/* ================= SV_MasterShutdown Informs all masters that this server is going down ================= */ void SV_MasterShutdown( void ) { // send a hearbeat right now svs.nextHeartbeatTime = -9999; SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER); // send it again to minimize chance of drops svs.nextHeartbeatTime = -9999; SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER); // when the master tries to poll the server, it won't respond, so // it will be removed from the list }
/* ================= SV_MasterShutdown Informs all masters that this server is going down ================= */ void SV_MasterShutdown( void ) { // send a hearbeat right now svs.nextHeartbeatTime = -9999; SV_MasterHeartbeat(); // send it again to minimize chance of drops svs.nextHeartbeatTime = -9999; SV_MasterHeartbeat(); // when the master tries to poll the server, it won't respond, so // it will be removed from the list #ifdef USE_AUTH VM_Call( gvm, GAME_AUTHSERVER_SHUTDOWN ); #endif }
/* * @brief Informs all masters that this server is going down */ void SV_MasterShutdown(void) { svs.nextHeartbeatTime = -9999; // send a hearbeat right now SV_MasterHeartbeat(HEARTBEAT_DEAD); // when the master tries to poll the server, it won't respond, so // it will be removed from the list }
/* ================= SV_MasterShutdown Informs all masters that this server is going down ================= */ void SV_MasterShutdown( void ) { // send a hearbeat right now svs.nextHeartbeatTime = -9999; SV_MasterHeartbeat( HEARTBEAT_DEAD ); // NERVE - SMF - changed to flatline // send it again to minimize chance of drops // svs.nextHeartbeatTime = -9999; // SV_MasterHeartbeat( HEARTBEAT_DEAD ); // when the master tries to poll the server, it won't respond, so // it will be removed from the list }
/* * SV_Frame */ void SV_Frame( int realmsec, int gamemsec ) { const unsigned int wrappingPoint = 0x70000000; time_before_game = time_after_game = 0; // if server is not active, do nothing if( !svs.initialized ) { SV_CheckDefaultMap(); return; } svs.realtime += realmsec; svs.gametime += gamemsec; // advance to next map if the server is running for too long (numbers taken from q3 src) if( svs.realtime > wrappingPoint || svs.gametime > wrappingPoint || sv.framenum >= wrappingPoint ) { Cbuf_AddText( "wait; vstr nextmap\n" ); SV_ShutdownGame( "Restarting server due to time wrapping", qtrue ); return; } // check timeouts SV_CheckTimeouts(); // get packets from clients SV_ReadPackets(); // let everything in the world think and move if( SV_RunGameFrame( gamemsec ) ) { // send messages back to the clients that had packets read this frame SV_SendClientMessages(); // write snap to server demo file SV_Demo_WriteSnap(); // run matchmaker stuff SV_CheckMatchUUID(); SV_MM_Frame(); // send a heartbeat to the master if needed SV_MasterHeartbeat(); // clear teleport flags, etc for next frame ge->ClearSnap(); } SV_CheckAutoUpdate(); }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown ("Server was killed"); Cvar_Set( "sv_killserver", "0" ); return; } if (!com_sv_running->integer) { if(com_dedicated->integer) { // Block indefinitely until something interesting happens // on STDIN. NET_Sleep(-1); } return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer * com_timescale->value; // don't let it scale below 1ms if(frameMsec < 1) { Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f)); frameMsec = 1; } sv.timeResidual += msec; if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual); if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep(frameMsec - sv.timeResidual); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { SV_Shutdown( "Restarting server due to time wrapping" ); Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) ); return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) ); return; } if( sv.restartTime && sv.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; } if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } if ( com_speeds->integer ) { startTime = Sys_Milliseconds (); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if (com_dedicated->integer) SV_BotFrame (sv.time); // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; sv.time += frameMsec; // let everything in the world think and move VM_Call (gvm, GAME_RUN_FRAME, sv.time); } if ( com_speeds->integer ) { time_game = Sys_Milliseconds () - startTime; } // check timeouts SV_CheckTimeouts(); // check user info buffer thingy SV_CheckClientUserinfoTimer(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed SV_MasterHeartbeat(); }
/* ================= 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 }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; #if !defined RTCW_SP char mapname[MAX_QPATH]; #endif // RTCW_XX #if defined RTCW_ET int frameStartTime = 0, frameEndTime; #endif // RTCW_XX // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown( "Server was killed.\n" ); Cvar_Set( "sv_killserver", "0" ); return; } if ( !com_sv_running->integer ) { return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } #if defined RTCW_ET if ( com_dedicated->integer ) { frameStartTime = Sys_Milliseconds(); } #endif // RTCW_XX // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer ; sv.timeResidual += msec; if ( !com_dedicated->integer ) { SV_BotFrame( svs.time + sv.timeResidual ); } if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep( frameMsec - sv.timeResidual ); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { #if defined RTCW_SP SV_Shutdown( "Restarting server due to time wrapping" ); Cbuf_AddText( "vstr nextmap\n" ); #else Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to time wrapping" ); // TTimo // show_bug.cgi?id=388 // there won't be a map_restart if you have shut down the server // since it doesn't restart a non-running server // instead, re-run the current map Cbuf_AddText( va( "map %s\n", mapname ) ); #endif // RTCW_XX return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { #if defined RTCW_SP SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); Cbuf_AddText( "vstr nextmap\n" ); #else Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); // TTimo see above Cbuf_AddText( va( "map %s\n", mapname ) ); #endif // RTCW_XX return; } if ( sv.restartTime && svs.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { #if !defined RTCW_ET SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); #else SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) ); #endif // RTCW_XX cvar_modifiedFlags &= ~CVAR_SERVERINFO; } #if defined RTCW_ET if ( cvar_modifiedFlags & CVAR_SERVERINFO_NOUPDATE ) { SV_SetConfigstringNoUpdate( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO_NOUPDATE; } #endif // RTCW_XX if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } #if !defined RTCW_SP // NERVE - SMF if ( cvar_modifiedFlags & CVAR_WOLFINFO ) { SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) ); cvar_modifiedFlags &= ~CVAR_WOLFINFO; } #endif // RTCW_XX if ( com_speeds->integer ) { startTime = Sys_Milliseconds(); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if ( com_dedicated->integer ) { SV_BotFrame( svs.time ); } // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; // let everything in the world think and move #if !defined RTCW_MP || (defined RTCW_MP && !UPDATE_SERVER) VM_Call( gvm, GAME_RUN_FRAME, svs.time ); #endif // RTCW_XX } if ( com_speeds->integer ) { time_game = Sys_Milliseconds() - startTime; } // check timeouts SV_CheckTimeouts(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed #if defined RTCW_SP SV_MasterHeartbeat(); #else SV_MasterHeartbeat( HEARTBEAT_GAME ); #endif // RTCW_XX #if defined RTCW_ET if ( com_dedicated->integer ) { frameEndTime = Sys_Milliseconds(); svs.totalFrameTime += ( frameEndTime - frameStartTime ); svs.currentFrameIndex++; //if( svs.currentFrameIndex % 50 == 0 ) // Com_Printf( "currentFrameIndex: %i\n", svs.currentFrameIndex ); if ( svs.currentFrameIndex == SERVER_PERFORMANCECOUNTER_FRAMES ) { int averageFrameTime; averageFrameTime = svs.totalFrameTime / SERVER_PERFORMANCECOUNTER_FRAMES; svs.sampleTimes[svs.currentSampleIndex % SERVER_PERFORMANCECOUNTER_SAMPLES] = averageFrameTime; svs.currentSampleIndex++; if ( svs.currentSampleIndex > SERVER_PERFORMANCECOUNTER_SAMPLES ) { int totalTime, i; totalTime = 0; for ( i = 0; i < SERVER_PERFORMANCECOUNTER_SAMPLES; i++ ) { totalTime += svs.sampleTimes[i]; } if ( !totalTime ) { totalTime = 1; } averageFrameTime = totalTime / SERVER_PERFORMANCECOUNTER_SAMPLES; svs.serverLoad = ( averageFrameTime / (float)frameMsec ) * 100; } //Com_Printf( "serverload: %i (%i/%i)\n", svs.serverLoad, averageFrameTime, frameMsec ); svs.totalFrameTime = 0; svs.currentFrameIndex = 0; } } else { svs.serverLoad = -1; } #endif // RTCW_XX }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; char mapname[MAX_QPATH]; // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown( "Server was killed.\n" ); Cvar_Set( "sv_killserver", "0" ); return; } if ( !com_sv_running->integer ) { return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer ; sv.timeResidual += msec; if ( !com_dedicated->integer ) { SV_BotFrame( svs.time + sv.timeResidual ); } if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep( frameMsec - sv.timeResidual ); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to time wrapping" ); // TTimo // show_bug.cgi?id=388 // there won't be a map_restart if you have shut down the server // since it doesn't restart a non-running server // instead, re-run the current map Cbuf_AddText( va( "map %s\n", mapname ) ); return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); // TTimo see above Cbuf_AddText( va( "map %s\n", mapname ) ); return; } if ( sv.restartTime && svs.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; } if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } // NERVE - SMF if ( cvar_modifiedFlags & CVAR_WOLFINFO ) { SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) ); cvar_modifiedFlags &= ~CVAR_WOLFINFO; } if ( com_speeds->integer ) { startTime = Sys_Milliseconds(); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if ( com_dedicated->integer ) { SV_BotFrame( svs.time ); } // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; // let everything in the world think and move #ifndef UPDATE_SERVER VM_Call( gvm, GAME_RUN_FRAME, svs.time ); #endif } if ( com_speeds->integer ) { time_game = Sys_Milliseconds() - startTime; } // check timeouts SV_CheckTimeouts(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed SV_MasterHeartbeat( HEARTBEAT_GAME ); }