BF_WriteByte( &cl->netchan.message, svc_print );
BF_WriteByte( &cl->netchan.message, level );
BF_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;
if( !sv.state ) return;
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 < sv_maxclients->integer; i++, cl++ )
{
if( level < cl->messagelevel ) continue;
if( cl->state != cs_spawned ) continue;
if( cl->fakeclient ) continue;
BF_WriteByte( &cl->netchan.message, svc_print );
BF_WriteByte( &cl->netchan.message, level );
BF_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 );
BF_WriteByte( &sv.reliable_datagram, svc_stufftext );
BF_WriteString( &sv.reliable_datagram, string );
}
/*
====================
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++ )
{
Mem_Set( &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 = BF_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)
==================
*/
qboolean SV_SetPlayer( void )
{
char *s;
sv_client_t *cl;
int i, idnum;
if( sv_maxclients->integer == 1 || Cmd_Argc() < 2 )
{
// sepcial case for local client
sv_client = svs.clients;
return true;
}
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 >= sv_maxclients->integer )
{
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 < sv_maxclients->integer; 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 )
{
char *spawn_entity;
string mapname;
int flags;
if( Cmd_Argc() != 2 )
{
Msg( "Usage: map <mapname>\n" );
return;
}
// hold mapname to other place
com.strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname ));
// determine spawn entity classname
if( sv_maxclients->integer == 1 )
spawn_entity = GI->sp_entity;
else spawn_entity = GI->mp_entity;
flags = SV_MapIsValid( mapname, spawn_entity, NULL );
if(!( flags & MAP_IS_EXIST ))
{
Msg( "SV_NewMap: map %s doesn't exist\n", mapname );
return;
}
if(!( flags & MAP_HAS_SPAWNPOINT ))
{
Msg( "SV_NewMap: map %s doesn't have a valid spawnpoint\n", mapname );
return;
}
SCR_BeginLoadingPlaque();
sv.loadgame = false; // set right state
SV_ClearSaveDir (); // delete all temporary *.hl files
SV_DeactivateServer();
SV_SpawnServer( mapname, NULL );
SV_LevelInit( mapname, NULL, NULL, false );
SV_ActivateServer ();
}
void SV_Newgame_f( void )
{
if( Cmd_Argc() != 1 )
{
Msg( "Usage: newgame\n" );
return;
}
Host_NewGame( GI->startmap, false );
}
void SV_HazardCourse_f( void )
{
if( Cmd_Argc() != 1 )
{
Msg( "Usage: hazardcourse\n" );
return;
}
Host_NewGame( GI->trainmap, false );
}
void SV_Endgame_f( void )
{
Host_EndGame( "The End" );
}
/*
==============
SV_Load_f
==============
*/
void SV_Load_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "Usage: load <savename>\n" );
return;
}
SV_LoadGame( Cmd_Argv( 1 ));
}
/*
==============
SV_QuickLoad_f
==============
*/
void SV_QuickLoad_f( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Loading...; wait; load quick" );
}
/*
==============
SV_Save_f
==============
*/
void SV_Save_f( void )
{
const char *name;
switch( Cmd_Argc() )
{
case 1: name = "new"; break;
case 2: name = Cmd_Argv( 1 ); break;
default:
Msg( "Usage: save <savename>\n" );
return;
}
SV_SaveGame( name );
}
/*
==============
SV_QuickSave_f
==============
*/
void SV_QuickSave_f( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Saving...; wait; save quick" );
}
/*
==============
SV_DeleteSave_f
==============
*/
void SV_DeleteSave_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "Usage: delsave <name>\n" );
return;
}
// delete save and saveshot
FS_Delete( va( "save/%s.sav", Cmd_Argv( 1 )));
FS_Delete( va( "save/%s.%s", Cmd_Argv( 1 ), SI->savshot_ext ));
}
/*
==============
SV_AutoSave_f
==============
*/
void SV_AutoSave_f( void )
{
SV_SaveGame( "autosave" );
}
/*
==================
SV_ChangeLevel_f
Saves the state of the map just being exited and goes to a new map.
==================
*/
void SV_ChangeLevel_f( void )
{
char *spawn_entity, *mapname;
int flags, c = Cmd_Argc();
mapname = Cmd_Argv( 1 );
// determine spawn entity classname
if( sv_maxclients->integer == 1 )
spawn_entity = GI->sp_entity;
else spawn_entity = GI->mp_entity;
flags = SV_MapIsValid( mapname, spawn_entity, Cmd_Argv( 2 ));
if(!( flags & MAP_IS_EXIST ))
{
Msg( "SV_ChangeLevel: map %s doesn't exist\n", mapname );
return;
}
if( c == 3 && !( flags & MAP_HAS_LANDMARK ))
{
// NOTE: we find valid map but specified landmark it's doesn't exist
// run simple changelevel like in q1, throw warning
MsgDev( D_INFO, "SV_ChangeLevel: map %s is exist but doesn't contain\n", mapname );
MsgDev( D_INFO, "landmark with name %s. Run classic quake changelevel\n", Cmd_Argv( 2 ));
c = 2; // reduce args
}
if( c == 3 && !com.stricmp( sv.name, Cmd_Argv( 1 )))
{
MsgDev( D_INFO, "SV_ChangeLevel: can't changelevel with same map. Ignored.\n" );
return;
}
if( c == 2 && !( flags & MAP_HAS_SPAWNPOINT ))
{
MsgDev( D_INFO, "SV_ChangeLevel: map %s doesn't have a valid spawnpoint. Ignored.\n", mapname );
return;
}
SCR_BeginLoadingPlaque();
if( sv.state != ss_active )
{
// just load map
Cbuf_AddText( va( "map %s\n", mapname ));
return;
}
switch( c )
{
case 2: SV_ChangeLevel( false, Cmd_Argv( 1 ), NULL ); break;
case 3: SV_ChangeLevel( true, Cmd_Argv( 1 ), Cmd_Argv( 2 )); break;
default: Msg( "Usage: changelevel <map> [landmark]\n" ); break;
}
}
/*
==================
SV_Restart_f
restarts current level
==================
*/
void SV_Restart_f( void )
{
if( sv.state != ss_active ) return;
// just sending console command
Cbuf_AddText( va( "map %s\n", sv.name ));
}
void SV_Reload_f( void )
{
const char *save;
string loadname;
if( sv.state != ss_active )
return;
save = SV_GetLatestSave();
if( save )
{
FS_FileBase( save, loadname );
Cbuf_AddText( va( "load %s\n", loadname ));
}
else Cbuf_AddText( "newgame\n" ); // begin new game
}
/*
==================
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( PRINT_HIGH, "%s was kicked\n", sv_client->name );
SV_ClientPrintf( sv_client, PRINT_HIGH, "You were kicked from the game\n" );
SV_DropClient( sv_client );
// min case there is a funny zombie
sv_client->lastmessage = host.realtime;
}
/*
==================
SV_Kill_f
==================
*/
void SV_Kill_f( void )
{
if( !SV_SetPlayer()) return;
if( sv_client->edict->v.health <= 0.0f )
{
SV_ClientPrintf( sv_client, PRINT_HIGH, "Can't suicide -- allready dead!\n");
return;
}
svgame.dllFuncs.pfnClientKill( sv_client->edict );
}
/*
==================
SV_EntPatch_f
==================
*/
void SV_EntPatch_f( void )
{
const char *mapname;
if( Cmd_Argc() < 2 )
{
if( sv.state != ss_dead )
{
mapname = sv.name;
}
else
{
Msg( "Usage: entpatch <mapname>\n" );
return;
}
}
else mapname = Cmd_Argv( 1 );
SV_WriteEntityPatch( mapname );
}
/*
================
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 < sv_maxclients->integer; 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 = 24 - com.strlen( cl->name );
for( j = 0; j < l; j++ ) Msg( " " );
Msg( "%g ", ( host.realtime - cl->lastmessage ));
s = NET_BaseAdrToString( 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 < sv_maxclients->integer; i++, client++ )
{
if( client->state != cs_spawned ) continue;
SV_ClientPrintf( client, PRINT_CHAT, "%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 );
NET_Config ( false ); // close network sockets
}
/*
===============
SV_PlayersOnly_f
disable plhysics but players
===============
*/
void SV_PlayersOnly_f( void )
{
if( !Cvar_VariableInteger( "sv_cheats" )) return;
sv.hostflags = sv.hostflags ^ SVF_PLAYERSONLY;
if(!( sv.hostflags & SVF_PLAYERSONLY ))
SV_BroadcastPrintf( D_INFO, "Resume server physic" );
else SV_BroadcastPrintf( D_INFO, "Freeze server physic" );
}
/*
==================
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( "kill", SV_Kill_f, "die instantly" );
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( "playersonly", SV_PlayersOnly_f, "freezes time, except for players" );
Cmd_AddCommand( "map", SV_Map_f, "start new level" );
Cmd_AddCommand( "newgame", SV_Newgame_f, "begin new game" );
Cmd_AddCommand( "endgame", SV_Endgame_f, "end current game" );
Cmd_AddCommand( "hazardcourse", SV_HazardCourse_f, "starting a Hazard Course" );
Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "changing level" );
Cmd_AddCommand( "restart", SV_Restart_f, "restarting current level" );
Cmd_AddCommand( "reload", SV_Reload_f, "continue from latest save or restart level" );
Cmd_AddCommand( "entpatch", SV_EntPatch_f, "write entity patch to allow external editing" );
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( "savequick", SV_QuickSave_f, "save the game to the quicksave" );
Cmd_AddCommand( "loadquick", SV_QuickLoad_f, "load a quick-saved game file" );
Cmd_AddCommand( "killsave", SV_DeleteSave_f, "delete a saved game file and saveshot" );
Cmd_AddCommand( "autosave", SV_AutoSave_f, "save the game to 'autosave' file" );
Cmd_AddCommand( "killserver", SV_KillServer_f, "shutdown current server" );
}
void SV_KillOperatorCommands( void )
{
Cmd_RemoveCommand( "heartbeat" );
Cmd_RemoveCommand( "kick" );
Cmd_RemoveCommand( "kill" );
Cmd_RemoveCommand( "status" );
Cmd_RemoveCommand( "serverinfo" );
Cmd_RemoveCommand( "clientinfo" );
Cmd_RemoveCommand( "playersonly" );
Cmd_RemoveCommand( "map" );
Cmd_RemoveCommand( "newgame" );
Cmd_RemoveCommand( "endgame" );
Cmd_RemoveCommand( "hazardcourse" );
Cmd_RemoveCommand( "changelevel" );
Cmd_RemoveCommand( "restart" );
Cmd_RemoveCommand( "reload" );
Cmd_RemoveCommand( "entpatch" );
if( host.type == HOST_DEDICATED )
{
Cmd_RemoveCommand( "say" );
Cmd_RemoveCommand( "setmaster" );
}
Cmd_RemoveCommand( "save" );
Cmd_RemoveCommand( "load" );
Cmd_RemoveCommand( "savequick" );
Cmd_RemoveCommand( "loadquick" );
Cmd_RemoveCommand( "killsave" );
Cmd_RemoveCommand( "autosave" );
Cmd_RemoveCommand( "killserver" );
}