Beispiel #1
0
void SV_RemoveBot (client_t *cl)
{
	if (cl->state == cs_spawned)
	{
		if (!cl->spectator)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(cl->edict);
			PR_ExecuteProgram (PR_GLOBAL(ClientDisconnect));
		}
		else if (SpectatorDisconnect)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(cl->edict);
			PR_ExecuteProgram (SpectatorDisconnect);
		}
	}

	Com_DPrintf ("Bot %s removed\n", cl->name.c_str());

	cl->state = cs_free;		// we don't have zombie bots :)
	cl->bot = false;
	cl->old_frags = 0;
	cl->name = "";
//	cl->edict->inuse = false;
	cl->edict->v.frags = 0;
	cl->userinfo.clear();

	SV_FreeDelayedPackets (cl);

// send notification to all remaining clients
	SV_FullClientUpdate (cl, &sv.reliable_datagram);
}
Beispiel #2
0
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
	sv_client_t	*cl;
	int		i;

	if( sv.state == ss_dead )
		return;

	// send a message to each connected client
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( !cl->state ) continue;
			
		if( !cl->edict || (cl->edict->v.flags & (FL_FAKECLIENT|FL_SPECTATOR)))
			continue;

		// update any userinfo packets that have changed
		if( cl->sendinfo )
		{
			cl->sendinfo = false;
			SV_FullClientUpdate( cl, &sv.multicast );
		}
                    
		if( cl->sendmovevars )
		{
			cl->sendmovevars = false;
			SV_UpdatePhysinfo( cl, &sv.multicast );
                    }

		// if the reliable message overflowed, drop the client
		if( cl->netchan.message.overflowed )
		{
			MSG_Clear( &cl->netchan.message );
			MSG_Clear( &cl->reliable );
			MSG_Clear( &cl->datagram );
			SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
			SV_DropClient( cl );
			cl->send_message = true;
		}

		// only send messages if the client has sent one
		if( !cl->send_message ) continue;

		if( cl->state == cs_spawned )
		{
			// don't overrun bandwidth
			if( SV_RateDrop( cl )) continue;
			SV_SendClientDatagram( cl );
		}
		else
		{
			// just update reliable
			if( cl->netchan.message.cursize || svs.realtime - cl->netchan.last_sent > 1000 )
				Netchan_Transmit( &cl->netchan, 0, NULL );
		}

		// yes, message really sended 
		cl->send_message = false;
	}
}
Beispiel #3
0
/*
===================
SV_FullClientUpdateToClient

Writes all update values to a client's reliable stream
===================
*/
void SV_FullClientUpdateToClient (client_t *client, client_t *cl)
{
	byte data[MAX_MSGLEN];
	sizebuf_t buf;
	
	SZ_Init (&buf, data, sizeof(data));
	SV_FullClientUpdate (client, &buf);
	SV_AddToReliable (cl, buf.data, buf.cursize);
}
/*
=====================
SV_DropClient

Called when the player is totally leaving the server, either willingly
or unwillingly.  This is NOT called if the entire server is quiting
or crashing.
=====================
*/
void SV_DropClient (client_t *drop)
{
	// add the disconnect
	MSG_WriteByte (&drop->netchan.message, svc_disconnect);

	if (drop->state == cs_spawned)
	{
		if (!drop->spectator)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(drop->edict);
			PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
		}
		else if (SpectatorDisconnect)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(drop->edict);
			PR_ExecuteProgram (SpectatorDisconnect);
		}
	}
	else if (dmMode.integer == DM_SIEGE)
	{
		if (PR_GetString(drop->edict->v.puzzle_inv1)[0] != '\0')
		{
			// this guy has a puzzle piece, call this function anyway
			// to make sure he leaves it behind
			Con_Printf("Client in unspawned state had puzzle piece, forcing drop\n");
			pr_global_struct->self = EDICT_TO_PROG(drop->edict);
			PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
		}
	}

	if (drop->spectator)
		Con_Printf ("Spectator %s removed\n",drop->name);
	else
		Con_Printf ("Client %s removed\n",drop->name);

	if (drop->download)
	{
		fclose (drop->download);
		drop->download = NULL;
	}

	drop->state = cs_zombie;		// become free in a few seconds
	drop->connection_started = realtime;	// for zombie timeout

	drop->old_frags = 0;
	drop->edict->v.frags = 0;
	drop->name[0] = 0;
	memset (drop->userinfo, 0, sizeof(drop->userinfo));

	// send notification to all remaining clients
	SV_FullClientUpdate (drop, &sv.reliable_datagram);
}
Beispiel #5
0
/*
=====================
SV_DropClient

Called when the player is totally leaving the server, either willingly
or unwillingly.  This is NOT called if the entire server is quiting
or crashing.
=====================
*/
void SV_DropClient (client_t *drop)
{
#ifdef MAUTH
	authclient_t *dropclient;
#endif
	if (drop->bot) {
		SV_RemoveBot (drop);
		return;
	}

	// add the disconnect
	MSG_WriteByte (&drop->netchan.message, svc_disconnect);

	if (drop->state == cs_spawned)
	{
		if (!drop->spectator)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(drop->edict);
			PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
		}
		else if (SpectatorDisconnect)
		{
			// call the prog function for removing a client
			// this will set the body to a dead frame, among other things
			pr_global_struct->self = EDICT_TO_PROG(drop->edict);
			PR_ExecuteProgram (SpectatorDisconnect);
		}
	}

#ifdef MAUTH
    // remove client from auth queue...
    dropclient = SV_AuthListFind(&authclientq, Info_ValueForKey(drop->userinfo, "name"));
    if( dropclient )
       SV_AuthListRemove (&authclientq, dropclient);  
#endif

	if (drop->spectator)
		Com_Printf ("Spectator %s removed\n",drop->name);
	else
		Com_Printf ("Client %s removed\n",drop->name);

	if (drop->download)
	{
		fclose (drop->download);
		drop->download = NULL;
	}
	if (drop->upload)
	{
		fclose (drop->upload);
		drop->upload = NULL;
	}
	*drop->uploadfn = 0;

	drop->state = cs_zombie;		// become free in a few seconds
	drop->connection_started = svs.realtime;	// for zombie timeout

	drop->old_frags = 0;
	drop->edict->v.frags = 0;
//	drop->edict->inuse = false;
	drop->name[0] = 0;
	memset (drop->userinfo, 0, sizeof(drop->userinfo));

	SV_FreeDelayedPackets(drop);

// send notification to all remaining clients
	SV_FullClientUpdate (drop, &sv.reliable_datagram);
}
Beispiel #6
0
/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void SV_UpdateToReliableMessages( void )
{
	int		i;
	sv_client_t	*cl;

	// check for changes to be sent over the reliable streams to all clients
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( !cl->edict ) continue;	// not in game yet

		if( cl->state != cs_spawned )
			continue;

		if( cl->sendinfo )
		{
			cl->sendinfo = false;
			SV_FullClientUpdate( cl, &sv.reliable_datagram );
		}

		if( cl->sendmovevars )
		{
			cl->sendmovevars = false;
			SV_FullUpdateMovevars( cl, &cl->netchan.message );
                    }
	}

	// 1% chanse for simulate random network bugs
	if( sv.write_bad_message && Com_RandomLong( 0, 512 ) == 404 )
	{
		// just for network debugging (send only for local client)
		BF_WriteByte( &sv.datagram, svc_bad );
		BF_WriteLong( &sv.datagram, rand( ));		// send some random data
		BF_WriteString( &sv.datagram, host.finalmsg );	// send final message
		sv.write_bad_message = false;
	}

	// clear the server datagram if it overflowed.
	if( BF_CheckOverflow( &sv.datagram ))
	{
		MsgDev( D_ERROR, "sv.datagram overflowed!\n" );
		BF_Clear( &sv.datagram );
	}

	// clear the server datagram if it overflowed.
	if( BF_CheckOverflow( &sv.spectator_datagram ))
	{
		MsgDev( D_ERROR, "sv.spectator_datagram overflowed!\n" );
		BF_Clear( &sv.spectator_datagram );
	}

	// now send the reliable and server datagrams to all clients.
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( cl->state < cs_connected || cl->fakeclient )
			continue;	// reliables go to all connected or spawned

		BF_WriteBits( &cl->netchan.message, BF_GetData( &sv.reliable_datagram ), BF_GetNumBitsWritten( &sv.reliable_datagram ));
		BF_WriteBits( &cl->datagram, BF_GetData( &sv.datagram ), BF_GetNumBitsWritten( &sv.datagram ));

		if( cl->hltv_proxy )
		{
			BF_WriteBits( &cl->datagram, BF_GetData( &sv.spectator_datagram ), BF_GetNumBitsWritten( &sv.spectator_datagram ));
		}
	}

	// now clear the reliable and datagram buffers.
	BF_Clear( &sv.spectator_datagram );
	BF_Clear( &sv.reliable_datagram );
	BF_Clear( &sv.datagram );
}
Beispiel #7
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.

This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *mapname, qbool devmap, char* entityfile)
{
	extern func_t ED_FindFunctionOffset (char *name);

	edict_t *ent;
	int i;

	extern cvar_t sv_loadentfiles, sv_loadentfiles_dir;
	char *entitystring;
	char oldmap[MAP_NAME_LEN];
	extern qbool	sv_allow_cheats;
	extern cvar_t	sv_cheats, sv_paused, sv_bigcoords;
#ifndef SERVERONLY
	extern void CL_ClearState (void);
#endif

	// store old map name
	snprintf (oldmap, MAP_NAME_LEN, "%s", sv.mapname);

	Con_DPrintf ("SpawnServer: %s\n",mapname);

#ifndef SERVERONLY
	// As client+server we do it here.
	// As serveronly we do it in NET_Init().
	NET_InitServer();
#endif

	SV_SaveSpawnparms ();
	SV_LoadAccounts();

#ifdef USE_PR2
	// remove bot clients
	for (i = 0; i < MAX_CLIENTS; i++)
	{
		if( sv_vm && svs.clients[i].isBot )
		{
			svs.clients[i].old_frags = 0;
			svs.clients[i].edict->v.frags = 0.0;
			svs.clients[i].name[0] = 0;
			svs.clients[i].state = cs_free;
			Info_RemoveAll(&svs.clients[i]._userinfo_ctx_);
			Info_RemoveAll(&svs.clients[i]._userinfoshort_ctx_);
			SV_FullClientUpdate(&svs.clients[i], &sv.reliable_datagram);
			svs.clients[i].isBot = 0;
		}
	}

#endif

	// Shutdown game.
	PR_GameShutDown();
	PR_UnLoadProgs();

	svs.spawncount++; // any partially connected client will be restarted

#ifndef SERVERONLY
	com_serveractive = false;
#endif
	sv.state = ss_dead;
	sv.paused = false;
	Cvar_SetROM(&sv_paused, "0");

	Host_ClearMemory();

#ifdef FTE_PEXT_FLOATCOORDS
	if (sv_bigcoords.value)
	{
		msg_coordsize = 4;
		msg_anglesize = 2;
	}
	else
	{
		msg_coordsize = 2;
		msg_anglesize = 1;
	}
#endif

	if ((int)coop.value)
		Cvar_Set (&deathmatch, "0");
	current_skill = (int) (skill.value + 0.5);
	if (current_skill < 0)
		current_skill = 0;
	Cvar_Set (&skill, va("%d", current_skill));
	if (current_skill > 3)
		current_skill = 3;

	if ((sv_cheats.value || devmap) && !sv_allow_cheats) {
		sv_allow_cheats = true;
		Info_SetValueForStarKey (svs.info, "*cheats", "ON", MAX_SERVERINFO_STRING);
	}
	else if ((!sv_cheats.value && !devmap) && sv_allow_cheats) {
		sv_allow_cheats = false;
		Info_SetValueForStarKey (svs.info, "*cheats", "", MAX_SERVERINFO_STRING);
	}


	// wipe the entire per-level structure
	// NOTE: this also set sv.mvdrecording to false, so calling SV_MVD_Record() at end of function
	memset (&sv, 0, sizeof(sv));


	sv.datagram.maxsize = sizeof(sv.datagram_buf);
	sv.datagram.data = sv.datagram_buf;
	sv.datagram.allowoverflow = true;

	sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
	sv.reliable_datagram.data = sv.reliable_datagram_buf;

	sv.multicast.maxsize = sizeof(sv.multicast_buf);
	sv.multicast.data = sv.multicast_buf;

	sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
	sv.signon.data = sv.signon_buffers[0];
	sv.num_signon_buffers = 1;

	sv.time = 1.0;

	// load progs to get entity field count
	// which determines how big each edict is
	// and allocate edicts

	PR_LoadProgs ();
#ifdef WITH_NQPROGS
	PR_InitPatchTables();
#endif
	PR_InitProg();

	for (i = 0; i < MAX_EDICTS; i++)
	{
		ent = EDICT_NUM(i);
		ent->e = &sv.sv_edicts[i]; // assigning ->e field in each edict_t
		ent->e->entnum = i;
		ent->e->area.ed = ent; // yeah, pretty funny, but this help to find which edict_t own this area (link_t)
	}

	fofs_items2 = ED_FindFieldOffset ("items2"); // ZQ_ITEMS2 extension
	fofs_maxspeed = ED_FindFieldOffset ("maxspeed");
	fofs_gravity = ED_FindFieldOffset ("gravity");
	fofs_movement = ED_FindFieldOffset ("movement");
	fofs_vw_index = ED_FindFieldOffset ("vw_index");
	fofs_hideentity = ED_FindFieldOffset ("hideentity");
	fofs_trackent = ED_FindFieldOffset ("trackent");

	// find optional QC-exported functions.
	// we have it here, so we set it to NULL in case of PR2 progs.
	mod_SpectatorConnect = ED_FindFunctionOffset ("SpectatorConnect");
	mod_SpectatorThink = ED_FindFunctionOffset ("SpectatorThink");
	mod_SpectatorDisconnect = ED_FindFunctionOffset ("SpectatorDisconnect");
	mod_ChatMessage = ED_FindFunctionOffset ("ChatMessage");
	mod_UserInfo_Changed = ED_FindFunctionOffset ("UserInfo_Changed");
	mod_ConsoleCmd = ED_FindFunctionOffset ("ConsoleCmd");
	mod_UserCmd = ED_FindFunctionOffset ("UserCmd");
	mod_localinfoChanged = ED_FindFunctionOffset ("localinfoChanged");
	GE_ClientCommand = ED_FindFunctionOffset ("GE_ClientCommand");
	GE_PausedTic = ED_FindFunctionOffset ("GE_PausedTic");
	GE_ShouldPause = ED_FindFunctionOffset ("GE_ShouldPause");

	// leave slots at start for clients only
	sv.num_edicts = MAX_CLIENTS+1;
	for (i=0 ; i<MAX_CLIENTS ; i++)
	{
		ent = EDICT_NUM(i+1);
		// restore client name.
		ent->v.netname = PR_SetString(svs.clients[i].name);
		// reserve edict.
		svs.clients[i].edict = ent;
		//ZOID - make sure we update frags right
		svs.clients[i].old_frags = 0;
	}

	// fill sv.mapname and sv.modelname with new map name
	strlcpy (sv.mapname, mapname, sizeof(sv.mapname));
	snprintf (sv.modelname, sizeof(sv.modelname), "maps/%s.bsp", sv.mapname);
#ifndef SERVERONLY
	// set cvar
	Cvar_ForceSet (&host_mapname, mapname);
#endif

	if (!(sv.worldmodel = CM_LoadMap (sv.modelname, false, &sv.map_checksum, &sv.map_checksum2))) // true if bad map
	{
		Con_Printf ("Cant load map %s, falling back to %s\n", mapname, oldmap);

		// fill mapname, sv.mapname and sv.modelname with old map name
		strlcpy (sv.mapname, oldmap, sizeof(sv.mapname)); 
		snprintf (sv.modelname, sizeof(sv.modelname), "maps/%s.bsp", sv.mapname);
		mapname = oldmap;

		// and re-load old map
		sv.worldmodel = CM_LoadMap (sv.modelname, false, &sv.map_checksum, &sv.map_checksum2);

		// this should never happen
		if (!sv.worldmodel)
			SV_Error ("CM_LoadMap: bad map");
	}
	
	sv.map_checksum2 = Com_TranslateMapChecksum (sv.mapname, sv.map_checksum2);

	SV_ClearWorld (); // clear physics interaction links

#ifdef USE_PR2
	if ( sv_vm )
	{
		sv.sound_precache[0] = "";
		sv.model_precache[0] = "";
	}
	else
#endif

	{
		sv.sound_precache[0] = pr_strings;
		sv.model_precache[0] = pr_strings;
	}
	sv.model_precache[1] = sv.modelname;
	sv.models[1] = sv.worldmodel;
	for (i=1 ; i< CM_NumInlineModels() ; i++)
	{
		sv.model_precache[1+i] = localmodels[i];
		sv.models[i+1] =  CM_InlineModel (localmodels[i]);
	}

	//check player/eyes models for hacks
	sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
	sv.model_newplayer_checksum = SV_CheckModel("progs/newplayer.mdl");
	sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");

	//
	// spawn the rest of the entities on the map
	//

	// precache and static commands can be issued during
	// map initialization
	sv.state = ss_loading;
#ifndef SERVERONLY
	com_serveractive = true;
#endif

	ent = EDICT_NUM(0);
	ent->e->free = false;
	ent->v.model = PR_SetString(sv.modelname);
	ent->v.modelindex = 1;		// world model
	ent->v.solid = SOLID_BSP;
	ent->v.movetype = MOVETYPE_PUSH;

	// information about the server
	ent->v.netname = PR_SetString(VersionStringFull());
	ent->v.targetname = PR_SetString(SERVER_NAME);
	ent->v.impulse = VERSION_NUM;
	ent->v.items = pr_numbuiltins - 1;

	PR_GLOBAL(mapname) = PR_SetString(sv.mapname);
	// serverflags are for cross level information (sigils)
	PR_GLOBAL(serverflags) = svs.serverflags;
	if (pr_nqprogs)
	{
		pr_globals[35] = deathmatch.value;
		pr_globals[36] = coop.value;
		pr_globals[37] = teamplay.value;
		NQP_Reset ();
	}

	if (pr_nqprogs)
	{
		// register the cvars that NetQuake provides for mod use
		const char **var, *nqcvars[] = {"gamecfg", "scratch1", "scratch2", "scratch3", "scratch4",
			"saved1", "saved2", "saved3", "saved4", "savedgamecfg", "temp1", NULL};
		for (var = nqcvars; *var; var++)
			Cvar_Create((char *)/*stupid const warning*/ *var, "0", 0);
	}

	// run the frame start qc function to let progs check cvars
	if (!pr_nqprogs)
		SV_ProgStartFrame ();

	// ********* External Entity support (.ent file(s) in gamedir/maps) pinched from ZQuake *********
	// load and spawn all other entities
	entitystring = NULL;
	if ((int)sv_loadentfiles.value)
	{
		char ent_path[1024] = {0};

		if (!entityfile || !entityfile[0])
			entityfile = sv.mapname;

		// first try maps/sv_loadentfiles_dir/
		if (sv_loadentfiles_dir.string[0])
		{
			snprintf(ent_path, sizeof(ent_path), "maps/%s/%s.ent", sv_loadentfiles_dir.string, entityfile);
			entitystring = (char *) FS_LoadHunkFile(ent_path, NULL);
		}

		// try maps/ if not loaded yet.
		if (!entitystring)
		{
			snprintf(ent_path, sizeof(ent_path), "maps/%s.ent", entityfile);
			entitystring = (char *) FS_LoadHunkFile(ent_path, NULL);
		}

		if (entitystring) {
			Con_DPrintf ("Using entfile %s\n", ent_path);
		}
	}

	if (!entitystring) {
		entitystring = CM_EntityString();
	}
	
	PR_LoadEnts(entitystring);
	// ********* End of External Entity support code *********

	// look up some model indexes for specialized message compression
	SV_FindModelNumbers ();

	// all spawning is completed, any further precache statements
	// or prog writes to the signon message are errors
	sv.state = ss_active;

	// run two frames to allow everything to settle
	SV_Physics ();
	sv.time += 0.1;
	SV_Physics ();
	sv.time += 0.1;
	sv.old_time = sv.time;

	// save movement vars
	SV_SetMoveVars();

	// create a baseline for more efficient communications
	SV_CreateBaseline ();
	sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;

	Info_SetValueForKey (svs.info, "map", sv.mapname, MAX_SERVERINFO_STRING);

	// calltimeofday.
	{
		extern void PF_calltimeofday (void);
		pr_global_struct->time = sv.time;
		pr_global_struct->self = 0;

		PF_calltimeofday();
	}

	Con_DPrintf ("Server spawned.\n");

	// we change map - clear whole demo struct and sent initial state to all dest if any (for QTV only I thought)
	SV_MVD_Record(NULL, true);

#ifndef SERVERONLY
	CL_ClearState ();
#endif
}
/*
==================
SV_Spawn_f
==================
*/
static void SV_Spawn_f (void)
{
	int		i;
	client_t	*client;
	edict_t	*ent;
	eval_t	*val;

//	Con_Printf("%s\n", __thisfunc__);

	if (host_client->state != cs_connected)
	{
		Con_Printf ("Spawn not valid -- already spawned\n");
		return;
	}

	// handle the case of a level changing while a client was connecting
	if ( atoi(Cmd_Argv(1)) != svs.spawncount )
	{
		Con_Printf ("%s from different level\n", __thisfunc__);
		SV_New_f ();
		return;
	}

	// set up the edict
	ent = host_client->edict;

	memset (&ent->v, 0, progs->entityfields * 4);
	ent->v.colormap = NUM_FOR_EDICT(ent);
	if (dmMode.integer == DM_SIEGE)
		ent->v.team = ent->v.siege_team;	// FIXME
	else
		ent->v.team = 0;	// FIXME

	ent->v.netname = PR_SetEngineString(host_client->name);
	//ent->v.playerclass = host_client->playerclass = 
	ent->v.next_playerclass = host_client->next_playerclass;
	ent->v.has_portals = host_client->portals;

	host_client->entgravity = 1.0;
	val = GetEdictFieldValue(ent, "gravity");
	if (val)
		val->_float = 1.0;
	host_client->maxspeed = sv_maxspeed.value;
	val = GetEdictFieldValue(ent, "maxspeed");
	if (val)
		val->_float = sv_maxspeed.value;

	// send all current names, colors, and frag counts
	// FIXME: is this a good thing?
	SZ_Clear (&host_client->netchan.message);

	// send current status of all other players
	for (i = 0, client = svs.clients; i < MAX_CLIENTS; i++, client++)
		SV_FullClientUpdate (client, &host_client->netchan.message);

	// send all current light styles
	for (i = 0; i < MAX_LIGHTSTYLES; i++)
	{
		MSG_WriteByte (&host_client->netchan.message, svc_lightstyle);
		MSG_WriteByte (&host_client->netchan.message, (char)i);
		MSG_WriteString (&host_client->netchan.message, sv.lightstyles[i]);
	}

//
// force stats to be updated
//
	memset (host_client->stats, 0, sizeof(host_client->stats));

	MSG_WriteByte (&host_client->netchan.message, svc_updatestatlong);
	MSG_WriteByte (&host_client->netchan.message, STAT_TOTALSECRETS);
	MSG_WriteLong (&host_client->netchan.message, PR_GLOBAL_STRUCT(total_secrets));

	MSG_WriteByte (&host_client->netchan.message, svc_updatestatlong);
	MSG_WriteByte (&host_client->netchan.message, STAT_TOTALMONSTERS);
	MSG_WriteLong (&host_client->netchan.message, PR_GLOBAL_STRUCT(total_monsters));

	MSG_WriteByte (&host_client->netchan.message, svc_updatestatlong);
	MSG_WriteByte (&host_client->netchan.message, STAT_SECRETS);
	MSG_WriteLong (&host_client->netchan.message, PR_GLOBAL_STRUCT(found_secrets));

	MSG_WriteByte (&host_client->netchan.message, svc_updatestatlong);
	MSG_WriteByte (&host_client->netchan.message, STAT_MONSTERS);
	MSG_WriteLong (&host_client->netchan.message, PR_GLOBAL_STRUCT(killed_monsters));

	// get the client to check and download skins
	// when that is completed, a begin command will be issued
	MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
	MSG_WriteString (&host_client->netchan.message, va("skins\n") );
}