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Xash3DArchive/engine/server/server.h

633 lines
21 KiB
C

/*
server.h - primary header for server
Copyright (C) 2009 Uncle Mike
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 3 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.
*/
#ifndef SERVER_H
#define SERVER_H
#include "mathlib.h"
#include "edict.h"
#include "eiface.h"
#include "physint.h" // physics interface
#include "mod_local.h"
#include "pm_defs.h"
#include "pm_movevars.h"
#include "entity_state.h"
#include "protocol.h"
#include "netchan.h"
#include "custom.h"
#include "world.h"
//=============================================================================
#define SV_UPDATE_MASK (SV_UPDATE_BACKUP - 1)
extern int SV_UPDATE_BACKUP;
// hostflags
#define SVF_SKIPLOCALHOST BIT( 0 )
#define SVF_PLAYERSONLY BIT( 1 )
#define SVF_PORTALPASS BIT( 2 ) // we are do portal pass
// mapvalid flags
#define MAP_IS_EXIST BIT( 0 )
#define MAP_HAS_SPAWNPOINT BIT( 1 )
#define MAP_HAS_LANDMARK BIT( 2 )
#define MAP_INVALID_VERSION BIT( 3 )
#define SV_IsValidEdict( e ) ( e && !e->free )
#define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - svgame.edicts))
#define EDICT_NUM( num ) SV_EDICT_NUM( num, __FILE__, __LINE__ )
#define STRING( offset ) SV_GetString( offset )
#define ALLOC_STRING(str) SV_AllocString( str )
#define MAKE_STRING(str) SV_MakeString( str )
#define MAX_PUSHED_ENTS 256
#define MAX_CAMERAS 32
#define DVIS_PVS 0
#define DVIS_PHS 1
typedef enum
{
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_active // actively running
} sv_state_t;
typedef enum
{
cs_free = 0, // can be reused for a new connection
cs_zombie, // client has been disconnected, but don't reuse connection for a couple seconds
cs_connected, // has been assigned to a sv_client_t, but not in game yet
cs_spawned // client is fully in game
} cl_state_t;
// instanced baselines container
typedef struct
{
int count;
string_t classnames[64];
entity_state_t baselines[64];
} sv_baselines_t;
typedef struct
{
const char *name;
FORCE_TYPE force_state;
vec3_t mins, maxs;
} sv_consistency_t;
// like as entity_state_t in Quake
typedef struct
{
char model[64]; // name of static-entity model for right precache
vec3_t origin;
vec3_t angles;
byte sequence;
byte frame;
short colormap;
byte skin; // can't set contents! only real skin!
byte rendermode;
byte renderamt;
color24 rendercolor;
byte renderfx;
} sv_static_entity_t;
typedef struct server_s
{
sv_state_t state; // precache commands are only valid during load
qboolean background; // this is background map
qboolean loadgame; // client begins should reuse existing entity
qboolean changelevel; // set if changelevel in-action (smooth or classic)
int viewentity; // applied on client restore. this is temporare place
// until client connected
double time; // sv.time += host.frametime
int net_framenum; // to avoid send edicts twice through portals
int hostflags; // misc server flags: predicting etc
string name; // map name
string startspot; // player_start name on nextmap
double lastchecktime;
int lastcheck; // number of last checked client
char model_precache[MAX_MODELS][CS_SIZE];
char sound_precache[MAX_SOUNDS][CS_SIZE];
char files_precache[MAX_CUSTOM][CS_SIZE];
char event_precache[MAX_EVENTS][CS_SIZE];
sv_static_entity_t static_entities[MAX_STATIC_ENTITIES];
int num_static_entities;
// run local lightstyles to let SV_LightPoint grab the actual information
lightstyle_t lightstyles[MAX_LIGHTSTYLES];
sv_consistency_t consistency_files[MAX_MODELS];
resource_t resources[MAX_MODELS];
int num_consistency_resources; // typically check model bounds on this
int num_resources;
sv_baselines_t instanced; // instanced baselines
// unreliable data to send to clients.
sizebuf_t datagram;
byte datagram_buf[NET_MAX_PAYLOAD];
// reliable data to send to clients.
sizebuf_t reliable_datagram; // copied to all clients at end of frame
byte reliable_datagram_buf[NET_MAX_PAYLOAD];
// the multicast buffer is used to send a message to a set of clients
sizebuf_t multicast;
byte multicast_buf[NET_MAX_PAYLOAD];
sizebuf_t signon;
byte signon_buf[NET_MAX_PAYLOAD];
sizebuf_t spectator_datagram;
byte spectator_buf[NET_MAX_PAYLOAD];
model_t *worldmodel; // pointer to world
uint checksum; // for catching cheater maps
qboolean write_bad_message; // just for debug
qboolean paused;
} server_t;
typedef struct
{
double senttime;
float raw_ping;
float latency;
clientdata_t clientdata;
weapon_data_t weapondata[MAX_WEAPONS];
weapon_data_t oldweapondata[MAX_WEAPONS]; // g-cont. The fucking Cry Of Fear a does corrupting memory after the weapondata!!!
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
} client_frame_t;
typedef struct sv_client_s
{
cl_state_t state;
char name[32]; // extracted from userinfo, color string allowed
char userinfo[MAX_INFO_STRING]; // name, etc (received from client)
char physinfo[MAX_INFO_STRING]; // set on server (transmit to client)
qboolean send_message;
qboolean skip_message;
qboolean local_weapons; // enable weapon predicting
qboolean lag_compensation; // enable lag compensation
qboolean hltv_proxy; // this is spectator proxy (hltv)
netchan_t netchan;
int chokecount; // number of messages rate supressed
int delta_sequence; // -1 = no compression.
double next_messagetime; // time when we should send next world state update
double cl_updaterate; // default time to wait for next message
double next_checkpingtime; // time to send all players pings to client
double timebase; // client timebase
customization_t customization; // player customization linked list
resource_t resource1;
resource_t resource2; // <mapname.res> from client (server downloading)
qboolean sendmovevars;
qboolean sendinfo;
qboolean fakeclient; // This client is a fake player controlled by the game DLL
usercmd_t lastcmd; // for filling in big drops
double last_cmdtime;
double last_movetime;
double next_movetime;
int modelindex; // custom playermodel index
int packet_loss;
float latency;
float ping;
int listeners; // 32 bits == MAX_CLIENTS (voice listeners)
edict_t *edict; // EDICT_NUM(clientnum+1)
edict_t *pViewEntity; // svc_setview member
int messagelevel; // for filtering printed messages
edict_t *cameras[MAX_CAMERAS]; // list of portal cameras in player PVS
int num_cameras; // num of portal cameras that can merge PVS
// the datagram is written to by sound calls, prints, temp ents, etc.
// it can be harmlessly overflowed.
sizebuf_t datagram;
byte datagram_buf[NET_MAX_PAYLOAD];
client_frame_t *frames; // updates can be delta'd from here
event_state_t events;
double lastmessage; // time when packet was last received
double lastconnect;
int challenge; // challenge of this user, randomly generated
int userid; // identifying number on server
int authentication_method;
uint WonID; // WonID
} sv_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;
double time;
qboolean connected;
} challenge_t;
typedef struct
{
char name[32]; // in GoldSrc max name length is 12
int number; // svc_ number
int size; // if size == -1, size come from first byte after svcnum
} sv_user_message_t;
typedef struct
{
edict_t *ent;
vec3_t origin;
vec3_t angles;
int fixangle;
} sv_pushed_t;
typedef struct
{
qboolean active;
qboolean moving;
qboolean firstframe;
qboolean nointerp;
vec3_t mins;
vec3_t maxs;
vec3_t curpos;
vec3_t oldpos;
vec3_t newpos;
vec3_t finalpos;
} sv_interp_t;
typedef struct
{
// user messages stuff
const char *msg_name; // just for debug
sv_user_message_t msg[MAX_USER_MESSAGES]; // user messages array
int msg_size_index; // write message size at this pos in bitbuf
int msg_realsize; // left in bytes
int msg_index; // for debug messages
int msg_dest; // msg destination ( MSG_ONE, MSG_ALL etc )
qboolean msg_started; // to avoid recursive included messages
edict_t *msg_ent; // user message member entity
vec3_t msg_org; // user message member origin
// catched user messages (nasty hack)
int gmsgHudText; // -1 if not catched (e.g. mod not registered this message)
void *hInstance; // pointer to game.dll
union
{
edict_t *edicts; // acess by edict number
void *vp; // acess by offset in bytes
};
int numEntities; // actual entities count
movevars_t movevars; // curstate
movevars_t oldmovevars; // oldstate
playermove_t *pmove; // pmove state
sv_interp_t interp[MAX_CLIENTS]; // interpolate clients
sv_pushed_t pushed[MAX_PUSHED_ENTS]; // no reason to keep array for all edicts
// 256 it should be enough for any game situation
vec3_t player_mins[MAX_MAP_HULLS]; // 4 hulls allowed
vec3_t player_maxs[MAX_MAP_HULLS]; // 4 hulls allowed
globalvars_t *globals; // server globals
DLL_FUNCTIONS dllFuncs; // dll exported funcs
NEW_DLL_FUNCTIONS dllFuncs2; // new dll exported funcs (may be NULL)
physics_interface_t physFuncs; // physics interface functions (Xash3D extension)
byte *mempool; // server premamnent pool: edicts etc
byte *stringspool; // for engine strings
SAVERESTOREDATA SaveData; // shared struct, used for save data
} svgame_static_t;
typedef struct
{
qboolean initialized; // sv_init has completed
double timestart; // just for profiling
int groupmask;
int groupop;
double changelevel_next_time; // don't execute multiple changelevels at once time
int spawncount; // incremented each server start
// used to check late spawns
sv_client_t *clients; // [sv_maxclients->integer]
sv_client_t *currentPlayer; // current client who network message sending on
int currentPlayerNum; // for easy acess to some global arrays
int num_client_entities; // sv_maxclients->integer*UPDATE_BACKUP*MAX_PACKET_ENTITIES
int next_client_entities; // next client_entity to use
entity_state_t *packet_entities; // [num_client_entities]
entity_state_t *baselines; // [GI->max_edicts]
double last_heartbeat;
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
} server_static_t;
//=============================================================================
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern svgame_static_t svgame; // persistant game info
extern areanode_t sv_areanodes[]; // AABB dynamic tree
extern convar_t *sv_pausable; // allows pause in multiplayer
extern convar_t *sv_newunit;
extern convar_t *sv_airaccelerate;
extern convar_t *sv_accelerate;
extern convar_t *sv_friction;
extern convar_t *sv_edgefriction;
extern convar_t *sv_maxvelocity;
extern convar_t *sv_gravity;
extern convar_t *sv_stopspeed;
extern convar_t *sv_check_errors;
extern convar_t *sv_reconnect_limit;
extern convar_t *sv_lighting_modulate;
extern convar_t *rcon_password;
extern convar_t *hostname;
extern convar_t *sv_stepsize;
extern convar_t *sv_rollangle;
extern convar_t *sv_rollspeed;
extern convar_t *sv_maxspeed;
extern convar_t *sv_maxclients;
extern convar_t *sv_skyname;
extern convar_t *serverinfo;
extern convar_t *sv_failuretime;
extern convar_t *sv_unlag;
extern convar_t *sv_novis;
extern convar_t *sv_maxunlag;
extern convar_t *sv_unlagpush;
extern convar_t *sv_unlagsamples;
extern convar_t *sv_allow_upload;
extern convar_t *sv_allow_download;
extern convar_t *sv_allow_studio_attachment_angles;
extern convar_t *sv_allow_rotate_pushables;
extern convar_t *sv_clienttrace;
extern convar_t *sv_send_resources;
extern convar_t *sv_send_logos;
extern convar_t *sv_sendvelocity;
extern convar_t *sv_skyspeed;
extern convar_t *sv_skyangle;
extern convar_t *sv_quakehulls;
extern convar_t *sv_validate_changelevel;
extern convar_t *mp_consistency;
extern convar_t *public_server;
extern convar_t *physinfo;
extern convar_t *deathmatch;
extern convar_t *teamplay;
extern convar_t *skill;
extern convar_t *coop;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage( char *message, qboolean reconnect );
void SV_DropClient( sv_client_t *drop );
void SV_UpdateMovevars( qboolean initialize );
int SV_ModelIndex( const char *name );
int SV_SoundIndex( const char *name );
int SV_EventIndex( const char *name );
int SV_GenericIndex( const char *name );
int SV_CalcPacketLoss( sv_client_t *cl );
void SV_ExecuteUserCommand (char *s);
void SV_InitOperatorCommands( void );
void SV_KillOperatorCommands( void );
void SV_UserinfoChanged( sv_client_t *cl, const char *userinfo );
void SV_PrepWorldFrame( void );
void SV_ProcessFile( sv_client_t *cl, char *filename );
void SV_SendResourceList( sv_client_t *cl );
void Master_Add( void );
void Master_Heartbeat( void );
void Master_Packet( void );
//
// sv_init.c
//
void SV_InitGame( void );
void SV_ActivateServer( void );
void SV_DeactivateServer( void );
void SV_LevelInit( const char *pMapName, char const *pOldLevel, char const *pLandmarkName, qboolean loadGame );
qboolean SV_SpawnServer( const char *server, const char *startspot );
//
// sv_phys.c
//
void SV_Physics( void );
qboolean SV_InitPhysicsAPI( void );
void SV_CheckVelocity( edict_t *ent );
qboolean SV_CheckWater( edict_t *ent );
qboolean SV_RunThink( edict_t *ent );
qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time );
qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker ); // for EntityInSolid checks
void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace );
qboolean SV_CanPushed( edict_t *ent );
void SV_FreeOldEntities( void );
void SV_CheckAllEnts( void );
//
// sv_move.c
//
qboolean SV_MoveStep( edict_t *ent, vec3_t move, qboolean relink );
qboolean SV_MoveTest( edict_t *ent, vec3_t move, qboolean relink );
void SV_MoveToOrigin( edict_t *ed, const vec3_t goal, float dist, int iMode );
qboolean SV_CheckBottom( edict_t *ent, int iMode );
float SV_VecToYaw( const vec3_t src );
void SV_WaterMove( edict_t *ent );
//
// sv_send.c
//
void SV_SendClientMessages( void );
void SV_ClientPrintf( sv_client_t *cl, int level, char *fmt, ... );
void SV_BroadcastPrintf( int level, char *fmt, ... );
void SV_BroadcastCommand( char *fmt, ... );
//
// sv_client.c
//
char *SV_StatusString( void );
void SV_RefreshUserinfo( void );
void SV_GetChallenge( netadr_t from );
void SV_DirectConnect( netadr_t from );
void SV_TogglePause( const char *msg );
void SV_PutClientInServer( edict_t *ent );
qboolean SV_ShouldUpdatePing( sv_client_t *cl );
const char *SV_GetClientIDString( sv_client_t *cl );
void SV_FullClientUpdate( sv_client_t *cl, sizebuf_t *msg );
void SV_FullUpdateMovevars( sv_client_t *cl, sizebuf_t *msg );
void SV_GetPlayerStats( sv_client_t *cl, int *ping, int *packet_loss );
qboolean SV_ClientConnect( edict_t *ent, char *userinfo );
void SV_ClientThink( sv_client_t *cl, usercmd_t *cmd );
void SV_ExecuteClientMessage( sv_client_t *cl, sizebuf_t *msg );
void SV_ConnectionlessPacket( netadr_t from, sizebuf_t *msg );
edict_t *SV_FakeConnect( const char *netname );
void SV_ExecuteClientCommand( sv_client_t *cl, char *s );
void SV_RunCmd( sv_client_t *cl, usercmd_t *ucmd, int random_seed );
qboolean SV_IsPlayerIndex( int idx );
void SV_InitClientMove( void );
void SV_UpdateServerInfo( void );
void SV_EndRedirect( void );
//
// sv_cmds.c
//
void SV_Status_f( void );
void SV_Newgame_f( void );
//
// sv_custom.c
//
void SV_SendResources( sizebuf_t *msg );
int SV_TransferConsistencyInfo( void );
//
// sv_frame.c
//
void SV_WriteFrameToClient( sv_client_t *client, sizebuf_t *msg );
void SV_BuildClientFrame( sv_client_t *client );
void SV_InactivateClients( void );
void SV_SendMessagesToAll( void );
void SV_SkipUpdates( void );
//
// sv_game.c
//
qboolean SV_LoadProgs( const char *name );
void SV_UnloadProgs( void );
void SV_FreeEdicts( void );
edict_t *SV_AllocEdict( void );
void SV_FreeEdict( edict_t *pEdict );
void SV_InitEdict( edict_t *pEdict );
const char *SV_ClassName( const edict_t *e );
void SV_SetModel( edict_t *ent, const char *name );
void SV_CopyTraceToGlobal( trace_t *trace );
void SV_SetMinMaxSize( edict_t *e, const float *min, const float *max );
edict_t* SV_FindEntityByString( edict_t *pStartEdict, const char *pszField, const char *pszValue );
void SV_PlaybackEventFull( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin,
float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
void SV_PlaybackReliableEvent( sizebuf_t *msg, word eventindex, float delay, event_args_t *args );
void SV_BaselineForEntity( edict_t *pEdict );
void SV_WriteEntityPatch( const char *filename );
char *SV_ReadEntityScript( const char *filename, int *flags );
float SV_AngleMod( float ideal, float current, float speed );
void SV_SpawnEntities( const char *mapname, char *entities );
edict_t* SV_AllocPrivateData( edict_t *ent, string_t className );
string_t SV_AllocString( const char *szValue );
string_t SV_MakeString( const char *szValue );
const char *SV_GetString( string_t iString );
sv_client_t *SV_ClientFromEdict( const edict_t *pEdict, qboolean spawned_only );
void SV_SetClientMaxspeed( sv_client_t *cl, float fNewMaxspeed );
int SV_MapIsValid( const char *filename, const char *spawn_entity, const char *landmark_name );
void SV_StartSound( edict_t *ent, int chan, const char *sample, float vol, float attn, int flags, int pitch );
void SV_CreateStaticEntity( struct sizebuf_s *msg, sv_static_entity_t *ent );
edict_t* pfnPEntityOfEntIndex( int iEntIndex );
int pfnIndexOfEdict( const edict_t *pEdict );
void SV_UpdateBaseVelocity( edict_t *ent );
byte *pfnSetFatPVS( const float *org );
byte *pfnSetFatPAS( const float *org );
int pfnPrecacheModel( const char *s );
int pfnNumberOfEntities( void );
void SV_RestartStaticEnts( void );
_inline edict_t *SV_EDICT_NUM( int n, const char * file, const int line )
{
if((n >= 0) && (n < svgame.globals->maxEntities))
return svgame.edicts + n;
Host_Error( "SV_EDICT_NUM: bad number %i (called at %s:%i)\n", n, file, line );
return NULL;
}
//
// sv_save.c
//
void SV_ClearSaveDir( void );
void SV_SaveGame( const char *pName );
qboolean SV_LoadGame( const char *pName );
void SV_ChangeLevel( qboolean loadfromsavedgame, const char *mapname, const char *start );
int SV_LoadGameState( char const *level, qboolean createPlayers );
void SV_LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName );
const char *SV_GetLatestSave( void );
void SV_InitSaveRestore( void );
//
// sv_pmove.c
//
void SV_GetTrueOrigin( sv_client_t *cl, int edictnum, vec3_t origin );
void SV_GetTrueMinMax( sv_client_t *cl, int edictnum, vec3_t mins, vec3_t maxs );
//
// sv_world.c
//
void SV_ClearWorld( void );
void SV_UnlinkEdict( edict_t *ent );
qboolean SV_HeadnodeVisible( mnode_t *node, byte *visbits, int *lastleaf );
void SV_ClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace );
void SV_CustomClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace );
trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end );
trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end );
msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end );
trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore );
void SV_LinkEdict( edict_t *ent, qboolean touch_triggers );
void SV_TouchLinks( edict_t *ent, areanode_t *node );
int SV_TruePointContents( const vec3_t p );
int SV_PointContents( const vec3_t p );
void SV_RunLightStyles( void );
void SV_SetLightStyle( int style, const char* s, float f );
const char *SV_GetLightStyle( int style );
int SV_LightForEntity( edict_t *pEdict );
void SV_ClearPhysEnts( void );
#endif//SERVER_H