Example #1
0
/*
=================
SV_MasterGameCompleteStatus

NERVE - SMF - Sends gameCompleteStatus messages to all master servers
=================
*/
void SV_MasterGameCompleteStatus() {
	static netadr_t adr[MAX_MASTER_SERVERS];
	int i;

	if ( SV_GameIsSinglePlayer() ) {
		return;     // no master game status for SP
	}

	// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
	if ( !com_dedicated || com_dedicated->integer != 2 ) {
		return;     // only dedicated servers send master game status
	}

	// send to group masters
	for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
		if ( !sv_master[i]->string[0] ) {
			continue;
		}

		// see if we haven't already resolved the name
		// resolving usually causes hitches on win95, so only
		// do it when needed
		if ( sv_master[i]->modified ) {
			sv_master[i]->modified = qfalse;

			Com_Printf( "Resolving %s\n", sv_master[i]->string );
			if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
				// if the address failed to resolve, clear it
				// so we don't take repeated dns hits
				Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
				Cvar_Set( sv_master[i]->name, "" );
				sv_master[i]->modified = qfalse;
				continue;
			}
			if ( !strstr( ":", sv_master[i]->string ) ) {
				adr[i].port = BigShort( PORT_MASTER );
			}
			Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
						adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
						BigShort( adr[i].port ) );
		}

		Com_Printf( "Sending gameCompleteStatus to %s\n", sv_master[i]->string );
		// this command should be changed if the server info / status format
		// ever incompatably changes
		SVC_GameCompleteStatus( adr[i] );
	}
}
Example #2
0
/*
=================
SV_SendServerCommand

Sends a reliable command string to be interpreted by
the client game module: "cp", "print", "chat", etc
A NULL client will broadcast to all clients
=================
*/
void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ... ) {
	va_list argptr;
	byte message[MAX_MSGLEN];
	client_t    *client;
	int j;

	va_start( argptr,fmt );

#if defined RTCW_SP
	vsprintf( (char *)message, fmt,argptr );
#else
	Q_vsnprintf( (char *)message, sizeof( message ), fmt, argptr );
#endif // RTCW_XX

	va_end( argptr );

#if !defined RTCW_SP
	// do not forward server command messages that would be too big to clients
	// ( q3infoboom / q3msgboom stuff )
	if ( strlen( (char *)message ) > 1022 ) {
		return;
	}
#endif // RTCW_XX

	if ( cl != NULL ) {
		SV_AddServerCommand( cl, (char *)message );
		return;
	}

	// hack to echo broadcast prints to console
	if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5 ) ) {
		Com_Printf( "broadcast: %s\n", SV_ExpandNewlines( (char *)message ) );
	}

	// send the data to all relevent clients
	for ( j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++ ) {
		if ( client->state < CS_PRIMED ) {
			continue;
		}
		// Ridah, don't need to send messages to AI

#if !defined RTCW_ET
		if ( client->gentity && client->gentity->r.svFlags & SVF_CASTAI ) {
#else
		if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
#endif // RTCW_XX

			continue;
		}
		// done.
		SV_AddServerCommand( client, (char *)message );
	}
}


/*
==============================================================================

MASTER SERVER FUNCTIONS

==============================================================================
*/

/*
================
SV_MasterHeartbeat

Send a message to the masters every few minutes to
let it know we are alive, and log information.
We will also have a heartbeat sent when a server
changes from empty to non-empty, and full to non-full,
but not on every player enter or exit.
================
*/
#define HEARTBEAT_MSEC  300 * 1000

#if !defined RTCW_ET
#define HEARTBEAT_GAME  "Wolfenstein-1"
#else
//#define	HEARTBEAT_GAME	"Wolfenstein-1"
//#define	HEARTBEAT_DEAD	"WolfFlatline-1"			// NERVE - SMF
#define HEARTBEAT_GAME  "EnemyTerritory-1"
#endif // RTCW_XX

#if defined RTCW_SP
void SV_MasterHeartbeat( void ) {
#else

#if !defined RTCW_ET
#define HEARTBEAT_DEAD  "WolfFlatline-1"         // NERVE - SMF
#else
#define HEARTBEAT_DEAD  "ETFlatline-1"           // NERVE - SMF
#endif // RTCW_XX

void SV_MasterHeartbeat( const char *hbname ) {
#endif // RTCW_XX

	static netadr_t adr[MAX_MASTER_SERVERS];
	int i;

#if defined RTCW_MP
	// DHM - Nerve :: Update Server doesn't send heartbeat
#ifdef UPDATE_SERVER
	return;
#endif
#endif // RTCW_XX

#if defined RTCW_ET
	if ( SV_GameIsSinglePlayer() ) {
		return;     // no heartbeats for SP
	}
#endif // RTCW_XX

	// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
	if ( !com_dedicated || com_dedicated->integer != 2 ) {
		return;     // only dedicated servers send heartbeats
	}

	// if not time yet, don't send anything
	if ( svs.time < svs.nextHeartbeatTime ) {
		return;
	}
	svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;


	// send to group masters
	for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
		if ( !sv_master[i]->string[0] ) {
			continue;
		}

		// see if we haven't already resolved the name
		// resolving usually causes hitches on win95, so only
		// do it when needed
		if ( sv_master[i]->modified ) {
			sv_master[i]->modified = qfalse;

			Com_Printf( "Resolving %s\n", sv_master[i]->string );
			if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
				// if the address failed to resolve, clear it
				// so we don't take repeated dns hits
				Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
				Cvar_Set( sv_master[i]->name, "" );
				sv_master[i]->modified = qfalse;
				continue;
			}
			if ( !strstr( ":", sv_master[i]->string ) ) {
				adr[i].port = rtcw::Endian::be( PORT_MASTER );
			}
			Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
						adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
						rtcw::Endian::be( adr[i].port ) );
		}


		Com_Printf( "Sending heartbeat to %s\n", sv_master[i]->string );
		// this command should be changed if the server info / status format
		// ever incompatably changes

#if defined RTCW_SP
		NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", HEARTBEAT_GAME );
#else
		NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", hbname );
#endif // RTCW_XX

	}
}

#if !defined RTCW_SP
/*
=================
SV_MasterGameCompleteStatus

NERVE - SMF - Sends gameCompleteStatus messages to all master servers
=================
*/
void SV_MasterGameCompleteStatus() {
	static netadr_t adr[MAX_MASTER_SERVERS];
	int i;

#if defined RTCW_ET
	if ( SV_GameIsSinglePlayer() ) {
		return;     // no master game status for SP
	}
#endif // RTCW_XX

	// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
	if ( !com_dedicated || com_dedicated->integer != 2 ) {
		return;     // only dedicated servers send master game status
	}

	// send to group masters
	for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
		if ( !sv_master[i]->string[0] ) {
			continue;
		}

		// see if we haven't already resolved the name
		// resolving usually causes hitches on win95, so only
		// do it when needed
		if ( sv_master[i]->modified ) {
			sv_master[i]->modified = qfalse;

			Com_Printf( "Resolving %s\n", sv_master[i]->string );
			if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
				// if the address failed to resolve, clear it
				// so we don't take repeated dns hits
				Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
				Cvar_Set( sv_master[i]->name, "" );
				sv_master[i]->modified = qfalse;
				continue;
			}
			if ( !strstr( ":", sv_master[i]->string ) ) {
				adr[i].port = rtcw::Endian::be ( PORT_MASTER );
			}
			Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
						adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
						rtcw::Endian::be ( adr[i].port ) );
		}

		Com_Printf( "Sending gameCompleteStatus to %s\n", sv_master[i]->string );
		// this command should be changed if the server info / status format
		// ever incompatably changes
		SVC_GameCompleteStatus( adr[i] );
	}
}
#endif // RTCW_XX

/*
=================
SV_MasterShutdown

Informs all masters that this server is going down
=================
*/
void SV_MasterShutdown( void ) {
	// send a hearbeat right now
	svs.nextHeartbeatTime = -9999;

#if defined RTCW_SP
	SV_MasterHeartbeat();
#else
	SV_MasterHeartbeat( HEARTBEAT_DEAD );               // NERVE - SMF - changed to flatline
#endif // RTCW_XX

	// send it again to minimize chance of drops

#if defined RTCW_SP
	svs.nextHeartbeatTime = -9999;
	SV_MasterHeartbeat();
#else
//	svs.nextHeartbeatTime = -9999;
//	SV_MasterHeartbeat( HEARTBEAT_DEAD );
#endif // RTCW_XX

	// when the master tries to poll the server, it won't respond, so
	// it will be removed from the list
}