/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer ); if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; // Don't respect sv_killserver unless a server is actually running if ( sv_killserver->integer ) { Cvar_Set( "sv_killserver", "0" ); } Cvar_Set( "sv_running", "1" ); // Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network. NET_JoinMulticast6(); }
/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup() { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = ( client_t * ) calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" ); } svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; svs.initialized = true; Cvar_Set( "sv_running", "1" ); #ifndef BUILD_SERVER NET_Config( true ); #endif // Join the IPv6 multicast group now that a map is running, so clients can scan for us on the local network. NET_JoinMulticast6(); }
/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" ); } if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; Cvar_Set( "sv_running", "1" ); // Join the IPv6 multicast group now that a map is running, so clients can scan for us on the local network. NET_JoinMulticast6(); }
/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ static void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" ); } //svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer ); if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES; } svs.initialized = qtrue; // Don't respect sv_killserver unless a server is actually running if ( sv_killserver->integer ) { Cvar_Set( "sv_killserver", "0" ); } Cvar_Set( "sv_running", "1" ); // Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network. NET_JoinMulticast6(); }
/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ static void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_ChangeMaxClients(); svs.initialized = qtrue; // Don't respect sv_killserver unless a server is actually running if ( sv_killserver->integer ) { Cvar_Set( "sv_killserver", "0" ); } Cvar_Set( "sv_running", "1" ); // Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network. NET_JoinMulticast6(); }
/* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" ); } if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; #ifdef USE_HUB_SERVER // Try to resolve the hub once when the first ever // map is started on the server; we'll only try again if // sv_owHubHost was modified and the server was (soft) // restarted using SpawnServer() SV_ResolveowHubHost(); #endif Cvar_Set( "sv_running", "1" ); // Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network. NET_JoinMulticast6(); }