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Xash3DArchive/engine/server/sv_ccmds.c

657 lines
13 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "engine.h"
#include "server.h"
#include "savefile.h"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
/*
====================
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_NORMAL)
{
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 = 1; // slot 0 will always contain the id master
for (i = 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 == 0)
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 = -9999999;
}
/*
==================
SV_SetPlayer
Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
==================
*/
bool SV_SetPlayer (void)
{
client_t *cl;
int i;
int idnum;
char *s;
if (Cmd_Argc() < 2)
return false;
s = Cmd_Argv(1);
// numeric values are just slot numbers
if (s[0] >= '0' && s[0] <= '9')
{
idnum = atoi(Cmd_Argv(1));
if (idnum < 0 || idnum >= maxclients->value)
{
Msg ("Bad client slot: %i\n", idnum);
return false;
}
sv_client = &svs.clients[idnum];
sv_player = sv_client->edict;
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<maxclients->value; i++,cl++)
{
if (!cl->state)
continue;
if (!strcmp(cl->name, s))
{
sv_client = cl;
sv_player = sv_client->edict;
return true;
}
}
Msg ("Userid %s is not on the server\n", s);
return false;
}
/*
==================
SV_DemoMap_f
Puts the server in demo mode on a specific map/cinematic
==================
*/
void SV_DemoMap_f (void)
{
SV_Map (true, Cmd_Argv(1), NULL, false );
}
/*
==================
SV_GameMap_f
Saves the state of the map just being exited and goes to a new map.
If the initial character of the map string is '*', the next map is
in a new unit, so the current savegame directory is cleared of
map files.
Example:
*inter.cin+jail
Clears the archived maps, plays the inter.cin cinematic, then
goes to map jail.bsp.
==================
*/
void SV_GameMap_f (void)
{
char *map;
int i;
client_t *cl;
bool *savedInuse;
if (Cmd_Argc() != 2)
{
Msg ("USAGE: gamemap <map>\n");
return;
}
// check for clearing the current savegame
map = Cmd_Argv(1);
if (map[0] != '*')
{
// save the map just exited
if (sv.state == ss_game)
{
// clear all the client inuse flags before saving so that
// when the level is re-entered, the clients will spawn
// at spawn points instead of occupying body shells
savedInuse = Z_Malloc(maxclients->value * sizeof(bool));
for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
{
savedInuse[i] = cl->edict->priv.sv->free;
cl->edict->priv.sv->free = false;
}
SV_WriteSaveFile( "save0" ); //autosave
// we must restore these for clients to transfer over correctly
for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
cl->edict->priv.sv->free = savedInuse[i];
Z_Free (savedInuse);
}
}
// start up the next map
SV_Map (false, Cmd_Argv(1), NULL, false );
// archive server state
strncpy (svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd)-1);
}
/*
==================
SV_Map_f
Goes directly to a given map without any savegame archiving.
For development work
==================
*/
void SV_Map_f (void)
{
char level_path[MAX_QPATH];
sprintf(level_path, "maps/%s", Cmd_Argv(1));
FS_DefaultExtension(level_path, ".bsp" );
if (FS_FileExists(level_path))
{
sv.state = ss_dead; // don't save current level when changing
SV_InitGame ();
Cvar_Set ("nextserver", ""); //reset demoloop
SCR_BeginLoadingPlaque (); // for local system
SV_BroadcastCommand ("changing\n");
SV_SendClientMessages ();
SV_SpawnServer (level_path, NULL, NULL, ss_game, false, false);
Cbuf_CopyToDefer ();
SV_BroadcastCommand ("reconnect\n");
strncpy (svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd) - 1); // archive server state
}
else Msg ("Can't loading %s\n", level_path);
}
/*
=====================================================================
SAVEGAMES
=====================================================================
*/
/*
==============
SV_Loadgame_f
==============
*/
void SV_Loadgame_f (void)
{
if (Cmd_Argc() != 2)
{
Msg ("USAGE: loadgame <directory>\n");
return;
}
Msg("Loading game... %s\n", Cmd_Argv(1));
SV_ReadSaveFile( Cmd_Argv(1) );
// go to the map
sv.state = ss_dead; // don't save current level when changing
SV_Map (false, svs.mapcmd, Cmd_Argv(1), true);
}
/*
==============
SV_Savegame_f
==============
*/
void SV_Savegame_f (void)
{
if (sv.state != ss_game)
{
Msg ("You must be in a game to save.\n");
return;
}
if (Cmd_Argc() != 2)
{
Msg ("USAGE: savegame <directory>\n");
return;
}
if (Cvar_VariableValue("deathmatch"))
{
Msg ("Can't savegame in a deathmatch\n");
return;
}
if (!strcmp (Cmd_Argv(1), "current"))
{
Msg ("Can't save to 'current'\n");
return;
}
if (maxclients->value == 1 && svs.clients[0].edict->priv.sv->client->stats[STAT_HEALTH] <= 0)
{
Msg ("\nCan't savegame while dead!\n");
return;
}
// archive current level, including all client edicts.
// when the level is reloaded, they will be shells awaiting
// a connecting client
SV_WriteSaveFile( Cmd_Argv(1) );
Msg ("Done.\n");
}
//===============================================================
/*
==================
SV_Kick_f
Kick a user off of the server
==================
*/
void SV_Kick_f (void)
{
if (!svs.initialized)
{
Msg ("No server running.\n");
return;
}
if (Cmd_Argc() != 2)
{
Msg ("Usage: kick <userid>\n");
return;
}
if (!SV_SetPlayer ()) return;
SV_BroadcastPrintf (PRINT_HIGH, "%s was kicked\n", sv_client->name);
// print directly, because the dropped client won't get the
// SV_BroadcastPrintf message
SV_ClientPrintf (sv_client, PRINT_HIGH, "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, j, l;
client_t *cl;
char *s;
int ping;
if (!svs.clients)
{
Msg ("No server running.\n");
return;
}
Msg ("map : %s\n", sv.name);
Msg ("num score ping name lastmsg address qport \n");
Msg ("--- ----- ---- --------------- ------- --------------------- ------\n");
for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
{
if (!cl->state) continue;
Msg ("%3i ", i);
Msg ("%5i ", cl->edict->priv.sv->client->stats[STAT_FRAGS]);
if (cl->state == cs_connected)
Msg ("CNCT ");
else if (cl->state == cs_zombie)
Msg ("ZMBI ");
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
Msg ("%4i ", ping);
}
Msg ("%s", cl->name);
l = 16 - strlen(cl->name);
for (j=0 ; j<l ; j++)
Msg (" ");
Msg ("%7i ", svs.realtime - cl->lastmessage );
s = NET_AdrToString ( cl->netchan.remote_address);
Msg ("%s", s);
l = 22 - 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)
{
client_t *client;
int j;
char *p;
char text[1024];
if (Cmd_Argc () < 2)
return;
strcpy (text, "console: ");
p = Cmd_Args();
if (*p == '"')
{
p++;
p[strlen(p)-1] = 0;
}
strcat(text, p);
for (j = 0, client = svs.clients; j < maxclients->value; j++, 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 = -9999999;
}
/*
===========
SV_Serverinfo_f
Examine or change the serverinfo string
===========
*/
void SV_Serverinfo_f (void)
{
Msg ("Server info settings:\n");
Info_Print (Cvar_Serverinfo());
}
/*
===========
SV_DumpUser_f
Examine all a users info strings
===========
*/
void SV_DumpUser_f (void)
{
if (Cmd_Argc() != 2)
{
Msg ("Usage: info <userid>\n");
return;
}
if (!SV_SetPlayer ())
return;
Msg ("userinfo\n");
Msg ("--------\n");
Info_Print (sv_client->userinfo);
}
/*
==============
SV_ServerRecord_f
Begins server demo recording. Every entity and every message will be
recorded, but no playerinfo will be stored. Primarily for demo merging.
==============
*/
void SV_ServerRecord_f (void)
{
char name[MAX_OSPATH];
char buf_data[32768];
sizebuf_t buf;
int len;
int i;
if (Cmd_Argc() != 2)
{
Msg ("serverrecord <demoname>\n");
return;
}
if (svs.demofile)
{
Msg ("Already recording.\n");
return;
}
if (sv.state != ss_game)
{
Msg ("You must be in a level to record.\n");
return;
}
// open the demo file
sprintf (name, "demos/%s.dm2", Cmd_Argv(1));
Msg ("recording to %s.\n", name);
svs.demofile = FS_Open (name, "wb");
if (!svs.demofile)
{
Msg ("ERROR: couldn't open.\n");
return;
}
// setup a buffer to catch all multicasts
SZ_Init (&svs.demo_multicast, svs.demo_multicast_buf, sizeof(svs.demo_multicast_buf));
// write a single giant fake message with all the startup info
SZ_Init (&buf, buf_data, sizeof(buf_data));
// serverdata needs to go over for all types of servers
// to make sure the protocol is right, and to set the gamedir
// send the serverdata
MSG_WriteByte (&buf, svc_serverdata);
MSG_WriteLong (&buf, PROTOCOL_VERSION);
MSG_WriteLong (&buf, svs.spawncount);
// 2 means server demo
MSG_WriteByte (&buf, 2); // demos are always attract loops
MSG_WriteString (&buf, Cvar_VariableString ("gamedir"));
MSG_WriteShort (&buf, -1);
// send full levelname
MSG_WriteString (&buf, sv.configstrings[CS_NAME]);
for (i=0 ; i<MAX_CONFIGSTRINGS ; i++)
{
if (sv.configstrings[i][0])
{
MSG_WriteByte (&buf, svc_configstring);
MSG_WriteShort (&buf, i);
MSG_WriteString (&buf, sv.configstrings[i]);
}
}
// write it to the demo file
len = LittleLong (buf.cursize);
FS_Write (svs.demofile, &len, 4);
FS_Write (svs.demofile, buf.data, buf.cursize);
// the rest of the demo file will be individual frames
}
/*
==============
SV_ServerStop_f
Ends server demo recording
==============
*/
void SV_ServerStop_f (void)
{
if (!svs.demofile)
{
Msg ("Not doing a record.\n");
return;
}
FS_Close (svs.demofile);
svs.demofile = NULL;
Msg ("Completed demo.\n");
}
/*
===============
SV_KillServer_f
Kick everyone off, possibly in preparation for a new game
===============
*/
void SV_KillServer_f (void)
{
if (!svs.initialized) return;
SV_Shutdown ("Server was killed.\n", false);
NET_Config ( false ); // close network sockets
}
//===========================================================
/*
==================
SV_InitOperatorCommands
==================
*/
void SV_InitOperatorCommands (void)
{
Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
Cmd_AddCommand ("kick", SV_Kick_f);
Cmd_AddCommand ("status", SV_Status_f);
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
Cmd_AddCommand ("map", SV_Map_f);
Cmd_AddCommand ("demomap", SV_DemoMap_f);
Cmd_AddCommand ("gamemap", SV_GameMap_f);
Cmd_AddCommand ("setmaster", SV_SetMaster_f);
if (host.type == HOST_DEDICATED)
{
Cmd_AddCommand ("say", SV_ConSay_f);
}
Cmd_AddCommand ("serverrecord", SV_ServerRecord_f);
Cmd_AddCommand ("serverstop", SV_ServerStop_f);
Cmd_AddCommand ("save", SV_Savegame_f);
Cmd_AddCommand ("load", SV_Loadgame_f);
Cmd_AddCommand ("killserver", SV_KillServer_f);
}