Beispiel #1
0
/*
===============
SV_BoundMaxClients

===============
*/
void SV_BoundMaxClients( int minimum )
{
	// get the current maxclients value
#ifdef __MACOS__
	Cvar_Get( "sv_maxclients", "16", 0 );  //DAJ HOG
#else
	Cvar_Get( "sv_maxclients", "20", 0 );  // NERVE - SMF - changed to 20 from 8
#endif

	// START    xkan, 10/03/2002
	// allow many bots in single player. note that this pretty much means all previous
	// settings will be ignored (including the one set through "seta sv_maxclients <num>"
	// in user profile's wolfconfig_mp.cfg). also that if the user subsequently start
	// the server in multiplayer mode, the number of clients will still be the number
	// set here, which may be wrong - we can certainly just set it to a sensible number
	// when it is not in single player mode in the else part of the if statement when
	// necessary
	if ( SV_GameIsSinglePlayer() || SV_GameIsCoop() )
	{
		Cvar_Set( "sv_maxclients", "64" );
	}

	// END      xkan, 10/03/2002

	sv_maxclients->modified = qfalse;

	if ( sv_maxclients->integer < minimum )
	{
		Cvar_Set( "sv_maxclients", va( "%i", minimum ) );
	}
	else if ( sv_maxclients->integer > MAX_CLIENTS )
	{
		Cvar_Set( "sv_maxclients", va( "%i", MAX_CLIENTS ) );
	}
}
Beispiel #2
0
/*
================
SV_TransitionGameState

NERVE - SMF
================
*/
static qboolean SV_TransitionGameState(gamestate_t new_gs, gamestate_t old_gs, int delay)
{
	if (!SV_GameIsSinglePlayer() && !SV_GameIsCoop())
	{
		// we always do a warmup before starting match
		if (old_gs == GS_INTERMISSION && new_gs == GS_PLAYING)
		{
			new_gs = GS_WARMUP;
		}
	}

	// check if its a valid state transition
	if (!SV_CheckTransitionGameState(new_gs, old_gs))
	{
		return qfalse;
	}

	if (new_gs == GS_RESET)
	{
		new_gs = GS_WARMUP;
	}

	Cvar_Set("gamestate", va("%i", new_gs));

	return qtrue;
}
Beispiel #3
0
/*
===============
SV_BotLibSetup
===============
*/
int SV_BotLibSetup(void)
{
	static cvar_t  *bot_norcd;
	static cvar_t  *bot_frameroutingupdates;

#ifdef PRE_RELEASE_DEMO
	return 0;
#endif

	if(!bot_enable)
	{
		return 0;
	}

	if(!botlib_export)
	{
		Com_Printf(S_COLOR_RED "Error: SV_BotLibSetup without SV_BotInitBotLib\n");
		return -1;
	}

#if defined(USE_BOTLIB)
	// RF, set RCD calculation status
	bot_norcd = Cvar_Get("bot_norcd", "0", 0);
	botlib_export->BotLibVarSet("bot_norcd", bot_norcd->string);

	// RF, set AAS routing max per frame
	if(SV_GameIsSinglePlayer())
	{
		bot_frameroutingupdates = Cvar_Get("bot_frameroutingupdates", "9999999", 0);
	}
	else
	{							// more restrictive in multiplayer
		bot_frameroutingupdates = Cvar_Get("bot_frameroutingupdates", "1000", 0);
	}
	botlib_export->BotLibVarSet("bot_frameroutingupdates", bot_frameroutingupdates->string);

// START    Arnout changes, 28-08-2002.
// added single player
	return botlib_export->BotLibSetup((SV_GameIsSinglePlayer() || SV_GameIsCoop()));
// END  Arnout changes, 28-08-2002.
#endif
}
Beispiel #4
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots )
{
	int        i;
	int        checksum;
	qboolean   isBot;
	const char *p;

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

	Com_Printf( "------ Server Initialization ------\n" );
	Com_Printf( "Server: %s\n", server );

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

	// make sure all the client stuff is unloaded
	CL_ShutdownAll();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

	// clear collision map data     // (SA) NOTE: TODO: used in missionpack
	CM_ClearMap();

	// wipe the entire per-level structure
	SV_ClearServer();

	// MrE: main zone should be pretty much emtpy at this point
	// except for file system data and cached renderer data
	Z_LogHeap();

	// allocate empty config strings
	for ( i = 0; i < MAX_CONFIGSTRINGS; i++ )
	{
		sv.configstrings[ i ] = CopyString( "" );
		sv.configstringsmodified[ i ] = qfalse;
	}

	// init client structures and svs.numSnapshotEntities
	if ( !Cvar_VariableValue( "sv_running" ) )
	{
		SV_Startup();
	}
	else
	{
		// check for maxclients change
		if ( sv_maxclients->modified )
		{
			SV_ChangeMaxClients();
		}

#ifdef USE_HUB_SERVER

		// if sv_owHubHost was changed, resolve the address again
		if ( sv_owHubHost->modified )
		{
			sv_owHubHost->modified = qfalse;
			SV_ResolveowHubHost();
		}

#endif
	}

	// clear pak references
	FS_ClearPakReferences( 0 );

	// allocate the snapshot entities on the hunk
	svs.snapshotEntities = Hunk_Alloc( sizeof( entityState_t ) * svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set nextmap to the same map, but it may be overriden
	// by the game startup or another console command
	Cvar_Set( "nextmap", "map_restart 0" );
//  Cvar_Set( "nextmap", va("map %s", server) );

	// Ridah
	// DHM - Nerve :: We want to use the completion bar in multiplayer as well
	// Arnout: just always use it
//  if( !SV_GameIsSinglePlayer() ) {
	SV_SetExpectedHunkUsage( va( "maps/%s.bsp", server ) );
//  } else {
	// just set it to a negative number,so the cgame knows not to draw the percent bar
//      Cvar_Set( "com_expectedhunkusage", "-1" );
//  }

	// make sure we are not paused
	Cvar_Set( "cl_paused", "0" );

#if !defined( DO_LIGHT_DEDICATED )
	// get a new checksum feed and restart the file system
	srand( Sys_Milliseconds() );
	sv.checksumFeed = ( ( ( int ) rand() << 16 ) ^ rand() ) ^ Sys_Milliseconds();

	// DO_LIGHT_DEDICATED
	// only comment out when you need a new pure checksum string and it's associated random feed
	//Com_DPrintf("SV_SpawnServer checksum feed: %p\n", sv.checksumFeed);

#else // DO_LIGHT_DEDICATED implementation below
	// we are not able to randomize the checksum feed since the feed is used as key for pure_checksum computations
	// files.c 1776 : pack->pure_checksum = Com_BlockChecksumKey( fs_headerLongs, 4 * fs_numHeaderLongs, LittleLong(fs_checksumFeed) );
	// we request a fake randomized feed, files.c knows the answer
	srand( Sys_Milliseconds() );
	sv.checksumFeed = FS_RandChecksumFeed();
#endif
	FS_Restart( sv.checksumFeed );

	CM_LoadMap( va( "maps/%s.bsp", server ), qfalse, &checksum );

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va( "%i", checksum ) );

	sv_newGameShlib = Cvar_Get( "sv_newGameShlib", "", CVAR_TEMP );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId;
	sv.checksumFeedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld();

	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	Cvar_Set( "sv_serverRestarting", "1" );

	// load and spawn all other entities
	SV_InitGameProgs();

	// don't allow a map_restart if game is modified
	// Arnout: there isn't any check done against this, obsolete
//  sv_gametype->modified = qfalse;

	// run a few frames to allow everything to settle
	for ( i = 0; i < GAME_INIT_FRAMES; i++ )
	{
		VM_Call( gvm, GAME_RUN_FRAME, svs.time );
		SV_BotFrame( svs.time );
		svs.time += FRAMETIME;
	}

	// create a baseline for more efficient communications
	SV_CreateBaseline();

	for ( i = 0; i < sv_maxclients->integer; i++ )
	{
		// send the new gamestate to all connected clients
		if ( svs.clients[ i ].state >= CS_CONNECTED )
		{
			char *denied;

			if ( svs.clients[ i ].netchan.remoteAddress.type == NA_BOT )
			{
				if ( killBots || SV_GameIsSinglePlayer() || SV_GameIsCoop() )
				{
					SV_DropClient( &svs.clients[ i ], "" );
					continue;
				}

				isBot = qtrue;
			}
			else
			{
				isBot = qfalse;
			}

			// connect the client again
			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );   // firstTime = qfalse

			if ( denied )
			{
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[ i ], denied );
			}
			else
			{
				if ( !isBot )
				{
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[ i ].state = CS_CONNECTED;
				}
				else
				{
					client_t       *client;
					sharedEntity_t *ent;

					client = &svs.clients[ i ];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->nextSnapshotTime = svs.time; // generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}

	// run another frame to allow things to look at all the players
	VM_Call( gvm, GAME_RUN_FRAME, svs.time );
	SV_BotFrame( svs.time );
	svs.time += FRAMETIME;

	if ( sv_pure->integer )
	{
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );

		if ( strlen( p ) == 0 )
		{
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}

		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer )
		{
			SV_TouchCGame();
		}
	}
	else
	{
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}

	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	// NOTE: we consider the referencedPaks as 'required for operation'

	// we want the server to reference the mp_bin pk3 that the client is expected to load from
	SV_TouchCGameDLL();

	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	SV_UpdateConfigStrings();

	Cvar_Set( "sv_serverRestarting", "0" );

	Com_Printf( "-----------------------------------\n" );
}
Beispiel #5
0
void SV_UpdateConfigStrings( void )
{
	int      len, i, index;
	client_t *client;
	int      maxChunkSize = MAX_STRING_CHARS - 24;

	for ( index = 0; index < MAX_CONFIGSTRINGS; index++ )
	{
		if ( !sv.configstringsmodified[ index ] )
		{
			continue;
		}

		sv.configstringsmodified[ index ] = qfalse;

		// send it to all the clients if we aren't
		// spawning a new server
		if ( sv.state == SS_GAME || sv.restarting )
		{
			// send the data to all relevent clients
			for ( i = 0, client = svs.clients; i < sv_maxclients->integer; i++, client++ )
			{
				if ( client->state < CS_PRIMED )
				{
					continue;
				}

				// do not always send server info to all clients
				if ( index == CS_SERVERINFO && client->gentity && ( client->gentity->r.svFlags & SVF_NOSERVERINFO ) )
				{
					continue;
				}

				// RF, don't send to bot/AI
				// Gordon: Note: might want to re-enable later for bot support
				// RF, re-enabled
				// Arnout: removed hardcoded gametype
				// Arnout: added coop
				if ( ( SV_GameIsSinglePlayer() || SV_GameIsCoop() ) && client->gentity && ( client->gentity->r.svFlags & SVF_BOT ) )
				{
					continue;
				}

				len = strlen( sv.configstrings[ index ] );

				if ( len >= maxChunkSize )
				{
					int  sent = 0;
					int  remaining = len;
					char *cmd;
					char buf[ MAX_STRING_CHARS ];

					while ( remaining > 0 )
					{
						if ( sent == 0 )
						{
							cmd = "bcs0";
						}
						else if ( remaining < maxChunkSize )
						{
							cmd = "bcs2";
						}
						else
						{
							cmd = "bcs1";
						}

						Q_strncpyz( buf, &sv.configstrings[ index ][ sent ], maxChunkSize );

						SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );

						sent += ( maxChunkSize - 1 );
						remaining -= ( maxChunkSize - 1 );
					}
				}
				else
				{
					// standard cs, just send it
					SV_SendServerCommand( client, "cs %i \"%s\"\n", index, sv.configstrings[ index ] );
				}
			}
		}
	}
}
Beispiel #6
0
/*
================
SV_MapRestart_f

Completely restarts a level, but doesn't send a new gamestate to the clients.
This allows fair starts with variable load times.
================
*/
static void SV_MapRestart_f(void) {
	int             i, delay = 0;
	client_t       *client;
	char           *denied;
	qboolean        isBot;
	gamestate_t     new_gs, old_gs;	// NERVE - SMF

	// make sure we aren't restarting twice in the same frame
	if(com_frameTime == sv.serverId) {
		return;
	}

	// make sure server is running
	if(!com_sv_running->integer) {
		Com_Printf("Server is not running.\n");
		return;
	}

	if(Cmd_Argc() > 1) {
		delay = atoi(Cmd_Argv(1));
	}

	if(delay) {
		sv.restartTime = svs.time + delay * 1000;
		SV_SetConfigstring(CS_WARMUP, va("%i", sv.restartTime));
		return;
	}

	// NERVE - SMF - read in gamestate or just default to GS_PLAYING
	old_gs = (gamestate_t)atoi(Cvar_VariableString("gamestate"));

	if(SV_GameIsSinglePlayer() || SV_GameIsCoop()) {
		new_gs = GS_PLAYING;
	} else {
		if(Cmd_Argc() > 2) {
			new_gs = (gamestate_t)atoi(Cmd_Argv(2));
		} else {
			new_gs = GS_PLAYING;
		}
	}

	if(!SV_TransitionGameState(new_gs, old_gs, delay)) {
		return;
	}

	// check for changes in variables that can't just be restarted
	// check for maxclients change
	if(sv_maxclients->modified) {
		char mapname[MAX_QPATH];

		Com_Printf("sv_maxclients variable change -- restarting.\n");
		// restart the map the slow way
		Q_strncpyz(mapname, Cvar_VariableString("mapname"), sizeof(mapname));

		SV_SpawnServer(mapname, qfalse);
		return;
	}

	// Check for loading a saved game
	if(Cvar_VariableIntegerValue("savegame_loading")) {
		// open the current savegame, and find out what the time is, everything else we can ignore
		char    savemap[MAX_QPATH], *cl_profileStr = Cvar_VariableString("cl_profile");
		byte    *buffer;
		int     size, savegameTime;

		if(com_gameInfo.usesProfiles) {
			Com_sprintf(savemap, sizeof(savemap), "profiles/%s/save/current.sav", cl_profileStr);
		} else {
			Q_strncpyz(savemap, "save/current.sav", sizeof(savemap));
		}

		size = FS_ReadFile(savemap, NULL);
		if(size < 0) {
			Com_Printf("Can't find savegame %s\n", savemap);
			return;
		}

		//buffer = Hunk_AllocateTempMemory(size);
		FS_ReadFile(savemap, (void **)&buffer);

		// the mapname is at the very start of the savegame file
		savegameTime = *(int *)(buffer + sizeof(int) + MAX_QPATH);

		if(savegameTime >= 0) {
			svs.time = savegameTime;
		}

		Hunk_FreeTempMemory(buffer);
	}
	// done.

	// toggle the server bit so clients can detect that a
	// map_restart has happened
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// generate a new serverid
	// TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart
	sv.serverId = com_frameTime;
	Cvar_Set("sv_serverid", va("%i", sv.serverId));

	// reset all the vm data in place without changing memory allocation
	// note that we do NOT set sv.state = SS_LOADING, so configstrings that
	// had been changed from their default values will generate broadcast updates
	sv.state = SS_LOADING;
	sv.restarting = qtrue;

	Cvar_Set("sv_serverRestarting", "1");

	SV_RestartGameProgs();

	// run a few frames to allow everything to settle
	for(i = 0; i < GAME_INIT_FRAMES; i++)
	{
		VM_Call(gvm, GAME_RUN_FRAME, svs.time);
		svs.time += FRAMETIME;
	}

	// create a baseline for more efficient communications
	// Gordon: meh, this wont work here as the client doesn't know it has happened
//  SV_CreateBaseline ();

	sv.state = SS_GAME;
	sv.restarting = qfalse;

	// connect and begin all the clients
	for(i = 0; i < sv_maxclients->integer; i++) {
		client = &svs.clients[i];

		// send the new gamestate to all connected clients
		if(client->state < CS_CONNECTED) {
			continue;
		}

		if(client->netchan.remoteAddress.type == NA_BOT) {
			if(SV_GameIsSinglePlayer() || SV_GameIsCoop()) {
				continue;		// dont carry across bots in single player
			}
			isBot = qtrue;
		} else {
			isBot = qfalse;
		}

		// add the map_restart command
		SV_AddServerCommand(client, "map_restart\n");

		// connect the client again, without the firstTime flag
		denied = (char*)VM_ExplicitArgPtr(gvm, VM_Call(gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot));
		if(denied)
		{
			// this generally shouldn't happen, because the client
			// was connected before the level change
			SV_DropClient(client, denied);
			if((!SV_GameIsSinglePlayer()) || (!isBot)) {
				Com_Printf("SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i);	// bk010125
			}
			continue;
		}

		client->state = CS_ACTIVE;

		SV_ClientEnterWorld(client, &client->lastUsercmd);
	}

	// run another frame to allow things to look at all the players
	VM_Call(gvm, GAME_RUN_FRAME, svs.time);
	svs.time += FRAMETIME;

	Cvar_Set("sv_serverRestarting", "0");
}