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Xash3DArchive/engine/server/sv_main.c

760 lines
23 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// sv_main.c - server main loop
//=======================================================================
#include "common.h"
#include "server.h"
#define HEARTBEAT_SECONDS (300 * 1000) // 300 seconds
netadr_t master_adr[MAX_MASTERS]; // address of group servers
cvar_t *sv_fps;
cvar_t *sv_zmax;
cvar_t *sv_pausable;
cvar_t *sv_newunit;
cvar_t *sv_wateramp;
cvar_t *timeout; // seconds without any message
cvar_t *zombietime; // seconds to sink messages after disconnect
cvar_t *rcon_password; // password for remote server commands
cvar_t *allow_download;
cvar_t *sv_enforcetime;
cvar_t *sv_airaccelerate;
cvar_t *sv_wateraccelerate;
cvar_t *sv_idealpitchscale;
cvar_t *sv_maxvelocity;
cvar_t *sv_gravity;
cvar_t *sv_stepheight;
cvar_t *sv_noreload; // don't reload level state when reentering
cvar_t *sv_rollangle;
cvar_t *sv_rollspeed;
cvar_t *sv_wallbounce;
cvar_t *sv_maxspeed;
cvar_t *sv_spectatormaxspeed;
cvar_t *sv_accelerate;
cvar_t *sv_friction;
cvar_t *sv_edgefriction;
cvar_t *sv_waterfriction;
cvar_t *sv_synchthink;
cvar_t *sv_stopspeed;
cvar_t *hostname;
cvar_t *sv_maxclients;
cvar_t *sv_check_errors;
cvar_t *public_server; // should heartbeats be sent
cvar_t *sv_reconnect_limit; // minimum seconds between connect messages
cvar_t *serverinfo;
cvar_t *physinfo;
// sky variables
cvar_t *sv_skycolor_r;
cvar_t *sv_skycolor_g;
cvar_t *sv_skycolor_b;
cvar_t *sv_skyvec_x;
cvar_t *sv_skyvec_y;
cvar_t *sv_skyvec_z;
cvar_t *sv_skyname;
void Master_Shutdown( void );
//============================================================================
/*
===================
SV_CalcPings
Updates the cl->ping variables
===================
*/
void SV_CalcPings( void )
{
int i, j;
sv_client_t *cl;
int total, count;
// clamp fps counter
for( i = 0; i < sv_maxclients->integer; i++ )
{
cl = &svs.clients[i];
if( cl->state != cs_spawned ) continue;
total = count = 0;
for( j = 0; j < (SV_UPDATE_BACKUP / 2); j++ )
{
client_frame_t *frame;
frame = &cl->frames[(cl->netchan.incoming_acknowledged - 1 - j) & SV_UPDATE_MASK];
if( frame->latency > 0 )
{
count++;
total += frame->latency;
}
}
if( !count ) cl->ping = 0;
else cl->ping = total / count;
}
}
/*
===================
SV_CalcPacketLoss
determine % of packets that were not ack'd.
===================
*/
int SV_CalcPacketLoss( sv_client_t *cl )
{
int i, lost, count;
float losspercent;
register client_frame_t *frame;
int numsamples;
lost = 0;
count = 0;
if( cl->edict->v.flags & FL_FAKECLIENT )
return 0;
numsamples = SV_UPDATE_BACKUP / 2;
for( i = 0; i < numsamples; i++ )
{
frame = &cl->frames[(cl->netchan.incoming_acknowledged - 1 - i) & SV_UPDATE_MASK];
count++;
if( frame->latency == -1 )
lost++;
}
if( !count ) return 100;
losspercent = 100.0 * ( float )lost / ( float )count;
return (int)losspercent;
}
/*
===================
SV_GiveMsec
Every few frames, gives all clients an allotment of milliseconds
for their command moves. If they exceed it, assume cheating.
===================
*/
void SV_GiveMsec( void )
{
int i;
sv_client_t *cl;
if( sv.framenum & 15 )
return;
for( i = 0; i < sv_maxclients->integer; i++ )
{
cl = &svs.clients[i];
if( cl->state == cs_free )
continue;
cl->commandMsec = 1800; // 1600 + some slop
}
}
/*
===================
SV_UpdateMovevars
check movevars for changes every frame
send updates to client if changed
===================
*/
void SV_UpdateMovevars( void )
{
static int oldserverflags = 0;
string tmp;
if( svgame.globals->serverflags != oldserverflags )
{
// update serverflags
SV_ConfigString( CS_SERVERFLAGS, va( "%i", svgame.globals->serverflags ));
oldserverflags = svgame.globals->serverflags;
}
if( sv_zmax->modified )
{
SV_ConfigString( CS_ZFAR, sv_zmax->string );
sv_zmax->modified = false;
}
if( sv_wateramp->modified )
{
SV_ConfigString( CS_WATERAMP, sv_wateramp->string );
sv_wateramp->modified = false;
}
if( sv_skyname->modified )
{
SV_ConfigString( CS_SKYNAME, sv_skyname->string );
sv_skyname->modified = false;
}
if( sv_skycolor_r->modified || sv_skycolor_g->modified || sv_skycolor_g->modified )
{
com.snprintf( tmp, sizeof( tmp ), "%d %d %d", sv_skycolor_r->integer, sv_skycolor_g->integer, sv_skycolor_b->integer );
sv_skycolor_r->modified = sv_skycolor_g->modified = sv_skycolor_g->modified = false;
SV_ConfigString( CS_SKYCOLOR, tmp );
}
if( sv_skyvec_x->modified || sv_skyvec_y->modified || sv_skyvec_z->modified )
{
com.snprintf( tmp, sizeof( tmp ), "%f %f %f", sv_skyvec_x->value, sv_skyvec_y->value, sv_skyvec_z->value );
sv_skyvec_x->modified = sv_skyvec_y->modified = sv_skyvec_z->modified = false;
SV_ConfigString( CS_SKYVEC, tmp );
}
if( !physinfo->modified ) return;
svgame.movevars.gravity = sv_gravity->value;
svgame.movevars.stopspeed = sv_stopspeed->value;
svgame.movevars.maxspeed = sv_maxspeed->value;
svgame.movevars.spectatormaxspeed = sv_spectatormaxspeed->value;
svgame.movevars.accelerate = sv_accelerate->value;
svgame.movevars.airaccelerate = sv_airaccelerate->value;
svgame.movevars.wateraccelerate = sv_wateraccelerate->value;
svgame.movevars.friction = sv_friction->value;
svgame.movevars.edgefriction = sv_edgefriction->value;
svgame.movevars.waterfriction = sv_waterfriction->value;
svgame.movevars.bounce = sv_wallbounce->value;
svgame.movevars.stepsize = sv_stepheight->value;
svgame.movevars.maxvelocity = sv_maxvelocity->value;
svgame.movevars.footsteps = Cvar_VariableInteger( "mp_footsteps" );
svgame.movevars.rollangle = sv_rollangle->value;
svgame.movevars.rollspeed = sv_rollspeed->value;
MSG_Clear( &sv.multicast );
if( MSG_WriteDeltaMovevars( &sv.multicast, &svgame.oldmovevars, &svgame.movevars ))
{
MSG_Send( MSG_ALL, vec3_origin, NULL );
Mem_Copy( &svgame.oldmovevars, &svgame.movevars, sizeof( movevars_t )); // oldstate changed
}
physinfo->modified = false;
}
void pfnUpdateServerInfo( const char *szKey, const char *szValue, const char *unused, void *unused2 )
{
cvar_t *cv = Cvar_FindVar( szKey );
if( !cv || !cv->modified ) return; // this cvar not changed
MSG_WriteByte( &sv.multicast, svc_serverinfo );
MSG_WriteString( &sv.multicast, szKey );
MSG_WriteString( &sv.multicast, szValue );
MSG_Send( MSG_ALL, vec3_origin, NULL );
cv->modified = false; // reset state
}
void SV_UpdateServerInfo( void )
{
if( !serverinfo->modified ) return;
Cvar_LookupVars( CVAR_SERVERINFO, NULL, NULL, pfnUpdateServerInfo );
serverinfo->modified = false;
}
/*
=================
SV_CalcFrameTime
=================
*/
void SV_CalcFrameTime( void )
{
if( sv_fps->modified )
{
if( sv_fps->value < 10 ) Cvar_Set( "sv_fps", "10" ); // too slow, also, netcode uses a byte
else if( sv_fps->value > 72.1f ) Cvar_Set( "sv_fps", "72.1" ); // abusive
sv_fps->modified = false;
}
if( Host_IsLocalGame( ))
{
// don't allow really short or long frames
sv.frametime = bound( 16, host.frametime, 100 );
}
else
{
// calc sv.frametime
sv.frametime = ( 1000 / sv_fps->integer );
}
}
/*
=================
SV_ReadPackets
=================
*/
void SV_ReadPackets( void )
{
int i;
sv_client_t *cl;
int qport;
while( NET_GetPacket( NS_SERVER, &net_from, net_message.data, &net_message.cursize ))
{
// check for connectionless packet (0xffffffff) first
if( net_message.cursize >= 4 && *(int *)net_message.data == -1 )
{
SV_ConnectionlessPacket( net_from, &net_message );
continue;
}
// read the qport out of the message so we can fix up
// stupid address translating routers
MSG_BeginReading( &net_message );
MSG_ReadLong( &net_message ); // sequence number
MSG_ReadLong( &net_message ); // sequence number
qport = (int)MSG_ReadShort( &net_message ) & 0xffff;
// check for packets from connected clients
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state == cs_free ) continue;
if( cl->edict && (cl->edict->v.flags & FL_FAKECLIENT )) continue;
if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address )) continue;
if( cl->netchan.qport != qport ) continue;
if( cl->netchan.remote_address.port != net_from.port )
{
MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n");
cl->netchan.remote_address.port = net_from.port;
}
if( Netchan_Process( &cl->netchan, &net_message ))
{
cl->send_message = true; // reply at end of frame
// this is a valid, sequenced packet, so process it
if( cl->state != cs_zombie )
{
cl->lastmessage = svs.realtime; // don't timeout
SV_ExecuteClientMessage( cl, &net_message );
}
}
break;
}
if( i != sv_maxclients->integer )
continue;
}
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout->value
seconds, drop the conneciton. Server frames are used instead of
realtime to avoid dropping the local client while debugging.
When a client is normally dropped, the sv_client_t goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
==================
*/
void SV_CheckTimeouts( void )
{
sv_client_t *cl;
int droppoint;
int zombiepoint;
int i, numclients = 0;
droppoint = svs.realtime - ( timeout->value * 1000 );
zombiepoint = svs.realtime - ( zombietime->value * 1000 );
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state >= cs_connected )
{
if( cl->edict && !( cl->edict->v.flags & (FL_SPECTATOR|FL_FAKECLIENT)))
numclients++;
}
// fake clients do not timeout
if( cl->edict && (cl->edict->v.flags & FL_FAKECLIENT ))
cl->lastmessage = svs.realtime;
// message times may be wrong across a changelevel
if( cl->lastmessage > svs.realtime )
cl->lastmessage = svs.realtime;
if( cl->state == cs_zombie && cl->lastmessage < zombiepoint )
{
cl->state = cs_free; // can now be reused
continue;
}
if(( cl->state == cs_connected || cl->state == cs_spawned ) && cl->lastmessage < droppoint )
{
SV_BroadcastPrintf( PRINT_HIGH, "%s timed out\n", cl->name );
SV_DropClient( cl );
cl->state = cs_free; // don't bother with zombie state
}
}
if( sv.paused && !numclients )
{
// nobody left, unpause the server
SV_TogglePause( "Pause released since no players are left.\n" );
}
}
/*
================
SV_PrepWorldFrame
This has to be done before the world logic, because
player processing happens outside RunWorldFrame
================
*/
void SV_PrepWorldFrame( void )
{
edict_t *ent;
int i;
for( i = 1; i < svgame.globals->numEntities; i++ )
{
ent = EDICT_NUM( i );
if( ent->free ) continue;
ent->pvServerData->s.ed_flags = 0;
ent->v.effects &= ~EF_MUZZLEFLASH;
// clear NOINTERP flag automatically only for alive creatures
if( ent->v.flags & ( FL_MONSTER|FL_CLIENT|FL_FAKECLIENT ) && ent->v.deadflag < DEAD_DEAD )
ent->v.effects &= ~EF_NOINTERP;
}
}
/*
================
SV_HasActivePlayers
returns true if server have spawned players
================
*/
bool SV_HasActivePlayers( void )
{
int i;
// server inactive
if( !svs.clients ) return false;
for( i = 0; i < sv_maxclients->integer; i++ )
{
if( svs.clients[i].state == cs_spawned )
return true;
}
return false;
}
/*
=================
SV_RunGameFrame
=================
*/
void SV_RunGameFrame( void )
{
if( !SV_HasActivePlayers()) return;
// we always need to bump framenum, even if we
// don't run the world, otherwise the delta
// compression can get confused when a client
// has the "current" frame
sv.framenum++;
// don't run if paused or not in game
if( !sv.paused && CL_IsInGame( ))
SV_Physics();
// never get more than one tic behind
if( sv.time < svs.realtime )
svs.realtime = sv.time;
}
/*
==================
SV_Frame
==================
*/
void SV_Frame( int time )
{
// if server is not active, do nothing
if( !svs.initialized ) return;
svs.realtime += time;
// keep the random time dependent
rand ();
// calc sv.frametime
SV_CalcFrameTime ();
// check timeouts
SV_CheckTimeouts ();
// read packets from clients
SV_ReadPackets ();
// move autonomous things around if enough time has passed
if( svs.realtime < sv.time )
{
// never let the time get too far off
if( sv.time - svs.realtime > sv.frametime )
svs.realtime = sv.time - sv.frametime;
NET_Sleep( sv.time - svs.realtime );
return;
}
// update ping based on the last known frame from all clients
SV_CalcPings ();
// give the clients some timeslices
SV_GiveMsec ();
// refresh serverinfo on the client side
SV_UpdateServerInfo ();
// refresh physic movevars on the client side
SV_UpdateMovevars ();
// let everything in the world think and move
SV_RunGameFrame ();
// send messages back to the clients that had packets read this frame
SV_SendClientMessages ();
// clear edict flags for next frame
SV_PrepWorldFrame ();
// send a heartbeat to the master if needed
Master_Heartbeat ();
}
//============================================================================
/*
================
Master_Heartbeat
Send a message to the master every few minutes to
let it know we are alive, and log information
================
*/
void Master_Heartbeat( void )
{
char *string;
int i;
if( host.type != HOST_DEDICATED || !public_server->integer )
return; // only dedicated servers send heartbeats
// check for time wraparound
if( svs.last_heartbeat > svs.realtime )
svs.last_heartbeat = svs.realtime;
if(( svs.realtime - svs.last_heartbeat ) < HEARTBEAT_SECONDS )
return; // not time to send yet
svs.last_heartbeat = svs.realtime;
// send the same string that we would give for a status OOB command
string = SV_StatusString( );
// send to group master
for( i = 0; i < MAX_MASTERS; i++ )
{
if( master_adr[i].port )
{
MsgDev( D_INFO, "Sending heartbeat to %s\n", NET_AdrToString( master_adr[i] ));
Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "heartbeat\n%s", string );
}
}
}
/*
=================
Master_Shutdown
Informs all masters that this server is going down
=================
*/
void Master_Shutdown( void )
{
int i;
if( host.type != HOST_DEDICATED || !public_server->integer )
return; // only dedicated servers send heartbeats
// send to group master
for( i = 0; i < MAX_MASTERS; i++ )
{
if( master_adr[i].port )
{
if( i ) MsgDev( D_INFO, "Sending heartbeat to %s\n", NET_AdrToString( master_adr[i] ));
Netchan_OutOfBandPrint( NS_SERVER, master_adr[i], "shutdown" );
}
}
}
//============================================================================
/*
===============
SV_Init
Only called at startup, not for each game
===============
*/
void SV_Init( void )
{
SV_InitOperatorCommands();
Cvar_Get ("skill", "1", CVAR_LATCH, "game skill level" );
Cvar_Get ("deathmatch", "0", CVAR_SERVERINFO|CVAR_LATCH, "displays deathmatch state" );
Cvar_Get ("teamplay", "0", CVAR_SERVERINFO|CVAR_LATCH, "displays teamplay state" );
Cvar_Get ("coop", "0", CVAR_SERVERINFO|CVAR_LATCH, "displays cooperative state" );
Cvar_Get ("dmflags", "0", CVAR_SERVERINFO, "setup deathmatch flags" );
Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO, "multiplayer fraglimit" );
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO, "multiplayer timelimit" );
Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO|CVAR_INIT, "displays server protocol version" );
Cvar_Get ("defaultmap", "", CVAR_SERVERINFO, "holds the multiplayer mapname" );
Cvar_Get ("showtriggers", "0", CVAR_LATCH, "debug cvar shows triggers" );
Cvar_Get ("sv_aim", "0", CVAR_ARCHIVE, "enable auto-aiming" );
Cvar_Get ("mapcyclefile", "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" );
Cvar_Get ( "servercfgfile","server.cfg", 0, "name of dedicated server configuration file" );
Cvar_Get ( "lservercfgfile","listenserver.cfg", 0, "name of listen server configuration file" );
// half-life shared variables
sv_zmax = Cvar_Get ("sv_zmax", "0", 0, "zfar server value" );
sv_wateramp = Cvar_Get ("sv_wateramp", "0", 0, "global water wave height" );
sv_skycolor_r = Cvar_Get ("sv_skycolor_r", "127", 0, "skycolor red (hl1 compatibility)" );
sv_skycolor_g = Cvar_Get ("sv_skycolor_g", "127", 0, "skycolor green (hl1 compatibility)" );
sv_skycolor_b = Cvar_Get ("sv_skycolor_b", "127", 0, "skycolor blue (hl1 compatibility)" );
sv_skyvec_x = Cvar_Get ("sv_skyvec_x", "1", 0, "sky direction x (hl1 compatibility)" );
sv_skyvec_y = Cvar_Get ("sv_skyvec_y", "0", 0, "sky direction y (hl1 compatibility)" );
sv_skyvec_z = Cvar_Get ("sv_skyvec_z", "-1", 0, "sky direction z (hl1 compatibility)" );
sv_skyname = Cvar_Get ("sv_skyname", "2desert", 0, "skybox name (can be dynamically changed in-game)" );
rcon_password = Cvar_Get( "rcon_password", "", 0, "remote connect password" );
sv_fps = Cvar_Get( "sv_fps", "60", CVAR_SERVERINFO|CVAR_ARCHIVE, "network game server fps" );
sv_stepheight = Cvar_Get( "sv_stepheight", "18", CVAR_ARCHIVE|CVAR_PHYSICINFO, "how high you can step up" );
sv_newunit = Cvar_Get( "sv_newunit", "0", 0, "sets to 1 while new unit is loading" );
hostname = Cvar_Get( "sv_hostname", "unnamed", CVAR_SERVERINFO | CVAR_ARCHIVE, "host name" );
timeout = Cvar_Get( "timeout", "125", 0, "connection timeout" );
zombietime = Cvar_Get( "zombietime", "2", 0, "timeout for clients-zombie (who died but not respawned)" );
sv_pausable = Cvar_Get( "pausable", "1", 0, "allow players to pause or not" );
sv_enforcetime = Cvar_Get( "sv_enforcetime", "0", 0, "enable client enforce time (anti-cheating)" );
allow_download = Cvar_Get( "allow_download", "0", CVAR_ARCHIVE, "allow download resources" );
sv_noreload = Cvar_Get( "sv_noreload", "0", 0, "ignore savepoints for singleplayer" );
sv_wallbounce = Cvar_Get( "sv_wallbounce", "1.0", CVAR_PHYSICINFO, "bounce factor for client with MOVETYPE_BOUNCE" );
sv_spectatormaxspeed = Cvar_Get( "sv_spectatormaxspeed", "500", CVAR_PHYSICINFO, "spectator maxspeed" );
sv_waterfriction = Cvar_Get( "sv_waterfriction", "4", CVAR_PHYSICINFO, "how fast you slow down in water" );
sv_wateraccelerate = Cvar_Get( "sv_wateraccelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed while in the water" );
sv_rollangle = Cvar_Get( "sv_rollangle", "2", CVAR_PHYSICINFO, "how much to tilt the view when strafing" );
sv_rollspeed = Cvar_Get( "sv_rollspeed", "200", CVAR_PHYSICINFO, "how much strafing is necessary to tilt the view" );
sv_airaccelerate = Cvar_Get("sv_airaccelerate", "1", CVAR_PHYSICINFO, "player accellerate in air" );
sv_idealpitchscale = Cvar_Get( "sv_idealpitchscale", "0.8", 0, "how much to look up/down slopes and stairs when not using freelook" );
sv_maxvelocity = Cvar_Get( "sv_maxvelocity", "2000", CVAR_PHYSICINFO, "max world velocity" );
sv_gravity = Cvar_Get( "sv_gravity", "800", CVAR_PHYSICINFO, "world gravity" );
sv_maxspeed = Cvar_Get( "sv_maxspeed", "320", CVAR_PHYSICINFO, "maximum speed a player can accelerate to when on ground");
sv_accelerate = Cvar_Get( "sv_accelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed" );
sv_friction = Cvar_Get( "sv_friction", "4", CVAR_PHYSICINFO, "how fast you slow down" );
sv_edgefriction = Cvar_Get( "sv_edgefriction", "1", CVAR_PHYSICINFO, "how much you slow down when nearing a ledge you might fall off" );
sv_stopspeed = Cvar_Get( "sv_stopspeed", "100", CVAR_PHYSICINFO, "how fast you come to a complete stop" );
sv_maxclients = Cvar_Get( "sv_maxclients", "1", CVAR_SERVERINFO|CVAR_LATCH, "server clients limit" );
sv_check_errors = Cvar_Get( "sv_check_errors", "0", CVAR_ARCHIVE, "ignore physic engine errors" );
sv_synchthink = Cvar_Get( "sv_fast_think", "0", CVAR_ARCHIVE, "allows entities to think more often than the server framerate" );
physinfo = Cvar_Get( "@physinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only
serverinfo = Cvar_Get( "@serverinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only
public_server = Cvar_Get ("public", "0", 0, "change server type from private to public" );
sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE, "max reconnect attempts" );
SV_ClearSaveDir (); // delete all temporary *.hl files
MSG_Init( &net_message, net_message_buffer, sizeof( net_message_buffer ));
}
/*
==================
SV_FinalMessage
Used by SV_Shutdown to send a final message to all
connected clients before the server goes down. The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalMessage( char *message, bool reconnect )
{
sv_client_t *cl;
byte msg_buf[MAX_MSGLEN];
sizebuf_t msg;
int i;
MSG_Init( &msg, msg_buf, sizeof( msg_buf ));
MSG_WriteByte( &msg, svc_print );
MSG_WriteByte( &msg, PRINT_HIGH );
MSG_WriteString( &msg, message );
if( reconnect )
{
if( sv.loadgame )
MSG_WriteByte( &msg, svc_changing );
else MSG_WriteByte( &msg, svc_reconnect );
}
else
{
MSG_WriteByte( &msg, svc_disconnect );
}
// send it twice
// stagger the packets to crutch operating system limited buffers
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
if( cl->state >= cs_connected && !(cl->edict && cl->edict->v.flags & FL_FAKECLIENT ))
Netchan_Transmit( &cl->netchan, msg.cursize, msg.data );
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
if( cl->state >= cs_connected && !(cl->edict && cl->edict->v.flags & FL_FAKECLIENT ))
Netchan_Transmit( &cl->netchan, msg.cursize, msg.data );
}
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( bool reconnect )
{
// already freed
if( host.state == HOST_ERROR ) return;
if( !SV_Active()) return;
MsgDev( D_INFO, "SV_Shutdown: %s\n", host.finalmsg );
if( svs.clients ) SV_FinalMessage( host.finalmsg, reconnect );
Master_Shutdown();
if( !reconnect ) SV_UnloadProgs ();
else SV_DeactivateServer ();
// free current level
Mem_Set( &sv, 0, sizeof( sv ));
Host_SetServerState( sv.state );
// free server static data
if( svs.clients ) Z_Free( svs.clients );
if( svs.baselines ) Z_Free( svs.baselines );
if( svs.client_entities ) Z_Free( svs.client_entities );
Mem_Set( &svs, 0, sizeof( svs ));
}