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Xash3DArchive/engine/server/server.h

351 lines
10 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.
*/
// server.h
//define PARANOID // speed sapping error checking
#include "ref_server.h"
//=============================================================================
#define MAX_MASTERS 8 // max recipients for heartbeat packets
typedef enum {
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_game, // actively running
ss_cinematic,
ss_demo,
ss_pic
} server_state_t;
// some qc commands are only valid before the server has finished
// initializing (precache commands, static sounds / objects, etc)
typedef struct
{
server_state_t state; // precache commands are only valid during load
bool attractloop; // running cinematics and demos for the local system only
bool loadgame; // client begins should reuse existing entity
unsigned time; // always sv.framenum * 100 msec
int framenum;
char name[MAX_QPATH]; // map name, or cinematic name
struct cmodel_s *models[MAX_MODELS];
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
entity_state_t baselines[MAX_EDICTS];
// the multicast buffer is used to send a message to a set of clients
// it is only used to marshall data until SV_Multicast is called
sizebuf_t multicast;
byte multicast_buf[MAX_MSGLEN];
// demo server information
file_t *demofile;
bool timedemo; // don't time sync
} server_t;
#define EDICT_NUM(n) ((edict_t *)((byte *)ge->edicts + ge->edict_size * (n) ))
#define NUM_FOR_EDICT(e) ( ((byte *)(e) - (byte *)ge->edicts ) / ge->edict_size)
typedef enum
{
cs_free, // 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 client_t, but not in game yet
cs_spawned // client is fully in game
} client_state_t;
typedef struct
{
int areabytes;
byte areabits[MAX_MAP_AREAS/8]; // portalarea visibility bits
player_state_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
int senttime; // for ping calculations
} client_frame_t;
#define LATENCY_COUNTS 16
#define RATE_MESSAGES 10
typedef struct client_s
{
client_state_t state;
char userinfo[MAX_INFO_STRING]; // name, etc
int lastframe; // for delta compression
usercmd_t lastcmd; // for filling in big drops
int commandMsec; // every seconds this is reset, if user
// commands exhaust it, assume time cheating
int frame_latency[LATENCY_COUNTS];
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)
char name[32]; // extracted from userinfo, high bits masked
int messagelevel; // for filtering printed messages
// 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;
} client_t;
// 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;
} challenge_t;
typedef struct
{
bool initialized; // sv_init has completed
int realtime; // always increasing, no clamping, etc
char mapcmd[MAX_TOKEN_CHARS]; // ie: *intro.cin+base
char comment[MAX_TOKEN_CHARS]; // map name, e.t.c.
int spawncount; // incremented each server start
// used to check late spawns
client_t *clients; // [maxclients->value];
int num_client_entities; // maxclients->value*UPDATE_BACKUP*MAX_PACKET_ENTITIES
int next_client_entities; // next client_entity to use
entity_state_t *client_entities; // [num_client_entities]
int last_heartbeat;
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
// serverrecord values
file_t *demofile;
sizebuf_t demo_multicast;
byte demo_multicast_buf[MAX_MSGLEN];
} server_static_t;
//=============================================================================
extern netadr_t net_from;
extern sizebuf_t net_message;
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 cvar_t *sv_paused;
extern cvar_t *maxclients;
extern cvar_t *sv_noreload; // don't reload level state when reentering
extern cvar_t *sv_airaccelerate; // don't reload level state when reentering
// development tool
extern cvar_t *sv_enforcetime;
extern client_t *sv_client;
extern edict_t *sv_player;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage (char *message, bool reconnect);
void SV_DropClient (client_t *drop);
int SV_ModelIndex (char *name);
int SV_SoundIndex (char *name);
int SV_ImageIndex (char *name);
void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg);
void SV_ExecuteUserCommand (char *s);
void SV_InitOperatorCommands (void);
void SV_SendServerinfo (client_t *client);
void SV_UserinfoChanged (client_t *cl);
void Master_Heartbeat (void);
void Master_Packet (void);
//
// sv_init.c
//
void SV_InitGame (void);
void SV_Map (bool attractloop, char *levelstring, bool loadgame);
//
// sv_phys.c
//
void SV_PrepWorldFrame (void);
//
// sv_send.c
//
typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t;
#define SV_OUTPUTBUF_LENGTH (MAX_MSGLEN - 16)
extern char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
void SV_FlushRedirect (int sv_redirected, char *outputbuf);
void SV_DemoCompleted (void);
void SV_SendClientMessages (void);
void SV_Multicast (vec3_t origin, msgtype_t to);
void SV_StartSound (vec3_t origin, edict_t *entity, int channel,
int soundindex, float volume,
float attenuation, float timeofs);
void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...);
void SV_BroadcastPrintf (int level, char *fmt, ...);
void SV_BroadcastCommand (char *fmt, ...);
//
// sv_user.c
//
void SV_Nextserver (void);
void SV_ExecuteClientMessage (client_t *cl);
//
// sv_ccmds.c
//
void SV_ReadLevelFile ( int mode );
void SV_Status_f (void);
//
// sv_ents.c
//
void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg);
void SV_RecordDemoMessage (void);
void SV_BuildClientFrame (client_t *client);
void SV_Error (char *error, ...);
//
// sv_game.c
//
extern game_export_t *ge;
void SV_InitGameProgs (void);
void SV_ShutdownGameProgs (void);
void SV_InitEdict (edict_t *e);
//
// sv_studio.c
//
byte *SV_GetModelPtr(edict_t *ent);
int SV_StudioExtractBbox( studiohdr_t *phdr, int sequence, float *mins, float *maxs );
//
// sv_save.c
//
void SV_WriteSaveFile( int mode );
//============================================================
//
// high level object sorting to reduce interaction tests
//
void SV_ClearWorld (void);
// 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
void SV_LinkEdict (edict_t *ent);
// 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 (vec3_t mins, 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?
//===================================================================
//
// functions that interact with everything apropriate
//
int SV_PointContents (vec3_t p);
// returns the CONTENTS_* value from the world at the given point.
// Quake 2 extends this to also check entities, to allow moving liquids
trace_t SV_Trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passedict, int contentmask);
// 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)