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Xash3DArchive/engine/server/sv_init.c

336 lines
9.2 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "common.h"
#include "server.h"
server_static_t svs; // persistant server info
svgame_static_t svgame; // persistant game info
server_t sv; // local server
/*
================
SV_FindIndex
================
*/
int SV_FindIndex (const char *name, int start, int end, bool create)
{
int i = 0;
if(!name || !name[0]) return 0;
for( i = 1; i < end && sv.configstrings[start+i][0]; i++ )
if(!com.strcmp(sv.configstrings[start+i], name))
return i;
if( !create ) return 0;
if( i == end )
{
MsgDev( D_WARN, "SV_FindIndex: %d out of range [%d - %d]\n", start, end );
return 0;
}
// register new resource
com.strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
if( sv.state != ss_loading )
{
// send the update to everyone
MSG_Clear( &sv.multicast );
MSG_Begin( svc_configstring );
MSG_WriteShort( &sv.multicast, start + i );
MSG_WriteString( &sv.multicast, name );
MSG_Send( MSG_ALL_R, vec3_origin, NULL );
}
return i;
}
int SV_ModelIndex( const char *name )
{
return SV_FindIndex( name, CS_MODELS, MAX_MODELS, true );
}
int SV_SoundIndex( const char *name )
{
return SV_FindIndex( name, CS_SOUNDS, MAX_SOUNDS, true );
}
int SV_UserMessageIndex( const char *name )
{
return SV_FindIndex( name, CS_USER_MESSAGES, MAX_USER_MESSAGES, true );
}
int SV_DecalIndex( const char *name )
{
return SV_FindIndex( name, CS_DECALS, MAX_DECALS, true );
}
int SV_ClassIndex( const char *name )
{
return SV_FindIndex( name, CS_CLASSNAMES, MAX_CLASSNAMES, true );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline( void )
{
edict_t *svent;
int entnum;
for( entnum = 1; entnum < svgame.globals->numEntities; entnum++ )
{
svent = EDICT_NUM( entnum );
if( svent->free ) continue;
if( !svent->v.modelindex && !svent->pvServerData->s.soundindex && !svent->v.effects )
continue;
svent->serialnumber = entnum;
// take current state as baseline
SV_UpdateEntityState( svent, true );
svs.baselines[entnum] = svent->pvServerData->s;
}
// classify edicts for quick network sorting
for( entnum = 0; entnum < svgame.globals->numEntities; entnum++ )
{
svent = EDICT_NUM( entnum );
SV_ClassifyEdict( svent );
}
}
/*
=================
SV_CheckForSavegame
=================
*/
void SV_CheckForSavegame( const char *savename )
{
sv.loadgame = false;
if( savename )
{
sv.loadgame = true; // predicting state
if( sv_noreload->value ) sv.loadgame = false;
if( svgame.globals->deathmatch || svgame.globals->coop || svgame.globals->teamplay )
sv.loadgame = false;
if( !savename ) sv.loadgame = false;
if( !FS_FileExists( va( "save/%s", savename )))
sv.loadgame = false;
}
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
*/
void SV_SpawnServer( const char *server, const char *savename )
{
uint i, checksum;
Msg( "SpawnServer [%s]\n", server );
svs.spawncount++; // any partially connected client will be restarted
sv.state = ss_dead;
Host_SetServerState( sv.state );
// wipe the entire per-level structure
Mem_Set( &sv, 0, sizeof( sv ));
// save name for levels that don't set message
com.strncpy( sv.configstrings[CS_NAME], server, CS_SIZE );
MSG_Init( &sv.multicast, sv.multicast_buf, sizeof( sv.multicast_buf ));
com.strcpy( sv.name, server );
// leave slots at start for clients only
for( i = 0; i < Host_MaxClients(); i++ )
{
// needs to reconnect
if( svs.clients[i].state > cs_connected )
svs.clients[i].state = cs_connected;
svs.clients[i].lastframe = -1;
}
sv.time = 1.0;
com.strncpy( sv.name, server, MAX_STRING );
FS_FileBase(server, sv.configstrings[CS_NAME]);
com.sprintf( sv.configstrings[CS_MODELS+1], "maps/%s", server );
sv.worldmodel = sv.models[1] = pe->BeginRegistration( sv.configstrings[CS_MODELS+1], false, &checksum );
com.sprintf( sv.configstrings[CS_MAPCHECKSUM], "%i", checksum );
com.strncpy( sv.configstrings[CS_SKYNAME], "<skybox>", 64 );
// clear physics interaction links
SV_ClearWorld();
for( i = 1; i < pe->NumBmodels(); i++ )
{
com.sprintf( sv.configstrings[CS_MODELS+1+i], "*%i", i );
sv.models[i+1] = pe->RegisterModel(sv.configstrings[CS_MODELS+1+i] );
}
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
Host_SetServerState( sv.state );
// check for a savegame
SV_CheckForSavegame( savename );
if( sv.loadgame ) SV_ReadLevelFile( savename );
else SV_SpawnEntities( sv.name, pe->GetEntityScript());
svgame.dllFuncs.pfnServerActivate( EDICT_NUM( 0 ), svgame.globals->numEntities, svgame.globals->maxClients );
// run two frames to allow everything to settle
for( i = 0; i < 2; i++ )
{
sv.frametime = svgame.globals->frametime = host.frametime = 0.1;
SV_Physics();
}
// all precaches are complete
sv.state = ss_active;
Host_SetServerState( sv.state );
// create a baseline for more efficient communications
SV_CreateBaseline();
// set serverinfo variable
Cvar_FullSet( "mapname", sv.name, CVAR_SERVERINFO|CVAR_INIT );
pe->EndRegistration(); // free unused models
}
/*
==============
SV_InitGame
A brand new game has been started
==============
*/
void SV_InitGame( void )
{
char i, idmaster[32];
edict_t *ent;
if( svs.initialized )
{
// cause any connected clients to reconnect
com.strncpy( host.finalmsg, "Server restarted\n", MAX_STRING );
SV_Shutdown( true );
}
else
{
// init game after host error
if( !svgame.hInstance )
SV_LoadProgs( "server" );
// make sure the client is down
CL_Drop();
}
MsgDev( D_INFO, "Dll loaded for mod %s\n", svgame.dllFuncs.pfnGetGameDescription() );
Cmd_ExecuteString( "latch\n" );
svs.initialized = true;
if( Cvar_VariableValue ("coop") && Cvar_VariableValue ( "deathmatch" ) && Cvar_VariableValue( "teamplay" ))
{
Msg("Deathmatch, Teamplay and Coop set, defaulting to Deathmatch\n");
Cvar_FullSet( "coop", "0", CVAR_SERVERINFO|CVAR_LATCH );
Cvar_FullSet( "teamplay", "0", CVAR_SERVERINFO|CVAR_LATCH );
}
// dedicated servers are can't be single player and are usually DM
// so unless they explicity set coop, force it to deathmatch
if( host.type == HOST_DEDICATED )
{
if(!Cvar_VariableValue( "coop" ) && !Cvar_VariableValue( "teamplay" ))
Cvar_FullSet( "deathmatch", "1", CVAR_SERVERINFO|CVAR_LATCH );
}
// init clients
if( Cvar_VariableValue( "deathmatch" ) || Cvar_VariableValue( "teamplay" ))
{
if( Host_MaxClients() <= 1 )
Cvar_FullSet( "host_maxclients", "8", CVAR_SERVERINFO|CVAR_LATCH );
else if( Host_MaxClients() > 255 )
Cvar_FullSet( "host_maxclients", va("%i", 255 ), CVAR_SERVERINFO|CVAR_LATCH );
}
else if( Cvar_VariableValue( "coop" ))
{
if( Host_MaxClients() <= 1 || Host_MaxClients() > 4 )
Cvar_FullSet( "host_maxclients", "4", CVAR_SERVERINFO|CVAR_LATCH );
}
else
{
// non-deathmatch, non-coop is one player
Cvar_FullSet( "host_maxclients", "1", CVAR_SERVERINFO|CVAR_LATCH );
}
svs.spawncount = RANDOM_LONG( 0, 65535 );
svs.clients = Z_Malloc( sizeof(sv_client_t) * Host_MaxClients());
svs.num_client_entities = Host_MaxClients() * UPDATE_BACKUP * 64; // g-cont: what a mem waster ???????
svs.client_entities = Z_Malloc( sizeof(entity_state_t) * svs.num_client_entities );
svs.baselines = Z_Malloc( sizeof(entity_state_t) * host.max_edicts );
// copy gamemode into svgame.globals
svgame.globals->deathmatch = (int)Cvar_VariableValue( "deathmatch" );
svgame.globals->teamplay = (int)Cvar_VariableValue( "teamplay" );
svgame.globals->coop = (int)Cvar_VariableValue( "coop" );
svgame.dllFuncs.pfnResetGlobalState();
// 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] );
for( i = 0; i < Host_MaxClients(); i++ )
{
ent = EDICT_NUM( i + 1 );
ent->serialnumber = i + 1;
svs.clients[i].edict = ent;
Mem_Set( &svs.clients[i].cmd, 0, sizeof( svs.clients[i].cmd ));
svs.clients[i].num_cmds = 0;
}
}
bool SV_Active( void )
{
return svs.initialized;
}