Exemple #1
0
/**
 * @brief Search the index in the config strings relative to a given start
 * @param name The value of the config string to search the index for
 * @param start The relative start point for the search
 * @param max The max. searched entries in the config string before giving up
 * @param create if @c true the value will get written into the config strings (appended)
 * @return @c 0 if not found
 */
static unsigned int SV_FindIndex (const char *name, int start, int max, qboolean create)
{
	int i;

	if (!name || !name[0])
		return 0;

	for (i = 1; i < max && SV_GetConfigString(start + i)[0] != '\0'; i++) {
		const char *configString = SV_GetConfigString(start + i);
		if (Q_streq(configString, name))
			return i;
	}

	if (!create)
		return 0;

	if (i == max)
		Com_Error(ERR_DROP, "*Index: overflow '%s' start: %i, max: %i", name, start, max);

	SV_SetConfigString(start + i, name);

	if (Com_ServerState() != ss_loading) {	/* send the update to everyone */
		struct dbuffer *msg = new_dbuffer();
		NET_WriteByte(msg, svc_configstring);
		NET_WriteShort(msg, start + i);
		NET_WriteString(msg, name);
		SV_Multicast(~0, msg);
	}

	return i;
}
Exemple #2
0
/**
 * @sa CL_ParseConfigString
 */
static void SV_Configstring (int index, const char *fmt, ...)
{
	char val[MAX_TOKEN_CHARS * MAX_TILESTRINGS];
	va_list argptr;

	if (index < 0 || index >= MAX_CONFIGSTRINGS)
		Com_Error(ERR_DROP, "configstring: bad index %i", index);

	va_start(argptr, fmt);
	Q_vsnprintf(val, sizeof(val), fmt, argptr);
	va_end(argptr);

	SV_SetConfigString(index, val);

	if (Com_ServerState() != ss_loading) { /* send the update to everyone */
		struct dbuffer *msg = new_dbuffer();
		NET_WriteByte(msg, svc_configstring);
		NET_WriteShort(msg, index);
		NET_WriteString(msg, val);

		/* send to all clients */
		SV_Multicast(~0, msg);
	}
}
Exemple #3
0
/**
 * @sa CL_ParseConfigString
 */
static void SV_Configstring (int index, const char *fmt, ...)
{
	char val[MAX_TOKEN_CHARS * MAX_TILESTRINGS];
	va_list argptr;

	if (!Com_CheckConfigStringIndex(index))
		SV_error("configstring: bad index %i", index);

	va_start(argptr, fmt);
	Q_vsnprintf(val, sizeof(val), fmt, argptr);
	va_end(argptr);

	SV_SetConfigString(index, val);

	if (Com_ServerState() != ss_loading) { /* send the update to everyone */
		dbuffer msg(4 + strlen(val));
		NET_WriteByte(&msg, svc_configstring);
		NET_WriteShort(&msg, index);
		NET_WriteString(&msg, val);

		/* send to all clients */
		SV_Multicast(~0, msg);
	}
}
Exemple #4
0
/**
 * @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();
}