448 lines
13 KiB
C
448 lines
13 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// sv_utils.c - server vm utils
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//=======================================================================
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#include "common.h"
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#include "server.h"
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netadr_t master_adr[MAX_MASTERS]; // address of group servers
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cvar_t *sv_paused;
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cvar_t *sv_fps;
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cvar_t *sv_enforcetime;
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cvar_t *timeout; // seconds without any message
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cvar_t *zombietime; // seconds to sink messages after disconnect
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cvar_t *rcon_password; // password for remote server commands
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cvar_t *allow_download;
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cvar_t *sv_airaccelerate;
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cvar_t *sv_maxvelocity;
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cvar_t *sv_gravity;
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cvar_t *sv_stepheight;
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cvar_t *sv_noreload; // don't reload level state when reentering
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cvar_t *sv_playersonly;
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cvar_t *sv_rollangle;
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cvar_t *sv_rollspeed;
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cvar_t *sv_maxspeed;
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cvar_t *sv_accelerate;
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cvar_t *sv_friction;
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cvar_t *sv_newprotocol;
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cvar_t *sv_physics;
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cvar_t *hostname;
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cvar_t *public_server; // should heartbeats be sent
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cvar_t *sv_reconnect_limit;// minimum seconds between connect messages
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void Master_Shutdown (void);
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//============================================================================
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/*
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===================
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SV_CalcPings
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Updates the cl->ping variables
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===================
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*/
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void SV_CalcPings( void )
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{
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int i, j;
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sv_client_t *cl;
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int total, count;
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// clamp fps counter
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for( i = 0; i < Host_MaxClients(); i++ )
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{
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cl = &svs.clients[i];
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if( cl->state != cs_spawned ) continue;
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total = count = 0;
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for( j = 0; j < UPDATE_BACKUP; j++ )
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{
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if( cl->frames[j].latency > 0 )
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{
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count++;
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total += cl->frames[j].latency;
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}
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}
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if( !count ) cl->ping = 0;
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else cl->ping = total / count;
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// let the game dll know about the ping
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cl->edict->pvEngineData->client->ping = cl->ping;
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}
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}
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/*
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=================
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SV_PacketEvent
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=================
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*/
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void SV_PacketEvent( netadr_t from, sizebuf_t *msg )
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{
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int i;
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sv_client_t *cl;
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int qport;
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if( !svs.initialized ) return;
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// check for connectionless packet (0xffffffff) first
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if( msg->cursize >= 4 && *(int *)msg->data == -1 )
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{
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SV_ConnectionlessPacket( from, msg );
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return;
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}
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// read the qport out of the message so we can fix up
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// stupid address translating routers
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MSG_BeginReading( msg );
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MSG_ReadLong( msg ); // sequence number
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MSG_ReadLong( msg ); // sequence number
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qport = (int)MSG_ReadShort( msg ) & 0xffff;
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// check for packets from connected clients
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for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
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{
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if( cl->state == cs_free ) continue;
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if( !NET_CompareBaseAdr( from, cl->netchan.remote_address )) continue;
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if( cl->netchan.qport != qport ) continue;
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if( cl->netchan.remote_address.port != from.port )
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{
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MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n");
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cl->netchan.remote_address.port = from.port;
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}
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if( Netchan_Process( &cl->netchan, msg ))
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{
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// this is a valid, sequenced packet, so process it
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if( cl->state != cs_zombie )
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{
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cl->lastmessage = svs.realtime; // don't timeout
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SV_ExecuteClientMessage( cl, msg );
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}
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}
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break;
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}
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if( i != Host_MaxClients()) return;
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}
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/*
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==================
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SV_CheckTimeouts
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If a packet has not been received from a client for timeout->value
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seconds, drop the conneciton. Server frames are used instead of
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realtime to avoid dropping the local client while debugging.
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When a client is normally dropped, the sv_client_t goes into a zombie state
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for a few seconds to make sure any final reliable message gets resent
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if necessary
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==================
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*/
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void SV_CheckTimeouts( void )
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{
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int i;
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sv_client_t *cl;
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float droppoint;
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float zombiepoint;
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droppoint = svs.realtime - 1000 * timeout->value;
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zombiepoint = svs.realtime - 1000 * zombietime->value;
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if( host_frametime->modified )
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Cvar_SetValue( "host_frametime", bound( 0.01f, host_frametime->value, 0.1f ));
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for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
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{
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// message times may be wrong across a changelevel
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if( cl->lastmessage > svs.realtime ) cl->lastmessage = svs.realtime;
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if( cl->state == cs_zombie && cl->lastmessage < zombiepoint )
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{
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cl->state = cs_free; // can now be reused
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continue;
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}
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if(( cl->state == cs_connected || cl->state == cs_spawned) && cl->lastmessage < droppoint )
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{
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SV_BroadcastPrintf( PRINT_CONSOLE, "%s timed out\n", cl->name );
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SV_DropClient( cl );
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cl->state = cs_free; // don't bother with zombie state
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}
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}
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}
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/*
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=================
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SV_RunGameFrame
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=================
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*/
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void SV_RunGameFrame (void)
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{
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if( sv_paused->integer && Host_MaxClients() == 1 )
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return;
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if( sv.state != ss_active ) return;
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// we always need to bump framenum, even if we
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// don't run the world, otherwise the delta
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// compression can get confused when a client
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// has the "current" frame
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sv.framenum++;
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sv.frametime = Host_FrameTime() * 0.001f;
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//sv.time = sv.framenum * sv.frametime;
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SV_Physics();
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// never get more than one tic behind
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if( sv.time * 1000 < svs.realtime )
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{
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Msg ("sv highclamp\n");
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svs.realtime = sv.time * 1000;
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}
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}
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/*
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==================
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SV_Frame
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==================
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*/
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void SV_Frame( dword time )
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{
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// if server is not active, do nothing
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if( !svs.initialized ) return;
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svs.realtime += time;
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svs.timeleft += sv_paused->integer ? 0 : time;
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// keep the random time dependent
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rand ();
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// check timeouts
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SV_CheckTimeouts ();
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// move autonomous things around if enough time has passed
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if( svs.realtime < (sv.time * 1000))
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{
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// never let the time get too far off
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if((sv.time * 1000) - svs.realtime > Host_FrameTime())
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{
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Msg ("sv lowclamp\n");
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svs.realtime = (sv.time * 1000 ) - Host_FrameTime();
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}
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NET_Sleep((sv.time*1000) - svs.realtime);
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return;
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}
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// update ping based on the last known frame from all clients
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SV_CalcPings ();
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// let everything in the world think and move
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SV_RunGameFrame ();
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// send messages back to the clients that had packets read this frame
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SV_SendClientMessages ();
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// send a heartbeat to the master if needed
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Master_Heartbeat ();
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}
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//============================================================================
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/*
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================
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Master_Heartbeat
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Send a message to the master every few minutes to
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let it know we are alive, and log information
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================
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*/
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#define HEARTBEAT_SECONDS 300.0f
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void Master_Heartbeat (void)
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{
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char *string;
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int i;
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if( host.type != HOST_DEDICATED )
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return; // only dedicated servers send heartbeats
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// pgm post3.19 change, cvar pointer not validated before dereferencing
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if (!public_server || !public_server->value)
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return; // a private dedicated game
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// check for time wraparound
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if (svs.last_heartbeat > svs.realtime) svs.last_heartbeat = svs.realtime;
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if( svs.realtime - svs.last_heartbeat < HEARTBEAT_SECONDS * 1000 )
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return; // not time to send yet
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svs.last_heartbeat = svs.realtime;
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// send the same string that we would give for a status OOB command
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string = SV_StatusString();
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// send to group master
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for (i = 0; i < MAX_MASTERS; i++)
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{
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if (master_adr[i].port)
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{
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Msg ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i]));
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Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "heartbeat\n%s", string);
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}
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}
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}
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/*
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=================
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Master_Shutdown
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Informs all masters that this server is going down
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=================
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*/
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void Master_Shutdown (void)
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{
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int i;
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if( host.type != HOST_DEDICATED )
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return; // only dedicated servers send heartbeats
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// pgm post3.19 change, cvar pointer not validated before dereferencing
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if (!public_server || !public_server->value)
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return; // a private dedicated game
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// send to group master
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for(i = 0; i < MAX_MASTERS; i++)
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{
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if (master_adr[i].port)
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{
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if( i ) Msg ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i]));
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Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "shutdown" );
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}
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}
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}
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//============================================================================
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/*
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===============
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SV_Init
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Only called at startup, not for each game
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===============
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*/
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void SV_Init( void )
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{
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SV_InitOperatorCommands();
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rcon_password = Cvar_Get( "rcon_password", "", 0, "remote connect password" );
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Cvar_Get ("skill", "1", 0, "game skill level" );
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Cvar_Get ("deathmatch", "0", CVAR_LATCH, "displays deathmatch state" );
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Cvar_Get ("coop", "0", CVAR_LATCH, "displays cooperative state" );
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Cvar_Get ("dmflags", "0", CVAR_SERVERINFO, "setup deathmatch flags" );
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Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO, "multiplayer fraglimit" );
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Cvar_Get ("timelimit", "0", CVAR_SERVERINFO, "multiplayer timelimit" );
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Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO|CVAR_INIT, "displays server protocol version" );
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sv_fps = Cvar_Get( "sv_fps", "60", CVAR_ARCHIVE, "running physics engine at" );
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sv_stepheight = Cvar_Get( "sv_stepheight", "18", CVAR_ARCHIVE|CVAR_LATCH, "how high you can step up" );
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sv_playersonly = Cvar_Get( "playersonly", "0", 0, "freezes time, except for players" );
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hostname = Cvar_Get ("sv_hostname", "unnamed", CVAR_SERVERINFO | CVAR_ARCHIVE, "host name" );
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timeout = Cvar_Get ("timeout", "125", 0, "connection timeout" );
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zombietime = Cvar_Get ("zombietime", "2", 0, "timeout for clients-zombie (who died but not respawned)" );
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sv_paused = Cvar_Get ("paused", "0", 0, "server pause" );
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sv_enforcetime = Cvar_Get ("sv_enforcetime", "0", 0, "client enforce time" );
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allow_download = Cvar_Get ("allow_download", "1", CVAR_ARCHIVE, "allow download resources" );
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sv_noreload = Cvar_Get("sv_noreload", "0", 0, "ignore savepoints for singleplayer" );
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sv_rollangle = Cvar_Get("sv_rollangle", "2", 0, "how much to tilt the view when strafing" );
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sv_rollspeed = Cvar_Get("sv_rollspeed", "200", 0, "how much strafing is necessary to tilt the view" );
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sv_airaccelerate = Cvar_Get("sv_airaccelerate", "0", CVAR_LATCH, "player accellerate in air" );
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sv_maxvelocity = Cvar_Get("sv_maxvelocity", "2000", 0, "max world velocity" );
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sv_gravity = Cvar_Get("sv_gravity", "800", 0, "world gravity" );
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sv_maxspeed = Cvar_Get("sv_maxspeed", "320", 0, "maximum speed a player can accelerate to when on ground (can be exceeded by tricks)");
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sv_accelerate = Cvar_Get( "sv_accelerate", "10", 0, "rate at which a player accelerates to sv_maxspeed" );
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sv_friction = Cvar_Get( "sv_friction", "4", 0, "how fast you slow down" );
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sv_newprotocol = Cvar_Get( "sv_protocol", "0", CVAR_LATCH|CVAR_ARCHIVE, "using protocol version 0 or 1" );
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sv_physics = Cvar_Get( "cm_physic", "1", CVAR_ARCHIVE|CVAR_LATCH, "change physic model: 0 - Classic Quake Physic, 1 - Physics Engine" );
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public_server = Cvar_Get ("public", "0", 0, "change server type from private to public" );
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sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE, "max reconnect attempts" );
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}
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/*
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==================
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SV_FinalMessage
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Used by SV_Shutdown to send a final message to all
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connected clients before the server goes down. The messages are sent immediately,
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not just stuck on the outgoing message list, because the server is going
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to totally exit after returning from this function.
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==================
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*/
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void SV_FinalMessage( char *message, bool reconnect )
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{
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sv_client_t *cl;
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byte msg_buf[MAX_MSGLEN];
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sizebuf_t msg;
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int i;
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MSG_Init( &msg, msg_buf, sizeof(msg_buf));
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MSG_WriteByte( &msg, svc_print );
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MSG_WriteByte( &msg, PRINT_CONSOLE );
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MSG_WriteString( &msg, message );
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if( reconnect )
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{
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MSG_WriteByte( &msg, svc_reconnect );
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}
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else
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{
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MSG_WriteByte( &msg, svc_disconnect );
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}
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// send it twice
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// stagger the packets to crutch operating system limited buffers
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for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
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if( cl->state >= cs_connected )
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Netchan_Transmit( &cl->netchan, msg.cursize, msg.data );
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for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
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if( cl->state >= cs_connected )
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Netchan_Transmit( &cl->netchan, msg.cursize, msg.data );
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}
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/*
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================
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SV_Shutdown
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Called when each game quits,
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before Sys_Quit or Sys_Error
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================
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*/
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void SV_Shutdown( bool reconnect )
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{
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// already freed
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if( host.state == HOST_ERROR ) return;
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if( !svs.initialized ) return;
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MsgDev( D_INFO, "SV_Shutdown: %s\n", host.finalmsg );
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if( svs.clients ) SV_FinalMessage( host.finalmsg, reconnect );
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Master_Shutdown();
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SV_UnloadProgs();
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// free current level
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Mem_Set( &sv, 0, sizeof( sv ));
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Host_SetServerState( sv.state );
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// free server static data
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if( svs.clients ) Mem_Free( svs.clients );
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if( svs.baselines ) Mem_Free( svs.baselines );
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if( svs.client_entities ) Mem_Free( svs.client_entities );
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Mem_Set( &svs, 0, sizeof( svs ));
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}
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