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Xash3DArchive/engine/server/server.h

475 lines
16 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// server.h - primary header for server
//=======================================================================
#ifndef SERVER_H
#define SERVER_H
#include "mathlib.h"
#include "svgame_api.h"
#include "com_world.h"
//=============================================================================
#define MAX_MASTERS 8 // max recipients for heartbeat packets
#define LATENCY_COUNTS 16
#define MAX_ENT_CLUSTERS 16
#define RATE_MESSAGES 10
#define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - svgame.edicts))
#define EDICT_NUM( num ) SV_EDICT_NUM( num, __FILE__, __LINE__ )
#define STRING( offset ) SV_GetString( offset )
#define MAKE_STRING(str) SV_AllocString( str )
typedef enum
{
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_active // actively running
} sv_state_t;
typedef enum
{
cs_free = 0, // can be reused for a new connection
cs_zombie, // client has been disconnected, but don't reuse connection for a couple seconds
cs_connected, // has been assigned to a sv_client_t, but not in game yet
cs_spawned // client is fully in game
} cl_state_t;
typedef struct server_s
{
sv_state_t state; // precache commands are only valid during load
bool loadgame; // client begins should reuse existing entity
bool changelevel; // chnage map, reconnect clients, transfer entities, merge globals
int time; // sv.time += sv.frametime
int frametime;
int framenum;
int net_framenum;
int hostflags; // misc server flags: predicting etc
string name; // map name, or cinematic name
string startspot; // player_start name on nextmap
char configstrings[MAX_CONFIGSTRINGS][CS_SIZE];
// the multicast buffer is used to send a message to a set of clients
// it is only used to marshall data until SV_Message is called
sizebuf_t multicast;
byte multicast_buf[MAX_MSGLEN];
sizebuf_t signon;
byte signon_buf[MAX_MSGLEN];
bool autosaved;
bool cphys_prepped;
bool paused;
} server_t;
typedef struct
{
entity_state_t ps; // player state
byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
int areabits_size;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
int senttime; // time the message was transmitted
int latency;
int index; // client edict index
} client_frame_t;
typedef struct sv_client_s
{
cl_state_t state;
char userinfo[MAX_INFO_STRING]; // name, etc (received from client)
char physinfo[MAX_INFO_STRING]; // set on server (transmit to client)
bool physinfo_modified; // transmit at next opportunity
int lastframe; // for delta compression
usercmd_t lastcmd; // for filling in big drops
int usehull; // current hull that client used
int commandMsec; // every seconds this is reset, if user
// commands exhaust it, assume time cheating
int packet_loss;
int ping;
int message_size[RATE_MESSAGES]; // used to rate drop packets
int rate;
int surpressCount; // number of messages rate supressed
edict_t *edict; // EDICT_NUM(clientnum+1)
edict_t *pViewEntity; // svc_setview member
char name[32]; // extracted from userinfo, color string allowed
int messagelevel; // for filtering printed messages
// The reliable buf contain reliable user messages that must be followed
// after pvs frame
sizebuf_t reliable;
byte reliable_buf[MAX_MSGLEN];
// the datagram is written to by sound calls, prints, temp ents, etc.
// it can be harmlessly overflowed.
sizebuf_t datagram;
byte datagram_buf[MAX_MSGLEN];
client_frame_t frames[UPDATE_BACKUP]; // updates can be delta'd from here
byte *download; // file being downloaded
int downloadsize; // total bytes (can't use EOF because of paks)
int downloadcount; // bytes sent
int lastmessage; // sv.framenum when packet was last received
int lastconnect;
int challenge; // challenge of this user, randomly generated
netchan_t netchan;
} sv_client_t;
// sv_private_edict_t
struct sv_priv_s
{
link_t area; // linked to a division node or leaf
sv_client_t *client; // filled for player ents
int lastcluster; // unused if num_clusters != -1
int linkcount;
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int framenum; // update framenumber
int areanum, areanum2;
bool linked; // passed through SV_LinkEdict
bool stuck; // entity stucked in brush
// cached position to avoid redundant SV_CheckWaterTransition calls on monsters
bool forceupdate; // force an update on this entity
// (set by SV_PushMove code for moving water entities)
vec3_t water_origin; // updates whenever this changes
vec3_t moved_origin; // used by PushMove to keep track of where objects were before
vec3_t moved_angles; // they were moved, in case they need to be moved back
size_t pvdata_size; // member size of alloceed pvPrivateData
// (used by SV_CopyEdict)
entity_state_t s; // baseline (this is a player_state too)
};
/*
=============================================================================
a client can leave the server in one of four ways:
dropping properly by quiting or disconnecting
timing out if no valid messages are received for timeout.value seconds
getting kicked off by the server operator
a program error, like an overflowed reliable buffer
=============================================================================
*/
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
#define MAX_CHALLENGES 1024
typedef struct
{
netadr_t adr;
int challenge;
int time;
bool connected;
} challenge_t;
typedef struct
{
// user messages stuff
const char *msg_name; // just for debug
int msg_sizes[MAX_USER_MESSAGES]; // user messages bounds checker
int msg_size_index; // write message size at this pos in sizebuf
int msg_realsize; // left in bytes
int msg_index; // for debug messages
int msg_dest; // msg destination ( MSG_ONE, MSG_ALL etc )
bool msg_started; // to avoid include messages
edict_t *msg_ent; // user message member entity
vec3_t msg_org; // user message member origin
void *hInstance; // pointer to server.dll
union
{
edict_t *edicts; // acess by edict number
void *vp; // acess by offset in bytes
};
movevars_t movevars; // curstate
movevars_t oldmovevars; // oldstate
playermove_t *pmove; // pmove state
globalvars_t *globals; // server globals
DLL_FUNCTIONS dllFuncs; // dll exported funcs
byte *private; // server.dll private pool
byte *temppool; // for parse, save and restore edicts
byte *mempool; // server premamnent pool: edicts etc
// library exports table
word *ordinals;
dword *funcs;
char *names[4096]; // max 4096 exports supported
int num_ordinals; // actual exports count
dword funcBase; // base offset
int hStringTable; // stringtable handle
SAVERESTOREDATA SaveData; // shared struct, used for save data
} svgame_static_t;
typedef struct
{
bool initialized; // sv_init has completed
int realtime; // always increasing, no clamping, etc
int timestart; // just for profiling
int groupmask;
int groupop;
char mapname[CS_SIZE]; // current mapname
string comment; // map name, e.t.c.
int spawncount; // incremented each server start
// used to check late spawns
sv_client_t *clients; // [sv_maxclients->integer]
int num_client_entities; // sv_maxclients->integer*UPDATE_BACKUP*MAX_PACKET_ENTITIES
int next_client_entities; // next client_entity to use
entity_state_t *client_entities; // [num_client_entities]
entity_state_t *baselines; // [GI->max_edicts]
int last_heartbeat;
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
} server_static_t;
//=============================================================================
extern netadr_t master_adr[MAX_MASTERS]; // address of the master server
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern svgame_static_t svgame; // persistant game info
extern cvar_t *sv_pausable; // allows pause in multiplayer
extern cvar_t *sv_noreload; // don't reload level state when reentering
extern cvar_t *sv_airaccelerate;
extern cvar_t *sv_accelerate;
extern cvar_t *sv_friction;
extern cvar_t *sv_edgefriction;
extern cvar_t *sv_idealpitchscale;
extern cvar_t *sv_maxvelocity;
extern cvar_t *sv_gravity;
extern cvar_t *sv_stopspeed;
extern cvar_t *sv_fps; // running server at
extern cvar_t *sv_check_errors;
extern cvar_t *sv_synchthink;
extern cvar_t *sv_enforcetime;
extern cvar_t *sv_reconnect_limit;
extern cvar_t *rcon_password;
extern cvar_t *hostname;
extern cvar_t *sv_stepheight;
extern cvar_t *sv_playersonly;
extern cvar_t *sv_rollangle;
extern cvar_t *sv_rollspeed;
extern cvar_t *sv_maxspeed;
extern cvar_t *sv_maxclients;
extern sv_client_t *sv_client;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage( char *message, bool reconnect );
void SV_DropClient( sv_client_t *drop );
int SV_ModelIndex( const char *name );
int SV_SoundIndex( const char *name );
int SV_ClassIndex( const char *name );
int SV_DecalIndex( const char *name );
int SV_EventIndex( const char *name );
int SV_GenericIndex( const char *name );
int SV_UserMessageIndex( const char *name );
int SV_CalcPacketLoss( sv_client_t *cl );
void SV_ExecuteUserCommand (char *s);
void SV_InitOperatorCommands( void );
void SV_KillOperatorCommands( void );
void SV_SendServerinfo( sv_client_t *client );
void SV_UserinfoChanged( sv_client_t *cl, const char *userinfo );
void Master_Heartbeat (void);
void Master_Packet (void);
//
// sv_init.c
//
void SV_InitGame( void );
void SV_PrepModels( void );
void SV_ActivateServer( void );
void SV_DeactivateServer( void );
void SV_LevelInit( const char *newmap, const char *oldmap, const char *savename );
void SV_SpawnServer( const char *server, const char *startspot );
int SV_FindIndex( const char *name, int start, int end, bool create );
void SV_ClassifyEdict( edict_t *ent, int m_iNewClass );
//
// sv_phys.c
//
void SV_Physics( void );
void SV_CheckVelocity( edict_t *ent );
bool SV_CheckWater( edict_t *ent );
bool SV_RunThink( edict_t *ent );
bool SV_UnstickEntity( edict_t *ent );
//
// sv_move.c
//
bool SV_WalkMove( edict_t *ent, vec3_t move, int iMode );
void SV_MoveToOrigin( edict_t *ed, const vec3_t goal, float dist, int iMode );
bool SV_CheckBottom( edict_t *ent, int iMode );
float SV_VecToYaw( const vec3_t src );
//
// sv_send.c
//
void SV_SendClientMessages( void );
void SV_AmbientSound( edict_t *entity, int soundindex, float volume, float attenuation );
void SV_ClientPrintf( sv_client_t *cl, int level, char *fmt, ... );
void SV_BroadcastPrintf( int level, char *fmt, ... );
void SV_BroadcastCommand( char *fmt, ... );
//
// sv_client.c
//
char *SV_StatusString( void );
void SV_GetChallenge( netadr_t from );
void SV_DirectConnect( netadr_t from );
void SV_TogglePause( const char *msg );
void SV_PutClientInServer( edict_t *ent );
bool SV_ClientConnect( edict_t *ent, char *userinfo );
void SV_ClientThink( sv_client_t *cl, usercmd_t *cmd );
void SV_ExecuteClientMessage( sv_client_t *cl, sizebuf_t *msg );
void SV_ConnectionlessPacket( netadr_t from, sizebuf_t *msg );
edict_t *SV_FakeConnect( const char *netname );
void SV_PreRunCmd( sv_client_t *cl, usercmd_t *ucmd );
void SV_RunCmd( sv_client_t *cl, usercmd_t *ucmd );
void SV_PostRunCmd( sv_client_t *cl );
void SV_SetIdealPitch( sv_client_t *cl );
void SV_InitClientMove( void );
//
// sv_cmds.c
//
void SV_Status_f( void );
void SV_Newgame_f( void );
//
// sv_frame.c
//
void SV_WriteFrameToClient( sv_client_t *client, sizebuf_t *msg );
void SV_BuildClientFrame( sv_client_t *client );
void SV_UpdateEntityState( const edict_t *ent, bool baseline );
//
// sv_game.c
//
void SV_LoadProgs( const char *name );
void SV_UnloadProgs( void );
void SV_FreeEdicts( void );
edict_t *SV_AllocEdict( void );
void SV_FreeEdict( edict_t *pEdict );
void SV_InitEdict( edict_t *pEdict );
const char *SV_ClassName( const edict_t *e );
bool SV_CopyEdict( edict_t *out, edict_t *in );
void SV_ConfigString( int index, const char *val );
void SV_SetModel( edict_t *ent, const char *name );
void SV_CopyTraceToGlobal( trace_t *trace );
void SV_BaselineForEntity( const edict_t *pEdict );
script_t *SV_GetEntityScript( const char *filename );
float SV_AngleMod( float ideal, float current, float speed );
void SV_SpawnEntities( const char *mapname, script_t *entities );
edict_t* SV_AllocPrivateData( edict_t *ent, string_t className );
string_t SV_AllocString( const char *szValue );
sv_client_t *SV_ClientFromEdict( const edict_t *pEdict, bool spawned_only );
const char *SV_GetString( string_t iString );
void SV_SetClientMaxspeed( sv_client_t *cl, float fNewMaxspeed );
bool SV_MapIsValid( const char *filename, const char *spawn_entity );
void SV_StartSound( edict_t *ent, int chan, const char *sample, float vol, float attn, int flags, int pitch );
void SV_UpdateBaseVelocity( edict_t *ent );
bool SV_IsValidEdict( const edict_t *e );
script_t *CM_GetEntityScript( void );
_inline edict_t *SV_EDICT_NUM( int n, const char * file, const int line )
{
if((n >= 0) && (n < svgame.globals->maxEntities))
return svgame.edicts + n;
Host_Error( "SV_EDICT_NUM: bad number %i (called at %s:%i)\n", n, file, line );
return NULL;
}
//
// sv_save.c
//
void SV_MergeLevelFile( const char *name );
void SV_ChangeLevel( bool bUseLandmark, const char *mapname, const char *start );
void SV_WriteSaveFile( const char *name, bool autosave, bool bUseLandmark );
void SV_ReadSaveFile( const char *name );
void SV_ReadLevelFile( const char *name );
const char *SV_GetLatestSave( void );
//============================================================
// high level object sorting to reduce interaction tests
// called after the world model has been loaded, before linking any entities
void SV_UnlinkEdict (edict_t *ent);
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
// Needs to be called any time an entity changes origin, mins, maxs,
// or solid. Automatically unlinks if needed.
// sets ent->v.absmin and ent->v.absmax
// sets ent->leafnums[] for pvs determination even if the entity
// is not solid
int SV_AreaEdicts( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount, int areatype );
// fills in a table of edict pointers with edicts that have bounding boxes
// that intersect the given area. It is possible for a non-axial bmodel
// to be returned that doesn't actually intersect the area on an exact
// test.
// returns the number of pointers filled in
// ??? does this always return the world?
//
// sv_world.c
//
extern areanode_t sv_areanodes[];
void SV_ClearWorld( void );
trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore );
void SV_LinkEdict( edict_t *ent, bool touch_triggers );
void SV_TouchLinks( edict_t *ent, areanode_t *node );
edict_t *SV_TestPlayerPosition( const vec3_t origin, edict_t *pass, TraceResult *trace );
int SV_PointContents( const vec3_t p );
trace_t SV_ClipMoveToEntity( edict_t *e, const vec3_t p0, vec3_t b0, vec3_t b1, const vec3_t p1, uint mask, int flags );
int SV_BaseContents( const vec3_t p, edict_t *e );
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set,
// trace.startsolid will be set, and trace.fraction will be 0
// if the starting point is in a solid, it will be allowed to move out
// to an open area
// passedict is explicitly excluded from clipping checks (normally NULL)
#endif//SERVER_H