コード例 #1
0
ファイル: sv_init.c プロジェクト: Bad-ptr/q2pro
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
================
*/
void SV_SpawnServer( cm_t *cm, const char *server, const char *spawnpoint ) {
    int         i;
    client_t    *client;

#if USE_CLIENT
    SCR_BeginLoadingPlaque();           // for local system
#endif

    Com_Printf( "------- Server Initialization -------\n" );
    Com_Printf( "SpawnServer: %s\n", server );

    // everyone needs to reconnect
    FOR_EACH_CLIENT( client ) {
        SV_ClientReset( client );
    }

    SV_BroadcastCommand( "changing map=%s\n", server );
    SV_SendClientMessages();
    SV_SendAsyncPackets();

    // free current level
    CM_FreeMap( &sv.cm );
    SV_FreeFile( sv.entitystring );
    
    // wipe the entire per-level structure
    memset( &sv, 0, sizeof( sv ) );
    sv.spawncount = ( rand() | ( rand() << 16 ) ) ^ Sys_Milliseconds();
    sv.spawncount &= 0x7FFFFFFF;

    // set legacy spawncounts
    FOR_EACH_CLIENT( client ) {
        client->spawncount = sv.spawncount;
    }

    // reset entity counter
    svs.next_entity = 0;

#if USE_FPS
    // set framerate parameters
    set_frame_time();
#endif

    // save name for levels that don't set message
    Q_strlcpy( sv.configstrings[CS_NAME], server, MAX_QPATH );
    Q_strlcpy( sv.name, server, sizeof( sv.name ) );
    
    if( Cvar_VariableInteger( "deathmatch" ) ) {
        sprintf( sv.configstrings[CS_AIRACCEL],
            "%d", sv_airaccelerate->integer );
    } else {
        strcpy( sv.configstrings[CS_AIRACCEL], "0" );
    }

#if !USE_CLIENT
    resolve_masters();
#endif

    override_entity_string( server );

    sv.cm = *cm;
    sprintf( sv.configstrings[CS_MAPCHECKSUM], "%d", ( int )cm->cache->checksum );

    // set inline model names
    Q_concat( sv.configstrings[CS_MODELS + 1], MAX_QPATH, "maps/", server, ".bsp", NULL );
    for( i = 1; i < cm->cache->nummodels; i++ ) {
        sprintf( sv.configstrings[ CS_MODELS + 1 + i ], "*%d", i );
    }

    //
    // clear physics interaction links
    //
    SV_ClearWorld();

    //
    // spawn the rest of the entities on the map
    //  

    // precache and static commands can be issued during
    // map initialization
    sv.state = ss_loading;

    X86_PUSH_FPCW;
    X86_SINGLE_FPCW;

    // load and spawn all other entities
    ge->SpawnEntities ( sv.name, sv.entitystring ?
        sv.entitystring : cm->cache->entitystring, spawnpoint );

    // run two frames to allow everything to settle
    ge->RunFrame (); sv.framenum++;
    ge->RunFrame (); sv.framenum++;

    X86_POP_FPCW;

    // make sure maxclients string is correct
    sprintf( sv.configstrings[CS_MAXCLIENTS], "%d", sv_maxclients->integer );

    // all precaches are complete
    sv.state = ss_game;

#if USE_MVD_SERVER
    // respawn dummy MVD client, set base states, etc
    SV_MvdMapChanged();
#endif

    // set serverinfo variable
    SV_InfoSet( "mapname", sv.name );
    SV_InfoSet( "port", net_port->string );

    Cvar_SetInteger( sv_running, ss_game, FROM_CODE );
    Cvar_Set( "sv_paused", "0" );
    Cvar_Set( "timedemo", "0" );

    EXEC_TRIGGER( sv_changemapcmd );

#if USE_SYSCON
    SV_SetConsoleTitle();
#endif

    SV_BroadcastCommand( "reconnect\n" );

    Com_Printf ("-------------------------------------\n");
}
コード例 #2
0
ファイル: sv_init.c プロジェクト: Bad-ptr/q2pro
/*
==============
SV_InitGame

A brand new game has been started.
If mvd_spawn is non-zero, load the built-in MVD game module.
==============
*/
void SV_InitGame( unsigned mvd_spawn ) {
    int     i, entnum;
    edict_t *ent;
    client_t *client;

    if( svs.initialized ) {
        // cause any connected clients to reconnect
        SV_Shutdown( "Server restarted\n", ERR_RECONNECT | mvd_spawn );
    } else {
#if USE_CLIENT
        // make sure the client is down
        CL_Disconnect( ERR_RECONNECT );
        SCR_BeginLoadingPlaque();
#endif

        CM_FreeMap( &sv.cm );
        SV_FreeFile( sv.entitystring );
        memset( &sv, 0, sizeof( sv ) );

#if USE_FPS
        // set up default frametime for main loop
        sv.frametime = BASE_FRAMETIME;
#endif
    }

    // get any latched variable changes (maxclients, etc)
    Cvar_GetLatchedVars ();

#if !USE_CLIENT
    Cvar_Reset( sv_recycle );
#endif

    if( mvd_spawn ) {
        Cvar_Set( "deathmatch", "1" );
        Cvar_Set( "coop", "0" );
    } else {
        if( Cvar_VariableInteger( "coop" ) &&
            Cvar_VariableInteger( "deathmatch" ) )
        {
            Com_Printf( "Deathmatch and Coop both set, disabling Coop\n" );
            Cvar_Set( "coop", "0" );
        }

        // dedicated servers can't be single player and are usually DM
        // so unless they explicity set coop, force it to deathmatch
        if( Com_IsDedicated() ) {
            if( !Cvar_VariableInteger( "coop" ) )
                Cvar_Set( "deathmatch", "1" );
        }
    }

    // init clients
    if( Cvar_VariableInteger( "deathmatch" ) ) {
        if( sv_maxclients->integer <= 1 ) {
            Cvar_SetInteger( sv_maxclients, 8, FROM_CODE );
        } else if( sv_maxclients->integer > CLIENTNUM_RESERVED ) {
            Cvar_SetInteger( sv_maxclients, CLIENTNUM_RESERVED, FROM_CODE );
        }
    } else if( Cvar_VariableInteger( "coop" ) ) {
        if( sv_maxclients->integer <= 1 || sv_maxclients->integer > 4 )
            Cvar_Set( "maxclients", "4" );
    } else {    // non-deathmatch, non-coop is one player
        Cvar_FullSet( "maxclients", "1", CVAR_SERVERINFO|CVAR_LATCH, FROM_CODE );
    }

    // enable networking
    if( sv_maxclients->integer > 1 ) {
        NET_Config( NET_SERVER );
    }

    svs.client_pool = SV_Mallocz( sizeof( client_t ) * sv_maxclients->integer );

    svs.num_entities = sv_maxclients->integer * UPDATE_BACKUP * MAX_PACKET_ENTITIES;
    svs.entities = SV_Mallocz( sizeof( entity_state_t ) * svs.num_entities );

#if USE_MVD_SERVER
    // initialize MVD server
    if( !mvd_spawn ) {
        SV_MvdInit();
    }
#endif

    Cvar_ClampInteger( sv_reserved_slots, 0, sv_maxclients->integer - 1 );

#if USE_ZLIB
    svs.z.zalloc = SV_Zalloc;
    svs.z.zfree = SV_Zfree;
    if( deflateInit2( &svs.z, Z_DEFAULT_COMPRESSION, Z_DEFLATED,
        -MAX_WBITS, 9, Z_DEFAULT_STRATEGY ) != Z_OK )
    {
        Com_Error( ERR_FATAL, "%s: deflateInit2() failed", __func__ );
    }
#endif

    // init game
#if USE_MVD_CLIENT
    if( mvd_spawn ) {
        if( ge ) {
            SV_ShutdownGameProgs();
        }
        ge = &mvd_ge;
        ge->Init();
    } else
#endif
        SV_InitGameProgs();

    // send heartbeat very soon
    svs.last_heartbeat = -(HEARTBEAT_SECONDS-5)*1000;

    for( i = 0; i < sv_maxclients->integer; i++ ) {
        client = svs.client_pool + i;
        entnum = i + 1;
        ent = EDICT_NUM( entnum );
        ent->s.number = entnum;
        client->edict = ent;
        client->number = i;
    }

#if USE_AC_SERVER
    AC_Connect( mvd_spawn );
#endif

    svs.initialized = qtrue;
}
コード例 #3
0
ファイル: save.c プロジェクト: jdolan/q2pro
static void abort_func(void *arg)
{
    CM_FreeMap(arg);
}