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Xash3DArchive/engine/server/sv_init.c

544 lines
13 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 "engine.h"
#include "server.h"
server_static_t svs; // persistant server 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(!strcmp(sv.configstrings[start+i], name))
return i;
if(!create) return 0;
if (i == end)
{
MsgWarn ("SV_FindIndex: %d out of range [%d - %d]\n", start, end );
return 0;
}
// register new resource
strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
if (sv.state != ss_loading)
{
// send the update to everyone
SZ_Clear (&sv.multicast);
MSG_Begin(svc_configstring);
MSG_WriteShort (&sv.multicast, start + i);
MSG_WriteString (&sv.multicast, (char *)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_ImageIndex (const char *name)
{
return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
}
int SV_DecalIndex (const char *name)
{
return SV_FindIndex (name, CS_DECALS, MAX_DECALS, 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 < prog->num_edicts ; entnum++)
{
svent = PRVM_EDICT_NUM(entnum);
if (svent->priv.sv->free) continue;
if (!svent->progs.sv->modelindex && !svent->progs.sv->noise3 && !svent->progs.sv->effects)
continue;
svent->priv.sv->serialnumber = entnum;
//
// take current state as baseline
//
VectorCopy (svent->progs.sv->origin, svent->progs.sv->old_origin);
SV_UpdateEntityState( svent );
sv.baselines[entnum] = svent->priv.sv->s;
}
}
/*
=================
SV_CheckForSavegame
=================
*/
void SV_CheckForSavegame (char *savename )
{
char name[MAX_SYSPATH];
if (sv_noreload->value) return;
if (Cvar_VariableValue ("deathmatch")) return;
if (!savename) return;
sprintf (name, "save/%s.bin", savename );
if(!FS_FileExists(name))
{
Msg("can't find %s\n", savename );
return;
}
SV_ClearWorld ();
// get configstrings and areaportals
SV_ReadLevelFile ( savename );
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
*/
void SV_SpawnServer (char *server, char *spawnpoint, char *savename, sv_state_t serverstate, bool attractloop, bool loadgame)
{
uint i, checksum;
if (attractloop) Cvar_Set ("paused", "0");
Msg("SpawnServer [%s]\n", server );
if (sv.demofile) FS_Close (sv.demofile);
svs.spawncount++; // any partially connected client will be restarted
sv.state = ss_dead;
Host_SetServerState (sv.state);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
svs.realtime = 0;
sv.loadgame = loadgame;
sv.attractloop = attractloop;
// save name for levels that don't set message
strcpy (sv.configstrings[CS_NAME], server);
if (Cvar_VariableValue ("deathmatch"))
{
sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value);
pm_airaccelerate = sv_airaccelerate->value;
}
else
{
strcpy(sv.configstrings[CS_AIRACCEL], "0");
pm_airaccelerate = 0;
}
SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf));
strcpy (sv.name, server);
SV_VM_Begin();
// leave slots at start for clients only
for (i = 0; i < maxclients->value; i++)
{
// needs to reconnect
if (svs.clients[i].state > cs_connected)
svs.clients[i].state = cs_connected;
svs.clients[i].lastframe = -1;
}
sv.time = 1.0f;
strcpy(sv.name, server);
FS_FileBase(server, sv.configstrings[CS_NAME]);
if (serverstate != ss_game)
{
sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
}
else
{
sprintf (sv.configstrings[CS_MODELS+1], "maps/%s", server);
sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum);
}
sprintf (sv.configstrings[CS_MAPCHECKSUM],"%i", checksum);
// clear physics interaction links
SV_ClearWorld ();
for (i = 1; i < CM_NumInlineModels(); i++)
{
sprintf(sv.configstrings[CS_MODELS+1+i], "*%i", i);
sv.models[i+1] = CM_InlineModel (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);
// load and spawn all other entities
SV_SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
// run two frames to allow everything to settle
SV_RunFrame ();
SV_RunFrame ();
// all precaches are complete
sv.state = serverstate;
Host_SetServerState (sv.state);
// create a baseline for more efficient communications
SV_CreateBaseline ();
// check for a savegame
SV_CheckForSavegame ( savename );
// set serverinfo variable
Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_INIT);
SV_VM_End();
}
/*
==============
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
SV_Shutdown("Server restarted\n", true);
}
else
{
// make sure the client is down
CL_Drop();
}
svs.initialized = true;
if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch"))
{
Msg("Deathmatch and Coop both set, disabling Coop\n");
Cvar_FullSet ("coop", "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 (dedicated->value)
{
if (!Cvar_VariableValue ("coop"))
Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
}
// init clients
if (Cvar_VariableValue ("deathmatch"))
{
if (maxclients->value <= 1)
Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
else if (maxclients->value > MAX_CLIENTS)
Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH);
}
else if (Cvar_VariableValue ("coop"))
{
if (maxclients->value <= 1 || maxclients->value > 4)
Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
}
else // non-deathmatch, non-coop is one player
{
Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
}
svs.spawncount = rand();
svs.clients = Z_Malloc (sizeof(client_state_t)*maxclients->value);
svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64;
svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities);
svs.gclients = Z_Malloc(sizeof(gclient_t)*maxclients->value);
// init network stuff
NET_Config ( (maxclients->value > 1) );
// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999.0f; // send immediately
sprintf(idmaster, "192.246.40.37:%i", PORT_MASTER);
NET_StringToAdr (idmaster, &master_adr[0]);
// init game
SV_InitGameProgs();
SV_VM_Begin();
for (i = 0; i < maxclients->value; i++)
{
ent = PRVM_EDICT_NUM(i + 1);
ent->priv.sv->serialnumber = i + 1;
svs.clients[i].edict = ent;
memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd));
}
SV_VM_End();
}
/*
======================
SV_Map
the full syntax is:
map [*]<map>$<startspot>+<nextserver>
command from the console or progs.
Map can also be a.cin, .pcx, or .dm2 file
Nextserver is used to allow a cinematic to play, then proceed to
another level:
map tram.cin+jail_e3
======================
*/
void SV_Map (bool attractloop, char *levelstring, char *savename, bool loadgame)
{
char *ch;
int l;
char level[MAX_QPATH], spawnpoint[MAX_QPATH];
const char *ext = FS_FileExtension(levelstring);
sv.loadgame = loadgame;
sv.attractloop = attractloop;
if (sv.state == ss_dead && !sv.loadgame) SV_InitGame ();// the game is just starting
strcpy (level, levelstring);
// if there is a + in the map, set nextserver to the remainder
ch = strstr(level, "+");
if (ch)
{
*ch = 0;
Cvar_Set ("nextserver", va("gamemap \"%s\"", ch + 1));
}
else Cvar_Set ("nextserver", "");
// if there is a $, use the remainder as a spawnpoint
ch = strstr(level, "$");
if (ch)
{
*ch = 0;
strcpy (spawnpoint, ch + 1);
}
else spawnpoint[0] = 0;
// skip the end-of-unit flag if necessary
if (level[0] == '*') strcpy (level, level+1);
l = strlen(level);
if (!strcmp(ext, "roq"))
{
SV_BroadcastCommand ("changing\n");
SV_SpawnServer (level, spawnpoint, NULL, ss_cinematic, attractloop, loadgame);
}
else if (!strcmp(ext, "dm2"))
{
SV_BroadcastCommand ("changing\n");
SV_SpawnServer (level, spawnpoint, NULL, ss_demo, attractloop, loadgame);
}
else
{
FS_DefaultExtension( level, ".bsp" );
SV_BroadcastCommand ("changing\n");
SV_SendClientMessages();
SV_SpawnServer (level, spawnpoint, savename, ss_game, attractloop, loadgame);
}
SV_BroadcastCommand ("reconnect\n");
}
void SV_VM_BeginIncreaseEdicts(void)
{
int i;
edict_t *ent;
PRVM_Free( sv.moved_edicts );
sv.moved_edicts = (edict_t **)PRVM_Alloc(prog->max_edicts * sizeof(edict_t *));
// links don't survive the transition, so unlink everything
for (i = 0, ent = prog->edicts; i < prog->max_edicts; i++, ent++)
{
if (!ent->priv.sv->free) SV_UnlinkEdict(prog->edicts + i); //free old entity
memset(&ent->priv.sv->clusternums, 0, sizeof(ent->priv.sv->clusternums));
}
SV_ClearWorld();
}
void SV_VM_EndIncreaseEdicts(void)
{
int i;
edict_t *ent;
for (i = 0, ent = prog->edicts; i < prog->max_edicts; i++, ent++)
{
// link every entity except world
if (!ent->priv.sv->free) SV_LinkEdict(ent);
}
}
void SV_VM_InitEdict(edict_t *e)
{
SV_InitEdict( e );
}
void SV_VM_FreeEdict(edict_t *e)
{
SV_UnlinkEdict(e); // unlink from world bsp
SV_FreeEdict( e );
}
void SV_VM_CountEdicts( void )
{
int i;
edict_t *ent;
int active = 0, models = 0, solid = 0, step = 0;
for (i = 0; i < prog->num_edicts; i++)
{
ent = PRVM_EDICT_NUM(i);
if (ent->priv.sv->free)
continue;
active++;
if (ent->progs.sv->solid) solid++;
if (ent->progs.sv->model) models++;
if (ent->progs.sv->movetype == MOVETYPE_STEP) step++;
}
Msg("num_edicts:%3i\n", prog->num_edicts);
Msg("active :%3i\n", active);
Msg("view :%3i\n", models);
Msg("touch :%3i\n", solid);
Msg("step :%3i\n", step);
}
bool SV_VM_LoadEdict(edict_t *ent)
{
int current_skill = (int)Cvar_VariableValue ("skill");
// remove things from different skill levels or deathmatch
if(Cvar_VariableValue ("deathmatch"))
{
if (((int)ent->progs.sv->spawnflags & SPAWNFLAG_NOT_DEATHMATCH))
{
return false;
}
}
else if ((current_skill <= 0 && ((int)ent->progs.sv->spawnflags & SPAWNFLAG_NOT_EASY )) || (current_skill == 1 && ((int)ent->progs.sv->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || (current_skill >= 2 && ((int)ent->progs.sv->spawnflags & SPAWNFLAG_NOT_HARD )))
{
return false;
}
return true;
}
void SV_VM_Setup( void )
{
PRVM_Begin;
PRVM_InitProg( PRVM_SERVERPROG );
// allocate the mempools
// TODO: move the magic numbers/constants into #defines [9/13/2006 Black]
prog->progs_mempool = Mem_AllocPool("Server Progs" );
prog->builtins = vm_sv_builtins;
prog->numbuiltins = vm_sv_numbuiltins;
prog->max_edicts = 512;
prog->limit_edicts = MAX_EDICTS;
prog->reserved_edicts = maxclients->value;
prog->edictprivate_size = sizeof(sv_edict_t);
prog->name = "server";
prog->extensionstring = "";
prog->loadintoworld = true;
prog->begin_increase_edicts = SV_VM_BeginIncreaseEdicts;
prog->end_increase_edicts = SV_VM_EndIncreaseEdicts;
prog->init_edict = SV_VM_InitEdict;
prog->free_edict = SV_VM_FreeEdict;
prog->count_edicts = SV_VM_CountEdicts;
prog->load_edict = SV_VM_LoadEdict;
prog->init_cmd = VM_Cmd_Init;
prog->reset_cmd = VM_Cmd_Reset;
prog->error_cmd = VM_Error;
// TODO: add a requiredfuncs list (ask LH if this is necessary at all)
PRVM_LoadProgs( "server.dat", 0, NULL, REQFIELDS, reqfields );
PRVM_End;
}
void SV_VM_Begin(void)
{
PRVM_Begin;
PRVM_SetProg( PRVM_SERVERPROG );
if(prog) *prog->time = sv.time;
}
void SV_VM_End(void)
{
PRVM_End;
}