/** * @return @c true if are a compatible client and nothing else must be downloaded or no downloads are still running, * @c false if the start of the match must get a little bit postponed (running downloads). * @note throws ERR_DISCONNECT if we are not compatible to the server */ static bool CL_CanMultiplayerStart (void) { const int day = CL_GetConfigStringInteger(CS_LIGHTMAP); const char* serverVersion = CL_GetConfigString(CS_VERSION); /* checksum doesn't match with the one the server gave us via configstring */ if (!Q_streq(UFO_VERSION, serverVersion)) { Com_sprintf(popupText, sizeof(popupText), _("Local game version (%s) differs from the server version (%s)"), UFO_VERSION, serverVersion); UI_Popup(_("Error"), popupText); Com_Error(ERR_DISCONNECT, "Local game version (%s) differs from the server version (%s)", UFO_VERSION, serverVersion); /* amount of objects from script files doesn't match */ } else if (csi.numODs != CL_GetConfigStringInteger(CS_OBJECTAMOUNT)) { UI_Popup(_("Error"), _("Script files are not the same")); Com_Error(ERR_DISCONNECT, "Script files are not the same"); } /* activate the map loading screen for multiplayer, too */ SCR_BeginLoadingPlaque(); /* check download */ if (cls.downloadMaps) { /* confirm map */ if (CL_DownloadMap(CL_GetConfigString(CS_NAME))) return false; cls.downloadMaps = false; } /* map might still be downloading? */ if (CL_PendingHTTPDownloads()) return false; if (Com_GetScriptChecksum() != CL_GetConfigStringInteger(CS_UFOCHECKSUM)) Com_Printf("You are using modified ufo script files - might produce problems\n"); CM_LoadMap(CL_GetConfigString(CS_TILES), day, CL_GetConfigString(CS_POSITIONS), CL_GetConfigString(CS_ENTITYSTRING), cl.mapData, cl.mapTiles); #if 0 if (cl.mapData->mapChecksum != CL_GetConfigStringInteger(CS_MAPCHECKSUM)) { UI_Popup(_("Error"), _("Local map version differs from server")); Com_Error(ERR_DISCONNECT, "Local map version differs from server: %u != '%i'", cl.mapData->mapChecksum, CL_GetConfigStringInteger(CS_MAPCHECKSUM)); } #endif return true; }
/** * @brief Change the server to a new map, taking all connected clients along with it. * @note the full syntax is: @code map [day|night] [+]<map> [<assembly>] @endcode * @sa SV_AssembleMap * @sa CM_LoadMap * @sa Com_SetServerState */ void SV_Map (qboolean day, const char *levelstring, const char *assembly) { int i; unsigned checksum = 0; char * map = SV_GetConfigString(CS_TILES); char * pos = SV_GetConfigString(CS_POSITIONS); mapInfo_t *randomMap = NULL; client_t *cl; /* any partially connected client will be restarted */ Com_SetServerState(ss_restart); /* the game is just starting */ SV_InitGame(); if (!svs.initialized) { Com_Printf("Could not spawn the server\n"); return; } assert(levelstring[0] != '\0'); Com_DPrintf(DEBUG_SERVER, "SpawnServer: %s\n", levelstring); /* save name for levels that don't set message */ SV_SetConfigString(CS_NAME, levelstring); SV_SetConfigString(CS_LIGHTMAP, day); Q_strncpyz(sv->name, levelstring, sizeof(sv->name)); /* set serverinfo variable */ sv_mapname = Cvar_FullSet("sv_mapname", sv->name, CVAR_SERVERINFO | CVAR_NOSET); /* notify the client in case of a listening server */ SCR_BeginLoadingPlaque(); if (assembly) Q_strncpyz(sv->assembly, assembly, sizeof(sv->assembly)); else sv->assembly[0] = '\0'; /* leave slots at start for clients only */ cl = NULL; while ((cl = SV_GetNextClient(cl)) != NULL) { /* needs to reconnect */ if (cl->state >= cs_spawning) SV_SetClientState(cl, cs_connected); } /* assemble and load the map */ if (levelstring[0] == '+') { randomMap = SV_AssembleMap(levelstring + 1, assembly, map, pos, 0); if (!randomMap) { Com_Printf("Could not load assembly for map '%s'\n", levelstring); return; } } else { SV_SetConfigString(CS_TILES, levelstring); SV_SetConfigString(CS_POSITIONS, assembly ? assembly : ""); } CM_LoadMap(map, day, pos, &sv->mapData, &sv->mapTiles); Com_Printf("checksum for the map '%s': %u\n", levelstring, sv->mapData.mapChecksum); SV_SetConfigString(CS_MAPCHECKSUM, sv->mapData.mapChecksum); checksum = Com_GetScriptChecksum(); Com_Printf("ufo script checksum %u\n", checksum); SV_SetConfigString(CS_UFOCHECKSUM, checksum); SV_SetConfigString(CS_OBJECTAMOUNT, csi.numODs); SV_SetConfigString(CS_VERSION, UFO_VERSION); SV_SetConfigString(CS_MAPTITLE, SV_GetMapTitle(randomMap, levelstring)); if (Q_strstart(SV_GetConfigString(CS_MAPTITLE), "b/")) { /* For base attack, CS_MAPTITLE contains too many chars */ SV_SetConfigString(CS_MAPTITLE, "Base attack"); SV_SetConfigString(CS_NAME, ".baseattack"); } /* clear random-map assembly data */ Mem_Free(randomMap); randomMap = NULL; /* clear physics interaction links */ SV_ClearWorld(); /* fix this! */ for (i = 1; i <= sv->mapData.numInline; i++) sv->models[i] = CM_InlineModel(&sv->mapTiles, va("*%i", i)); /* precache and static commands can be issued during map initialization */ Com_SetServerState(ss_loading); TH_MutexLock(svs.serverMutex); /* load and spawn all other entities */ svs.ge->SpawnEntities(sv->name, SV_GetConfigStringInteger(CS_LIGHTMAP), sv->mapData.mapEntityString); TH_MutexUnlock(svs.serverMutex); /* all precaches are complete */ Com_SetServerState(ss_game); Com_Printf("-------------------------------------\n"); Cbuf_CopyToDefer(); }