/* ================= 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 SV_SendServerCommand(client_t *cl, const char *fmt, ...) { va_list argptr; byte message[MAX_MSGLEN]; client_t *client; int j; message[0] = svc_serverCommand; va_start (argptr,fmt); Q_vsnprintf( (char *)message+1, sizeof(message)-1, fmt, argptr ); va_end (argptr); // Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt // The actual cause of the bug is probably further downstream // and should maybe be addressed later, but this certainly // fixes the problem for now if ( strlen ((char *)message+1) > 1022 ) { return; } if ( cl != NULL ) { SV_AddServerCommand( cl, (char *)message ); return; } // send the data to all relevent clients for (j = 0, client = svs.clients; j < 1 ; j++, client++) { if ( client->state < CS_PRIMED ) { continue; } SV_AddServerCommand( client, (char *)message ); } }
/* ================= 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 SV_SendServerCommand(client_t *cl, const char *fmt, ...) { va_list argptr; byte message[MAX_MSGLEN]; int len; client_t *client; int j; message[0] = svc_serverCommand; va_start (argptr,fmt); vsprintf ((char *)message+1, fmt,argptr); va_end (argptr); len = strlen( (char *)message ) + 1; if ( cl != NULL ) { SV_AddServerCommand( cl, (char *)message ); return; } // send the data to all relevent clients for (j = 0, client = svs.clients; j < 1 ; j++, client++) { if ( client->state < CS_PRIMED ) { continue; } SV_AddServerCommand( client, (char *)message ); } }
/* ================= 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 ); vsprintf( (char *)message, fmt,argptr ); va_end( argptr ); 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 ( client->gentity && client->gentity->r.svFlags & SVF_CASTAI ) { continue; } // done. SV_AddServerCommand( client, (char *)message ); } }
/* ================= SV_SendServerCommand Sends a reliable command string to be interpreted by the client game module: "cp", "print", "chat", etc A nullptr client will broadcast to all clients ================= */ void QDECL PRINTF_LIKE(2) SV_SendServerCommand( client_t *cl, const char *fmt, ... ) { va_list argptr; byte message[ MAX_MSGLEN ]; client_t *client; int j; va_start( argptr, fmt ); Q_vsnprintf( ( char * ) message, sizeof( message ), fmt, argptr ); va_end( argptr ); // do not forward server command messages that would be too big to clients // ( q3infoboom / q3msgboom stuff ) if ( strlen( ( char * ) message ) > 1022 ) { return; } if ( cl != nullptr ) { SV_AddServerCommand( cl, ( char * ) message ); return; } if ( Com_IsDedicatedServer() ) { if ( !strncmp( ( char * ) message, "print_tr_p ", 11 ) ) { SV_PrintTranslatedText( ( const char * ) message, true, true ); } else if ( !strncmp( ( char * ) message, "print_tr ", 9 ) ) { SV_PrintTranslatedText( ( const char * ) message, true, false ); } // hack to echo broadcast prints to console else if ( !strncmp( ( char * ) message, "print ", 6 ) ) { Com_Printf( "Broadcast: %s", Cmd_UnquoteString( ( char * ) message + 6 ) ); } } // 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 ( SV_IsBot(client) ) { continue; } // done. SV_AddServerCommand( client, ( char * ) message ); } }
/* * SV_SendServerCommand * * Sends a reliable command string to be interpreted by * the client: "cs", "changing", "disconnect", etc * A NULL client will broadcast to all clients */ void SV_SendServerCommand( client_t *cl, const char *format, ... ) { va_list argptr; char message[MAX_MSGLEN]; client_t *client; int i; va_start( argptr, format ); Q_vsnprintfz( message, sizeof( message ), format, argptr ); va_end( argptr ); if( cl != NULL ) { if( cl->state < CS_CONNECTING ) return; SV_AddServerCommand( cl, message ); return; } // send the data to all relevant clients for( i = 0, client = svs.clients; i < sv_maxclients->integer; i++, client++ ) { if( client->state < CS_CONNECTING ) continue; SV_AddServerCommand( client, message ); } // add to demo if( svs.demo.file ) SV_AddServerCommand( &svs.demo.client, message ); }
/* ================= 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); Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr); va_end (argptr); // Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt // The actual cause of the bug is probably further downstream // and should maybe be addressed later, but this certainly // fixes the problem for now if ( strlen ((char *)message) > 1022 ) { return; } 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++) { SV_AddServerCommand( client, (char *)message ); } }
/* ================= 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; int msglen; va_start (argptr,fmt); Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr); va_end (argptr); msglen = strlen((char *)message); // Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt // The actual cause of the bug is probably further downstream // and should maybe be addressed later, but this certainly // fixes the problem for now if ( msglen > 1022 ) { return; } if (sv.incognitoJoinSpec && cl == NULL && (!Q_strncmp((char *) message, "print \"", 7)) && msglen >= 27 + 7 && !strcmp("^7 joined the spectators.\n\"", ((char *) message) + msglen - 27)) { return; } ///////////////////////////////////////////////////////// // separator for incognito.patch and specchatglobal.patch ///////////////////////////////////////////////////////// if (sv_specChatGlobal->integer > 0 && cl != NULL && !Q_strncmp((char *) message, "chat \"^7(SPEC) ", 15)) { if (!Q_strncmp((char *) message, sv.lastSpecChat, sizeof(sv.lastSpecChat) - 1)) { return; } Q_strncpyz(sv.lastSpecChat, (char *) message, sizeof(sv.lastSpecChat)); cl = NULL; } 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++) { SV_AddServerCommand( client, (char *)message ); } }
/** * @brief 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); Q_vsnprintf((char *)message, sizeof(message), fmt, argptr); va_end(argptr); // do not forward server command messages that would be too big to clients // ( q3infoboom / q3msgboom stuff ) // see http://aluigi.altervista.org/adv/q3msgboom-adv.txt if (strlen((char *)message) > 1022) { SV_WriteAttackLog("Warning: q3infoboom/q3msgboom exploit attack.\n"); // FIXME: add client slot return; } 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; } // don't need to send messages to AI if (client->gentity && (client->gentity->r.svFlags & SVF_BOT)) { continue; } SV_AddServerCommand(client, (char *)message); } }
/* ================= 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); Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr); va_end (argptr); // Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt // The actual cause of the bug is probably further downstream // and should maybe be addressed later, but this certainly // fixes the problem for now if ( strlen ((char *)message) > 1022 ) { return; } 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) ); } // save broadcasts to demo // note: in the case a command is only issued to a specific client, it is NOT recorded (see above when cl != NULL). If you want to record them, just place this code above, but be warned that it may be dangerous (such as "disconnect" command) because server commands will be replayed to every connected clients! if ( sv.demoState == DS_RECORDING ) { SV_DemoWriteServerCommand( (char *)message ); } // send the data to all relevent clients for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) { SV_AddServerCommand( client, (char *)message ); } }
/* ================= 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_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i; client_t *client; char *denied; qboolean isBot; int delay; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( sv.restartTime ) { return; } if (Cmd_Argc() > 1 ) { delay = atoi( Cmd_Argv(1) ); } else { delay = 5; } if( delay && (!Cvar_VariableValue("g_doWarmup") || Cvar_VariableValue("g_gametype") == GT_TOURNAMENT) ) { sv.restartTime = svs.time + delay * 1000; SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) ); return; } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified || sv_gametype->modified ) { char mapname[MAX_QPATH]; Com_Printf( "variable change -- restarting.\n" ); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname, qfalse, eForceReload_NOTHING ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid sv.restartedServerId = sv.serverId; sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; SV_RestartGameProgs(); // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for (i=0 ; i<sv_maxclients->integer ; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED) { continue; } if ( client->netchan.remoteAddress.type == NA_BOT ) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand( client, "map_restart\n" ); // connect the client again, without the firstTime flag denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( client, denied ); Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125 continue; } client->state = CS_ACTIVE; SV_ClientEnterWorld( client, &client->lastUsercmd ); } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i; client_t *client; char *denied; qboolean isBot; int delay = 0; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf(_( "Server is not running.\n" )); return; } // ydnar: allow multiple delayed server restarts [atvi bug 3813] //% if ( sv.restartTime ) { //% return; //% } if ( Cmd_Argc() > 1 ) { delay = atoi( Cmd_Argv( 1 ) ); } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified ) { char mapname[ MAX_QPATH ]; Com_Printf(_( "sv_maxclients variable change — restarting.\n" )); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) ); // reset all the VM data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; Cvar_Set( "sv_serverRestarting", "1" ); SV_RestartGameProgs(); // run a few frames to allow everything to settle for ( i = 0; i < GAME_INIT_FRAMES; i++ ) { VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += FRAMETIME; } // create a baseline for more efficient communications // Gordon: meh, this won't work here as the client doesn't know it has happened // SV_CreateBaseline (); sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for ( i = 0; i < sv_maxclients->integer; i++ ) { client = &svs.clients[ i ]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED ) { continue; } if ( client->netchan.remoteAddress.type == NA_BOT ) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand( client, "map_restart\n" ); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( client, denied ); if ( !isBot ) { Com_Printf( "SV_MapRestart_f(%d): dropped client %i: denied!\n", delay, i ); // bk010125 } continue; } client->state = CS_ACTIVE; SV_ClientEnterWorld( client, &client->lastUsercmd ); } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += FRAMETIME; Cvar_Set( "sv_serverRestarting", "0" ); }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i; client_t *client; char *denied; qboolean isBot; int delay = 0; gamestate_t new_gs, old_gs; // NERVE - SMF int worldspawnflags; // DHM - Nerve int nextgt; // DHM - Nerve sharedEntity_t *world; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( sv.restartTime ) { return; } // DHM - Nerve :: Check for invalid gametype sv_gametype = Cvar_Get( "g_gametype", "5", CVAR_SERVERINFO | CVAR_LATCH ); nextgt = sv_gametype->integer; world = SV_GentityNum( ENTITYNUM_WORLD ); worldspawnflags = world->r.worldflags; if ( ( nextgt == GT_WOLF && ( worldspawnflags & 1 ) ) || ( nextgt == GT_WOLF_STOPWATCH && ( worldspawnflags & 2 ) ) || ( ( nextgt == GT_WOLF_CP || nextgt == GT_WOLF_CPH ) && ( worldspawnflags & 4 ) ) ) { if ( !( worldspawnflags & 1 ) ) { Cvar_Set( "g_gametype", "5" ); } else { Cvar_Set( "g_gametype", "7" ); } sv_gametype = Cvar_Get( "g_gametype", "5", CVAR_SERVERINFO | CVAR_LATCH ); } // dhm if ( Cmd_Argc() > 1 ) { delay = atoi( Cmd_Argv( 1 ) ); } if ( delay ) { sv.restartTime = svs.time + delay * 1000; SV_SetConfigstring( CS_WARMUP, va( "%i", sv.restartTime ) ); return; } // NERVE - SMF - read in gamestate or just default to GS_PLAYING old_gs = atoi( Cvar_VariableString( "gamestate" ) ); if ( Cmd_Argc() > 2 ) { new_gs = atoi( Cmd_Argv( 2 ) ); } else { new_gs = GS_PLAYING; } if ( !SV_TransitionGameState( new_gs, old_gs, delay ) ) { return; } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified ) { char mapname[MAX_QPATH]; Com_Printf( "sv_maxclients variable change -- restarting.\n" ); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname, qfalse ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) ); // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; Cvar_Set( "sv_serverRestarting", "1" ); SV_RestartGameProgs(); // run a few frames to allow everything to settle for ( i = 0 ; i < 3 ; i++ ) { VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for ( i = 0 ; i < sv_maxclients->integer ; i++ ) { client = &svs.clients[i]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED ) { continue; } if ( client->netchan.remoteAddress.type == NA_BOT ) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand( client, "map_restart\n" ); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( client, denied ); Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125 continue; } client->state = CS_ACTIVE; SV_ClientEnterWorld( client, &client->lastUsercmd ); } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); svs.time += 100; Cvar_Set( "sv_serverRestarting", "0" ); }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f(void) { int i, delay = 0; client_t *client; char *denied; qboolean isBot; gamestate_t new_gs, old_gs; // NERVE - SMF // make sure we aren't restarting twice in the same frame if(com_frameTime == sv.serverId) { return; } // make sure server is running if(!com_sv_running->integer) { Com_Printf("Server is not running.\n"); return; } if(Cmd_Argc() > 1) { delay = atoi(Cmd_Argv(1)); } if(delay) { sv.restartTime = svs.time + delay * 1000; SV_SetConfigstring(CS_WARMUP, va("%i", sv.restartTime)); return; } // NERVE - SMF - read in gamestate or just default to GS_PLAYING old_gs = (gamestate_t)atoi(Cvar_VariableString("gamestate")); if(SV_GameIsSinglePlayer() || SV_GameIsCoop()) { new_gs = GS_PLAYING; } else { if(Cmd_Argc() > 2) { new_gs = (gamestate_t)atoi(Cmd_Argv(2)); } else { new_gs = GS_PLAYING; } } if(!SV_TransitionGameState(new_gs, old_gs, delay)) { return; } // check for changes in variables that can't just be restarted // check for maxclients change if(sv_maxclients->modified) { char mapname[MAX_QPATH]; Com_Printf("sv_maxclients variable change -- restarting.\n"); // restart the map the slow way Q_strncpyz(mapname, Cvar_VariableString("mapname"), sizeof(mapname)); SV_SpawnServer(mapname, qfalse); return; } // Check for loading a saved game if(Cvar_VariableIntegerValue("savegame_loading")) { // open the current savegame, and find out what the time is, everything else we can ignore char savemap[MAX_QPATH], *cl_profileStr = Cvar_VariableString("cl_profile"); byte *buffer; int size, savegameTime; if(com_gameInfo.usesProfiles) { Com_sprintf(savemap, sizeof(savemap), "profiles/%s/save/current.sav", cl_profileStr); } else { Q_strncpyz(savemap, "save/current.sav", sizeof(savemap)); } size = FS_ReadFile(savemap, NULL); if(size < 0) { Com_Printf("Can't find savegame %s\n", savemap); return; } //buffer = Hunk_AllocateTempMemory(size); FS_ReadFile(savemap, (void **)&buffer); // the mapname is at the very start of the savegame file savegameTime = *(int *)(buffer + sizeof(int) + MAX_QPATH); if(savegameTime >= 0) { svs.time = savegameTime; } Hunk_FreeTempMemory(buffer); } // done. // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set("sv_serverid", va("%i", sv.serverId)); // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; Cvar_Set("sv_serverRestarting", "1"); SV_RestartGameProgs(); // run a few frames to allow everything to settle for(i = 0; i < GAME_INIT_FRAMES; i++) { VM_Call(gvm, GAME_RUN_FRAME, svs.time); svs.time += FRAMETIME; } // create a baseline for more efficient communications // Gordon: meh, this wont work here as the client doesn't know it has happened // SV_CreateBaseline (); sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for(i = 0; i < sv_maxclients->integer; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if(client->state < CS_CONNECTED) { continue; } if(client->netchan.remoteAddress.type == NA_BOT) { if(SV_GameIsSinglePlayer() || SV_GameIsCoop()) { continue; // dont carry across bots in single player } isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand(client, "map_restart\n"); // connect the client again, without the firstTime flag denied = (char*)VM_ExplicitArgPtr(gvm, VM_Call(gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot)); if(denied) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient(client, denied); if((!SV_GameIsSinglePlayer()) || (!isBot)) { Com_Printf("SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i); // bk010125 } continue; } client->state = CS_ACTIVE; SV_ClientEnterWorld(client, &client->lastUsercmd); } // run another frame to allow things to look at all the players VM_Call(gvm, GAME_RUN_FRAME, svs.time); svs.time += FRAMETIME; Cvar_Set("sv_serverRestarting", "0"); }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i; client_t *client; char *denied; int delay; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } if ( sv.restartTime ) { return; } if (Cmd_Argc() > 1 ) { delay = atoi( Cmd_Argv(1) ); } else { delay = 5; } if( delay && !Cvar_VariableValue("g_doWarmup") ) { sv.restartTime = sv.time + delay * 1000; SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) ); return; } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified ) { char mapname[MAX_QPATH]; Com_Printf( "variable change -- restarting.\n" ); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname, qfalse ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // if a map_restart occurs while a client is changing maps, we need // to give them the correct time so that when they finish loading // they don't violate the backwards time check in cl_cgame.c for (i=0 ; i<sv_maxclients->integer ; i++) { if (svs.clients[i].state == CS_PRIMED) { svs.clients[i].oldServerTime = sv.restartTime; } } // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; SV_RestartGameProgs(); // run a few frames to allow everything to settle for (i = 0; i < 3; i++) { VM_Call (gvm, GAME_RUN_FRAME, sv.time); sv.time += 100; svs.time += 100; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for (i=0 ; i<sv_maxclients->integer ; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED) { continue; } // add the map_restart command SV_AddServerCommand( client, "map_restart\n" ); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) ); if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( client, denied ); Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); continue; } if(client->state == CS_ACTIVE) SV_ClientEnterWorld(client, &client->lastUsercmd); else { // If we don't reset client->lastUsercmd and are restarting during map load, // the client will hang because we'll use the last Usercmd from the previous map, // which is wrong obviously. SV_ClientEnterWorld(client, NULL); } } // run another frame to allow things to look at all the players VM_Call (gvm, GAME_RUN_FRAME, sv.time); sv.time += 100; svs.time += 100; }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f( void ) { int i, j; client_t *client; player_t *player; char *denied; qboolean isBot; // make sure we aren't restarting twice in the same frame if ( com_frameTime == sv.serverId ) { return; } // make sure server is running if ( !com_sv_running->integer ) { Com_Printf( "Server is not running.\n" ); return; } // let game delay or pervent the restart or force full map reload sv.restartTime = VM_Call( gvm, GAME_MAP_RESTART, sv.time, sv.restartTime ); if( sv.restartTime > sv.time ) { return; } // check for changes in variables that can't just be restarted // check for maxclients change if ( sv_maxclients->modified || sv.restartTime < 0 ) { char mapname[MAX_QPATH]; Com_Printf( "variable change -- restarting.\n" ); // restart the map the slow way Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) ); SV_SpawnServer( mapname, qfalse ); return; } // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // if a map_restart occurs while a client is changing maps, we need // to give them the correct time so that when they finish loading // they don't violate the backwards time check in cl_cgame.c for (i=0 ; i<sv_maxclients->integer ; i++) { if (svs.clients[i].state == CS_PRIMED) { svs.clients[i].oldServerTime = sv.restartTime; } } // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; SV_RestartGameProgs(); // run a few frames to allow everything to settle for (i = 0; i < 3; i++) { VM_Call (gvm, GAME_RUN_FRAME, sv.time); sv.time += 100; svs.time += 100; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for (i=0 ; i<sv_maxclients->integer ; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if ( client->state < CS_CONNECTED) { continue; } if ( client->netchan.remoteAddress.type == NA_BOT ) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand( client, -1, "map_restart\n" ); for ( j = 0; j < MAX_SPLITVIEW; j++ ) { player = client->localPlayers[j]; if ( !player ) continue; // setup entity before connecting SV_SetupPlayerEntity( player ); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_PLAYER_CONNECT, player - svs.players, qfalse, isBot, client - svs.clients, j ) ); player = client->localPlayers[j]; // may be NULL if game dropped player if ( denied ) { // this generally shouldn't happen, because the player // was connected before the level change if ( player != NULL ) { SV_DropPlayer( player, denied ); } Com_Printf( "SV_MapRestart_f: dropped client %i - denied!\n", i ); continue; } if(client->state == CS_ACTIVE) SV_PlayerEnterWorld( player, &player->lastUsercmd ); else { // If we don't reset player->lastUsercmd and are restarting during map load, // the client will hang because we'll use the last Usercmd from the previous map, // which is wrong obviously. SV_PlayerEnterWorld( player, NULL ); } } } // run another frame to allow things to look at all the players VM_Call (gvm, GAME_RUN_FRAME, sv.time); sv.time += 100; svs.time += 100; }
/* ================ SV_MapRestart_f Completely restarts a level, but doesn't send a new gamestate to the clients. This allows fair starts with variable load times. ================ */ static void SV_MapRestart_f(void) { int i; client_t *client; char *denied; qboolean isBot; int delay = 0; gamestate_t new_gs, old_gs; // make sure we aren't restarting twice in the same frame if (com_frameTime == sv.serverId) { return; } // make sure server is running if (!com_sv_running->integer) { Com_Printf("Server is not running.\n"); return; } if (Cmd_Argc() > 1) { delay = atoi(Cmd_Argv(1)); } if (delay) { sv.restartTime = svs.time + delay * 1000; SV_SetConfigstring(CS_WARMUP, va("%i", sv.restartTime)); return; } // read in gamestate or just default to GS_PLAYING old_gs = atoi(Cvar_VariableString("gamestate")); if (Cmd_Argc() > 2) { new_gs = atoi(Cmd_Argv(2)); } else { new_gs = GS_PLAYING; } if (!SV_TransitionGameState(new_gs, old_gs, delay)) { return; } // check for changes in variables that can't just be restarted // check for maxclients change if (sv_maxclients->modified) { char mapname[MAX_QPATH]; Com_Printf("sv_maxclients variable change -- restarting.\n"); // restart the map the slow way Q_strncpyz(mapname, Cvar_VariableString("mapname"), sizeof(mapname)); SV_SpawnServer(mapname); return; } SV_DemoStopAll(); // toggle the server bit so clients can detect that a // map_restart has happened svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // generate a new serverid // don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart sv.serverId = com_frameTime; Cvar_Set("sv_serverid", va("%i", sv.serverId)); // reset all the vm data in place without changing memory allocation // note that we do NOT set sv.state = SS_LOADING, so configstrings that // had been changed from their default values will generate broadcast updates sv.state = SS_LOADING; sv.restarting = qtrue; SV_RestartGameProgs(); // run a few frames to allow everything to settle for (i = 0; i < GAME_INIT_FRAMES; i++) { VM_Call(gvm, GAME_RUN_FRAME, svs.time); svs.time += FRAMETIME; } sv.state = SS_GAME; sv.restarting = qfalse; // connect and begin all the clients for (i = 0 ; i < sv_maxclients->integer ; i++) { client = &svs.clients[i]; // send the new gamestate to all connected clients if (client->state < CS_CONNECTED) { continue; } if (client->netchan.remoteAddress.type == NA_BOT) { isBot = qtrue; } else { isBot = qfalse; } // add the map_restart command SV_AddServerCommand(client, "map_restart\n"); // connect the client again, without the firstTime flag denied = VM_ExplicitArgPtr(gvm, VM_Call(gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot)); if (denied) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient(client, denied); if (!isBot) { Com_Printf("SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i); // bk010125 } continue; } // Player won't enter the world until the download is done if (client->download == 0) { if (client->state == CS_ACTIVE) { SV_ClientEnterWorld(client, &client->lastUsercmd); } else { // If we don't reset client->lastUsercmd and are restarting during map load, // the client will hang because we'll use the last Usercmd from the previous map, // which is wrong obviously. SV_ClientEnterWorld(client, NULL); } } } // run another frame to allow things to look at all the players VM_Call(gvm, GAME_RUN_FRAME, svs.time); svs.time += FRAMETIME; // start recording a demo if (sv_autoDemo->integer) { SV_DemoAutoDemoRecord(); } }