611 lines
15 KiB
C
611 lines
15 KiB
C
//=======================================================================
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// Copyright XashXT Group 2009 ©
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// sv_init.c - server initialize operations
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//=======================================================================
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#include "common.h"
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#include "server.h"
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int SV_UPDATE_BACKUP = SINGLEPLAYER_BACKUP;
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server_static_t svs; // persistant server info
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svgame_static_t svgame; // persistant game info
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server_t sv; // local server
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int SV_ModelIndex( const char *name )
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{
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int i;
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if( !name || !name[0] )
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return 0;
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for( i = 1; i < MAX_MODELS && sv.model_precache[i][0]; i++ )
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{
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if( !com.stricmp( sv.model_precache[i], name ))
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return i;
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}
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if( i == MAX_MODELS )
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{
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Host_Error( "SV_ModelIndex: MAX_MODELS limit exceeded\n" );
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return 0;
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}
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// register new model
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com.strncpy( sv.model_precache[i], name, sizeof( sv.model_precache[i] ));
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if( sv.state != ss_loading )
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{
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// send the update to everyone
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BF_WriteByte( &sv.reliable_datagram, svc_modelindex );
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BF_WriteUBitLong( &sv.reliable_datagram, i, MAX_MODEL_BITS );
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BF_WriteString( &sv.reliable_datagram, name );
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}
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return i;
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}
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int SV_SoundIndex( const char *name )
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{
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int i;
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if( !name || !name[0] )
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return 0;
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for( i = 1; i < MAX_SOUNDS && sv.sound_precache[i][0]; i++ )
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{
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if( !com.stricmp( sv.sound_precache[i], name ))
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return i;
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}
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if( i == MAX_SOUNDS )
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{
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Host_Error( "SV_SoundIndex: MAX_SOUNDS limit exceeded\n" );
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return 0;
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}
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// register new sound
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com.strncpy( sv.sound_precache[i], name, sizeof( sv.sound_precache[i] ));
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if( sv.state != ss_loading )
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{
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// send the update to everyone
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BF_WriteByte( &sv.reliable_datagram, svc_modelindex );
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BF_WriteUBitLong( &sv.reliable_datagram, i, MAX_SOUND_BITS );
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BF_WriteString( &sv.reliable_datagram, name );
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}
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return i;
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}
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int SV_EventIndex( const char *name )
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{
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int i;
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if( !name || !name[0] )
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return 0;
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for( i = 1; i < MAX_EVENTS && sv.event_precache[i][0]; i++ )
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{
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if( !com.stricmp( sv.event_precache[i], name ))
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return i;
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}
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if( i == MAX_EVENTS )
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{
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Host_Error( "SV_EventIndex: MAX_EVENTS limit exceeded\n" );
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return 0;
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}
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// register new event
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com.strncpy( sv.event_precache[i], name, sizeof( sv.event_precache[i] ));
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if( sv.state != ss_loading )
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{
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// send the update to everyone
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BF_WriteByte( &sv.reliable_datagram, svc_eventindex );
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BF_WriteUBitLong( &sv.reliable_datagram, i, MAX_EVENT_BITS );
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BF_WriteString( &sv.reliable_datagram, name );
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}
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return i;
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}
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int SV_GenericIndex( const char *name )
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{
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int i;
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if( !name || !name[0] )
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return 0;
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for( i = 1; i < MAX_CUSTOM && sv.files_precache[i][0]; i++ )
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{
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if( !com.stricmp( sv.files_precache[i], name ))
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return i;
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}
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if( i == MAX_CUSTOM )
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{
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Host_Error( "SV_GenericIndex: MAX_RESOURCES limit exceeded\n" );
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return 0;
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}
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if( sv.state != ss_loading )
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{
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// g-cont. can we downloading resources in-game ? need testing
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Host_Error( "SV_PrecacheGeneric: ( %s ). Precache can only be done in spawn functions.", name );
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return 0;
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}
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// register new generic resource
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com.strncpy( sv.files_precache[i], name, sizeof( sv.files_precache[i] ));
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return i;
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}
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/*
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================
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SV_EntityScript
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get entity script for current map
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FIXME: merge with SV_GetEntityScript
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================
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*/
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script_t *SV_EntityScript( void )
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{
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string entfilename;
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script_t *ents;
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if( !sv.worldmodel )
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return NULL;
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// check for entfile too
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com.strncpy( entfilename, sv.worldmodel->name, sizeof( entfilename ));
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FS_StripExtension( entfilename );
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FS_DefaultExtension( entfilename, ".ent" );
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if(( ents = Com_OpenScript( entfilename, NULL, 0 )))
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{
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MsgDev( D_INFO, "^2Read entity patch:^7 %s\n", entfilename );
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return ents;
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}
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// create script from internal entities
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return Com_OpenScript( entfilename, sv.worldmodel->entities, com.strlen( sv.worldmodel->entities ));
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress the update messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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void SV_CreateBaseline( void )
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{
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edict_t *pEdict;
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int e;
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for( e = 0; e < svgame.numEntities; e++ )
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{
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pEdict = EDICT_NUM( e );
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if( !SV_IsValidEdict( pEdict )) continue;
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SV_BaselineForEntity( pEdict );
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}
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// create the instanced baselines
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svgame.dllFuncs.pfnCreateInstancedBaselines();
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}
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/*
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================
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SV_ActivateServer
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activate server on changed map, run physics
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================
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*/
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void SV_ActivateServer( void )
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{
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int i, numFrames;
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if( !svs.initialized )
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return;
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// custom muzzleflashes
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pfnPrecacheModel( "sprites/muzzleflash.spr" );
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pfnPrecacheModel( "sprites/muzzleflash1.spr" );
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pfnPrecacheModel( "sprites/muzzleflash2.spr" );
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pfnPrecacheModel( "sprites/muzzleflash3.spr" );
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// rocket flare
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pfnPrecacheModel( "sprites/animglow01.spr" );
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// ricochet sprite
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pfnPrecacheModel( "sprites/richo1.spr" );
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// Activate the DLL server code
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svgame.dllFuncs.pfnServerActivate( svgame.edicts, svgame.numEntities, svgame.globals->maxClients );
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// create a baseline for more efficient communications
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SV_CreateBaseline();
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// Send serverinfo to all connected clients
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for( i = 0; i < sv_maxclients->integer; i++ )
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{
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if( svs.clients[i].state >= cs_connected )
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{
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Netchan_Clear( &svs.clients[i].netchan );
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svs.clients[i].delta_sequence = -1;
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}
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}
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numFrames = (sv.loadgame) ? 1 : 2;
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svgame.globals->force_retouch++; // g-cont. this is correct ?
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host.frametime = 0.1f;
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// run some frames to allow everything to settle
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for( i = 0; i < numFrames; i++ )
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{
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SV_Physics();
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}
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// invoke to refresh all movevars
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Mem_Set( &svgame.oldmovevars, 0, sizeof( movevars_t ));
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svgame.globals->changelevel = false; // changelevel ends here
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// setup hostflags
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sv.hostflags = 0;
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// tell what kind of server has been started.
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if( svgame.globals->maxClients > 1 )
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{
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MsgDev( D_INFO, "%i player server started\n", svgame.globals->maxClients );
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}
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else
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{
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MsgDev( D_INFO, "Game started\n" );
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}
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Mod_FreeUnused ();
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sv.state = ss_active;
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physinfo->modified = true;
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sv.paused = false;
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Host_SetServerState( sv.state );
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}
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/*
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================
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SV_DeactivateServer
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deactivate server, free edicts, strings etc
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================
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*/
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void SV_DeactivateServer( void )
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{
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int i;
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if( !svs.initialized ) return;
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if( sv.state == ss_dead ) return;
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sv.state = ss_dead;
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SV_FreeEdicts ();
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Mem_EmptyPool( svgame.stringspool );
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svgame.dllFuncs.pfnServerDeactivate();
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for( i = 0; i < svgame.globals->maxClients; i++ )
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{
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// release client frames
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SV_ClearFrames( &svs.clients[i].frames );
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}
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svgame.globals->maxEntities = GI->max_edicts;
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svgame.globals->maxClients = sv_maxclients->integer;
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svgame.numEntities = svgame.globals->maxClients + 1; // clients + world
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svgame.globals->mapname = 0;
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}
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/*
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================
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SV_LevelInit
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Spawn all entities
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================
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*/
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void SV_LevelInit( const char *pMapName, char const *pOldLevel, char const *pLandmarkName, qboolean loadGame )
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{
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if( !svs.initialized )
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return;
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if( loadGame )
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{
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if( !SV_LoadGameState( pMapName, 1 ))
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{
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SV_SpawnEntities( pMapName, SV_EntityScript( ));
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}
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if( pOldLevel )
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{
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SV_LoadAdjacentEnts( pOldLevel, pLandmarkName );
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}
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if( sv_newunit->integer )
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{
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SV_ClearSaveDir();
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}
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}
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else
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{
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svgame.dllFuncs.pfnResetGlobalState();
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SV_SpawnEntities( pMapName, SV_EntityScript( ));
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svgame.globals->frametime = 0.0f;
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}
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// always clearing newunit variable
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Cvar_SetFloat( "sv_newunit", 0 );
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// call before sending baselines into the client
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svgame.dllFuncs.pfnCreateInstancedBaselines();
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SV_FreeOldEntities ();
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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================
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*/
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qboolean SV_SpawnServer( const char *mapname, const char *startspot )
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{
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int i, current_skill;
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qboolean loadgame, paused;
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Cmd_ExecuteString( "latch\n" );
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if( sv.state == ss_dead )
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SV_InitGame(); // the game is just starting
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if( !svs.initialized )
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return false;
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svgame.globals->changelevel = false; // will be restored later if needed
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svs.timestart = Sys_DoubleTime();
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svs.spawncount++; // any partially connected client will be restarted
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if( startspot )
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{
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MsgDev( D_INFO, "Spawn Server: %s [%s]\n", mapname, startspot );
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}
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else
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{
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MsgDev( D_INFO, "Spawn Server: %s\n", mapname );
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}
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// save state
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loadgame = sv.loadgame;
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paused = sv.paused;
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sv.state = ss_dead;
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Host_SetServerState( sv.state );
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Mem_Set( &sv, 0, sizeof( sv )); // wipe the entire per-level structure
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// restore state
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sv.paused = paused;
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sv.loadgame = loadgame;
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sv.time = 1.0f; // server spawn time it's always 1.0 second
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// initialize buffers
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BF_Init( &sv.datagram, "Datagram", sv.datagram_buf, sizeof( sv.datagram_buf ));
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BF_Init( &sv.reliable_datagram, "Datagram R", sv.reliable_datagram_buf, sizeof( sv.reliable_datagram_buf ));
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BF_Init( &sv.multicast, "Multicast", sv.multicast_buf, sizeof( sv.multicast_buf ));
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BF_Init( &sv.signon, "Signon", sv.signon_buf, sizeof( sv.signon_buf ));
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// leave slots at start for clients only
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for( i = 0; i < sv_maxclients->integer; i++ )
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{
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// needs to reconnect
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if( svs.clients[i].state > cs_connected )
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svs.clients[i].state = cs_connected;
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}
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// make cvars consistant
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if( Cvar_VariableInteger( "coop" )) Cvar_SetFloat( "deathmatch", 0 );
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current_skill = (int)(Cvar_VariableValue( "skill" ) + 0.5f);
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current_skill = bound( 0, current_skill, 3 );
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Cvar_SetFloat( "skill", (float)current_skill );
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// make sure what server name doesn't contain path and extension
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FS_FileBase( mapname, sv.name );
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if( startspot )
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com.strncpy( sv.startspot, startspot, sizeof( sv.startspot ));
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else sv.startspot[0] = '\0';
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com.snprintf( sv.model_precache[1], sizeof( sv.model_precache[0] ), "maps/%s.bsp", sv.name );
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Mod_LoadWorld( sv.model_precache[1], &sv.checksum );
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sv.worldmodel = CM_ClipHandleToModel( 1 ); // get world pointer
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for( i = 1; i < sv.worldmodel->numsubmodels; i++ )
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{
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com.sprintf( sv.model_precache[i+1], "*%i", i );
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Mod_RegisterModel( sv.model_precache[i+1], i+1 );
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}
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// precache and static commands can be issued during map initialization
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sv.state = ss_loading;
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Host_SetServerState( sv.state );
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// clear physics interaction links
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SV_ClearWorld();
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// tell dlls about new level started
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svgame.dllFuncs.pfnParmsNewLevel();
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return true;
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}
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/*
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==============
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SV_InitGame
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A brand new game has been started
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==============
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*/
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void SV_InitGame( void )
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{
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string idmaster;
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edict_t *ent;
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int i;
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if( svs.initialized )
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{
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// cause any connected clients to reconnect
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com.strncpy( host.finalmsg, "Server restarted\n", MAX_STRING );
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SV_Shutdown( true );
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}
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else
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{
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// init game after host error
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if( !svgame.hInstance )
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{
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if( !SV_LoadProgs( GI->game_dll ))
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{
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MsgDev( D_ERROR, "SV_InitGame: can't initialize %s\n", GI->game_dll );
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return; // can't loading
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}
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}
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// make sure the client is down
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CL_Drop();
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}
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if( Cvar_VariableValue( "coop" ) && Cvar_VariableValue ( "deathmatch" ) && Cvar_VariableValue( "teamplay" ))
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{
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MsgDev( D_WARN, "Deathmatch, Teamplay and Coop set, defaulting to Deathmatch\n");
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Cvar_FullSet( "coop", "0", CVAR_LATCH );
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Cvar_FullSet( "teamplay", "0", CVAR_LATCH );
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}
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// dedicated servers are can't be single player and are usually DM
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// so unless they explicity set coop, force it to deathmatch
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if( host.type == HOST_DEDICATED )
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{
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if(!Cvar_VariableValue( "coop" ) && !Cvar_VariableValue( "teamplay" ))
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Cvar_FullSet( "deathmatch", "1", CVAR_LATCH );
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}
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// init clients
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if( Cvar_VariableValue( "deathmatch" ) || Cvar_VariableValue( "teamplay" ))
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{
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if( sv_maxclients->integer <= 1 )
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Cvar_FullSet( "maxplayers", "8", CVAR_LATCH );
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else if( sv_maxclients->integer > MAX_CLIENTS )
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Cvar_FullSet( "maxplayers", "32", CVAR_LATCH );
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}
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else if( Cvar_VariableValue( "coop" ))
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{
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if( sv_maxclients->integer <= 1 || sv_maxclients->integer > 4 )
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Cvar_FullSet( "maxplayers", "4", CVAR_LATCH );
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}
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else
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{
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// non-deathmatch, non-coop is one player
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Cvar_FullSet( "maxplayers", "1", CVAR_LATCH );
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}
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svgame.globals->maxClients = sv_maxclients->integer;
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SV_UPDATE_BACKUP = ( svgame.globals->maxClients == 1 ) ? SINGLEPLAYER_BACKUP : MULTIPLAYER_BACKUP;
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svs.spawncount = Com_RandomLong( 0, 65535 );
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svs.clients = Z_Malloc( sizeof( sv_client_t ) * sv_maxclients->integer );
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svs.num_client_entities = sv_maxclients->integer * SV_UPDATE_BACKUP * 64;
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svs.packet_entities = Z_Malloc( sizeof( entity_state_t ) * svs.num_client_entities );
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svs.baselines = Z_Malloc( sizeof( entity_state_t ) * GI->max_edicts );
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// client frames will be allocated in SV_DirectConnect
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// init network stuff
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NET_Config(( sv_maxclients->integer > 1 ));
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// copy gamemode into svgame.globals
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svgame.globals->deathmatch = Cvar_VariableInteger( "deathmatch" );
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svgame.globals->teamplay = Cvar_VariableInteger( "teamplay" );
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svgame.globals->coop = Cvar_VariableInteger( "coop" );
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|
|
|
// heartbeats will always be sent to the id master
|
|
svs.last_heartbeat = MAX_HEARTBEAT; // send immediately
|
|
com.sprintf( idmaster, "192.246.40.37:%i", PORT_MASTER );
|
|
NET_StringToAdr( idmaster, &master_adr[0] );
|
|
|
|
// set client fields on player ents
|
|
for( i = 0; i < svgame.globals->maxClients; i++ )
|
|
{
|
|
// setup all the clients
|
|
ent = EDICT_NUM( i + 1 );
|
|
SV_InitEdict( ent );
|
|
svs.clients[i].edict = ent;
|
|
}
|
|
|
|
svgame.numEntities = svgame.globals->maxClients + 1; // clients + world
|
|
svs.initialized = true;
|
|
}
|
|
|
|
qboolean SV_Active( void )
|
|
{
|
|
return svs.initialized;
|
|
}
|
|
|
|
void SV_ForceError( void )
|
|
{
|
|
// this is only for singleplayer testing
|
|
if( sv_maxclients->integer != 1 ) return;
|
|
sv.write_bad_message = true;
|
|
}
|
|
|
|
void SV_InitGameProgs( void )
|
|
{
|
|
if( svgame.hInstance ) return; // not needs
|
|
|
|
// just try to initialize
|
|
SV_LoadProgs( GI->game_dll );
|
|
}
|
|
|
|
qboolean SV_NewGame( const char *mapName, qboolean loadGame )
|
|
{
|
|
if( !loadGame )
|
|
{
|
|
if( !SV_MapIsValid( mapName, GI->sp_entity, NULL ))
|
|
return false;
|
|
}
|
|
|
|
S_StopAllSounds ();
|
|
SV_DeactivateServer ();
|
|
|
|
sv.loadgame = loadGame;
|
|
|
|
if( !SV_SpawnServer( mapName, NULL ))
|
|
return false;
|
|
|
|
SV_LevelInit( mapName, NULL, NULL, loadGame );
|
|
sv.loadgame = loadGame;
|
|
|
|
SV_ActivateServer();
|
|
|
|
if( sv.state != ss_active )
|
|
return false;
|
|
|
|
return true;
|
|
} |