/* * Both client and server can use this, and it will * do the apropriate things. */ void Com_Error(int code, char *fmt, ...) { va_list argptr; static char msg[MAXPRINTMSG]; static qboolean recursive; if (recursive) { Sys_Error("recursive error after: %s", msg); } recursive = true; va_start(argptr, fmt); vsnprintf(msg, MAXPRINTMSG, fmt, argptr); va_end(argptr); if (code == ERR_DISCONNECT) { #ifndef DEDICATED_ONLY CL_Drop(); #endif recursive = false; longjmp(abortframe, -1); } else if (code == ERR_DROP) { Com_Printf("********************\nERROR: %s\n********************\n", msg); SV_Shutdown(va("Server crashed: %s\n", msg), false); #ifndef DEDICATED_ONLY CL_Drop(); #endif recursive = false; longjmp(abortframe, -1); } else { SV_Shutdown(va("Server fatal crashed: %s\n", msg), false); #ifndef DEDICATED_ONLY CL_Shutdown(); #endif } if (logfile) { fclose(logfile); logfile = NULL; } Sys_Error("%s", msg); recursive = false; }
/* ============= Com_Error Both client and server can use this, and it will do the apropriate things. ============= */ void Com_Error (int code, char *fmt, ...) { va_list argptr; static char msg[MAXPRINTMSG]; static qboolean recursive; // assert(Q_streq(fmt, "Disconnected from server")); // jitdebug if (recursive) Sys_Error("Recursive error after: %s", msg); recursive = true; va_start(argptr,fmt); _vsnprintf(msg, sizeof(msg), fmt, argptr); // jitsecurity -- prevent buffer overruns va_end(argptr); NULLTERMINATE(msg); // jitsecurity -- make sure string is null terminated. switch (code) // jiterror { case ERR_BENIGN: // jiterror - don't close the app. Just print the error to the console. Com_Printf("*** ERROR: %s\n", msg); recursive = false; return; case ERR_DISCONNECT: CL_Drop(); recursive = false; longjmp(abortframe, -1); break; case ERR_DROP: Com_Printf("********************\nERROR: %s\n********************\n", msg); SV_Shutdown(va("Server crashed: %s\n", msg), false); CL_Drop(); recursive = false; longjmp(abortframe, -1); break; case ERR_FATAL: default: SV_Shutdown(va("Server fatal crashed: %s\n", msg), false); CL_Shutdown(); } if (logfile) { fclose(logfile); logfile = NULL; } Sys_Error("%s", msg); }
/** * @note Both client and server can use this, and it will * do the appropriate things. */ void Com_Error (int code, const char* fmt, ...) { va_list argptr; static char msg[MAXPRINTMSG]; static bool recursive = false; if (recursive) Sys_Error("recursive error after: %s", msg); recursive = true; va_start(argptr, fmt); Q_vsnprintf(msg, sizeof(msg), fmt, argptr); va_end(argptr); switch (code) { case ERR_DISCONNECT: Com_Printf("%s\n", msg); CL_Drop(); recursive = false; Com_Drop(); case ERR_DROP: Com_Printf("********************\n"); Com_Printf("ERROR: %s\n", msg); Com_Printf("********************\n"); Sys_Backtrace(); SV_Shutdown("Server crashed.", false); CL_Drop(); recursive = false; Com_Drop(); default: Com_Printf("%s\n", msg); SV_Shutdown("Server fatal crashed", false); /* send an receive net messages a last time */ NET_Wait(0); FS_CloseFile(&logfile); if (pipefile.f != nullptr) { FS_CloseFile(&pipefile); FS_RemoveFile(va("%s/%s", FS_Gamedir(), pipefile.name)); } CL_Shutdown(); Qcommon_Shutdown(); Sys_Error("Shutdown"); } }
/** * @brief After a mission was finished this function is called * @param msg The network message buffer * @param winner The winning team * @param numSpawned The amounts of all spawned actors per team * @param numAlive The amount of survivors per team * @param numKilled The amount of killed actors for all teams. The first dimension contains * the attacker team, the second the victim team * @param numStunned The amount of stunned actors for all teams. The first dimension contains * the attacker team, the second the victim team */ void GAME_HandleResults (struct dbuffer *msg, int winner, int *numSpawned, int *numAlive, int numKilled[][MAX_TEAMS], int numStunned[][MAX_TEAMS]) { const cgame_export_t *list = GAME_GetCurrentType(); if (list) list->Results(msg, winner, numSpawned, numAlive, numKilled, numStunned); else CL_Drop(); }
/** * @brief After a mission was finished this function is called * @param msg The network message buffer * @param winner The winning team * @param numSpawned The amounts of all spawned actors per team * @param numAlive The amount of survivors per team * @param numKilled The amount of killed actors for all teams. The first dimension contains * the attacker team, the second the victim team * @param numStunned The amount of stunned actors for all teams. The first dimension contains * the attacker team, the second the victim team */ void GAME_SK_Results (struct dbuffer *msg, int winner, int *numSpawned, int *numAlive, int numKilled[][MAX_TEAMS], int numStunned[][MAX_TEAMS]) { char resultText[UI_MAX_SMALLTEXTLEN]; int enemiesKilled, enemiesStunned; int i; const int team = cls.team; CL_Drop(); if (winner == 0) { UI_Popup(_("Game Drawn!"), _("The game was a draw!\n\nNo survivors left on any side.")); return; } enemiesKilled = enemiesStunned = 0; for (i = 0; i < MAX_TEAMS; i++) { if (i != team && i != TEAM_CIVILIAN) { enemiesKilled += numKilled[team][i]; enemiesStunned += numStunned[team][i]; } } Com_sprintf(resultText, sizeof(resultText), _("Enemies killed:\t\t%i\n" "Team survivors:\t\t%i\n" "Enemy survivors:\t\t%i\n" "Friendly fire:\t\t%i\n" "Civilians killed:\t\t%i\n" "Civilians killed by enemy:\t\t%i\n"), enemiesKilled + enemiesStunned, numAlive[team], numAlive[TEAM_ALIEN], numKilled[team][team], numKilled[team][TEAM_CIVILIAN], numKilled[TEAM_ALIEN][TEAM_CIVILIAN]); if (winner == team) { Com_sprintf(popupText, lengthof(popupText), "%s\n%s", _("You won the game!"), resultText); UI_Popup(_("Congratulations"), popupText); } else { Com_sprintf(popupText, lengthof(popupText), "%s\n%s", _("You've lost the game!"), resultText); UI_Popup(_("Better luck next time"), popupText); } }
/* ============== SV_InitGame A brand new game has been started ============== */ void SV_InitGame (void) { int i; edict_t *ent; char idmaster[32]; if (svs.initialized) { // cause any connected clients to reconnect SV_Shutdown ("Server restarted\n", true); } else { // make sure the client is down CL_Drop (); SCR_BeginLoadingPlaque (); } // get any latched variable changes (maxclients, etc) Cvar_GetLatchedVars (); svs.initialized = true; if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch")) { Com_Printf("Deathmatch and Coop both set, disabling Coop\n"); Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH); } // dedicated servers are can't be single player and are usually DM // so unless they explicity set coop, force it to deathmatch if (dedicated->value) { if (!Cvar_VariableValue ("coop")) Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH); } // init clients if (Cvar_VariableValue ("deathmatch")) { if (maxclients->value <= 1) Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); else if (maxclients->value > MAX_CLIENTS) Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH); } else if (Cvar_VariableValue ("coop")) { if (maxclients->value <= 1 || maxclients->value > 4) Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); #ifdef COPYPROTECT if (!sv.attractloop && !dedicated->value) Sys_CopyProtect (); #endif } else // non-deathmatch, non-coop is one player { Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH); #ifdef COPYPROTECT if (!sv.attractloop) Sys_CopyProtect (); #endif } svs.spawncount = rand(); svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value); svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64; svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities); // init network stuff NET_Config ( (maxclients->value > 1) ); // heartbeats will always be sent to the id master svs.last_heartbeat = -99999; // send immediately Com_sprintf(idmaster, sizeof(idmaster), "192.246.40.37:%i", PORT_MASTER); NET_StringToAdr (idmaster, &master_adr[0]); // init game SV_InitGameProgs (); for (i=0 ; i<maxclients->value ; i++) { ent = EDICT_NUM(i+1); ent->s.number = i+1; svs.clients[i].edict = ent; memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd)); } }
/* ===================== CL_ParseServerMessage ===================== */ void CL_ParseServerMessage( sizebuf_t *msg ) { char *s; int i, j, cmd; int param1, param2; int bufStart; cls_message_debug.parsing = true; // begin parsing starting_count = BF_GetNumBytesRead( msg ); // updates each frame // parse the message while( 1 ) { if( BF_CheckOverflow( msg )) { Host_Error( "CL_ParseServerMessage: overflow!\n" ); return; } // mark start position bufStart = BF_GetNumBytesRead( msg ); // end of message if( BF_GetNumBitsLeft( msg ) < 8 ) break; cmd = BF_ReadByte( msg ); // record command for debugging spew on parse problem CL_Parse_RecordCommand( cmd, bufStart ); // other commands switch( cmd ) { case svc_bad: Host_Error( "svc_bad\n" ); break; case svc_nop: // this does nothing break; case svc_disconnect: MsgDev( D_INFO, "Disconnected from server\n" ); CL_Drop (); Host_AbortCurrentFrame (); break; case svc_changing: if( BF_ReadOneBit( msg )) { cls.changelevel = true; S_StopAllSounds(); if( cls.demoplayback ) { SCR_BeginLoadingPlaque( cl.background ); cls.changedemo = true; } } else MsgDev( D_INFO, "Server disconnected, reconnecting\n" ); CL_ClearState (); CL_InitEdicts (); // re-arrange edicts if( cls.demoplayback ) { cl.background = (cls.demonum != -1) ? true : false; cls.state = ca_connected; } else cls.state = ca_connecting; cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately break; case svc_setview: cl.refdef.viewentity = BF_ReadWord( msg ); break; case svc_sound: CL_ParseSoundPacket( msg, false ); break; case svc_time: // shuffle timestamps cl.mtime[1] = cl.mtime[0]; cl.mtime[0] = BF_ReadFloat( msg ); break; case svc_print: i = BF_ReadByte( msg ); MsgDev( D_INFO, "^6%s", BF_ReadString( msg )); if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav", VOL_NORM, false ); break; case svc_stufftext: CL_ParseStuffText( msg ); break; case svc_lightstyle: CL_ParseLightStyle( msg ); break; case svc_setangle: CL_ParseSetAngle( msg ); break; case svc_serverdata: Cbuf_Execute(); // make sure any stuffed commands are done CL_ParseServerData( msg ); break; case svc_addangle: CL_ParseAddAngle( msg ); break; case svc_clientdata: CL_ParseClientData( msg ); break; case svc_packetentities: CL_ParsePacketEntities( msg, false ); break; case svc_deltapacketentities: CL_ParsePacketEntities( msg, true ); break; case svc_updatepings: CL_UpdateUserPings( msg ); break; case svc_usermessage: CL_RegisterUserMessage( msg ); break; case svc_particle: CL_ParseParticles( msg ); break; case svc_restoresound: CL_ParseRestoreSoundPacket( msg ); break; case svc_spawnstatic: CL_ParseStaticEntity( msg ); break; case svc_ambientsound: CL_ParseSoundPacket( msg, true ); break; case svc_crosshairangle: CL_ParseCrosshairAngle( msg ); break; case svc_spawnbaseline: CL_ParseBaseline( msg ); break; case svc_temp_entity: CL_ParseTempEntity( msg ); break; case svc_setpause: cl.refdef.paused = ( BF_ReadOneBit( msg ) != 0 ); break; case svc_deltamovevars: CL_ParseMovevars( msg ); break; case svc_customization: CL_ParseCustomization( msg ); break; case svc_centerprint: CL_CenterPrint( BF_ReadString( msg ), 0.25f ); break; case svc_event: CL_ParseEvent( msg ); break; case svc_event_reliable: CL_ParseReliableEvent( msg ); break; case svc_updateuserinfo: CL_UpdateUserinfo( msg ); break; case svc_intermission: cl.refdef.intermission = true; break; case svc_modelindex: CL_PrecacheModel( msg ); break; case svc_soundindex: CL_PrecacheSound( msg ); break; case svc_soundfade: CL_ParseSoundFade( msg ); break; case svc_cdtrack: param1 = BF_ReadByte( msg ); param1 = bound( 1, param1, MAX_CDTRACKS ); // tracknum param2 = BF_ReadByte( msg ); param2 = bound( 1, param2, MAX_CDTRACKS ); // loopnum S_StartBackgroundTrack( clgame.cdtracks[param1-1], clgame.cdtracks[param2-1], 0 ); break; case svc_serverinfo: CL_ServerInfo( msg ); break; case svc_eventindex: CL_PrecacheEvent( msg ); break; case svc_deltatable: Delta_ParseTableField( msg ); break; case svc_weaponanim: param1 = BF_ReadByte( msg ); // iAnim param2 = BF_ReadByte( msg ); // body CL_WeaponAnim( param1, param2 ); break; case svc_bspdecal: CL_ParseStaticDecal( msg ); break; case svc_roomtype: param1 = BF_ReadShort( msg ); Cvar_SetFloat( "room_type", param1 ); break; case svc_chokecount: i = BF_ReadByte( msg ); j = cls.netchan.incoming_acknowledged - 1; for( ; i > 0 && j > cls.netchan.outgoing_sequence - CL_UPDATE_BACKUP; j-- ) { if( cl.frames[j & CL_UPDATE_MASK].receivedtime != -3.0 ) { cl.frames[j & CL_UPDATE_MASK].receivedtime = -2.0; i--; } } break; case svc_resourcelist: CL_ParseResourceList( msg ); break; case svc_director: CL_ParseDirector( msg ); break; case svc_studiodecal: CL_ParseStudioDecal( msg ); break; case svc_querycvarvalue: CL_ParseCvarValue( msg ); break; case svc_querycvarvalue2: CL_ParseCvarValue2( msg ); break; default: CL_ParseUserMessage( msg, cmd ); break; } } cls_message_debug.parsing = false; // done // we don't know if it is ok to save a demo message until // after we have parsed the frame if( !cls.demoplayback ) { if( cls.demorecording && !cls.demowaiting ) { CL_WriteDemoMessage( false, starting_count, msg ); } else if( cls.state != ca_active ) { CL_WriteDemoMessage( true, starting_count, msg ); } } }
/* ================= Host_Error ================= */ void Host_Error( const char *error, ... ) { static char hosterror1[MAX_SYSPATH]; static char hosterror2[MAX_SYSPATH]; static qboolean recursive = false; va_list argptr; if( host.mouse_visible && !CL_IsInMenu( )) { // hide VGUI mouse #ifdef XASH_SDL SDL_ShowCursor( false ); #endif host.mouse_visible = false; } va_start( argptr, error ); Q_vsprintf( hosterror1, error, argptr ); va_end( argptr ); CL_WriteMessageHistory (); // before Q_error call if( host.framecount < 3 ) { Sys_Error( "Host_InitError: %s", hosterror1 ); } else if( host.framecount == host.errorframe ) { Sys_Error( "Host_MultiError: %s", hosterror2 ); return; } else { if( host.developer > 0 ) { UI_SetActiveMenu( false ); Key_SetKeyDest( key_console ); Msg( "^1Host_Error: ^7%s", hosterror1 ); } else MSGBOX2( hosterror1 ); } // host is shutting down. don't invoke infinite loop if( host.state == HOST_SHUTDOWN ) return; if( recursive ) { Msg( "Host_RecursiveError: %s", hosterror2 ); Sys_Error( hosterror1 ); return; // don't multiple executes } recursive = true; Q_strncpy( hosterror2, hosterror1, MAX_SYSPATH ); host.errorframe = host.framecount; // to avoid multple calls per frame Q_sprintf( host.finalmsg, "Server crashed: %s", hosterror1 ); // clear cmd buffer to prevent execution of any commands Cbuf_Clear(); SV_Shutdown( false ); CL_Drop(); // drop clients // recreate world if required CL_ClearEdicts (); // release all models Mod_ClearAll( false ); recursive = false; Host_AbortCurrentFrame(); }
/* ============== SV_InitGame A brand new game has been started ============== */ void SV_InitGame( void ) { edict_t *ent; int i; if( svs.initialized ) { // cause any connected clients to reconnect Q_strncpy( host.finalmsg, "Server restarted", MAX_STRING ); SV_Shutdown( true ); } else { // init game after host error if( !svgame.hInstance ) { if( !SV_LoadProgs( GI->game_dll )) { MsgDev( D_ERROR, "SV_InitGame: can't initialize %s\n", GI->game_dll ); return; // can't load } MsgDev( D_INFO, "Server loaded\n" ); } // make sure the client is down CL_Drop(); } // now apply latched commands Cmd_ExecuteString( "latch\n", src_command ); if( Cvar_VariableValue( "coop" ) && Cvar_VariableValue ( "deathmatch" ) && Cvar_VariableValue( "teamplay" )) { MsgDev( D_WARN, "Deathmatch, Teamplay and Coop set, defaulting to Deathmatch\n"); Cvar_FullSet( "coop", "0", CVAR_LATCH ); Cvar_FullSet( "teamplay", "0", CVAR_LATCH ); } // dedicated servers are can't be single player and are usually DM // so unless they explicity set coop, force it to deathmatch if( host.type == HOST_DEDICATED ) { if( !Cvar_VariableValue( "coop" ) && !Cvar_VariableValue( "teamplay" )) Cvar_FullSet( "deathmatch", "1", CVAR_LATCH ); } // init clients if( Cvar_VariableValue( "deathmatch" ) || Cvar_VariableValue( "teamplay" )) { if( sv_maxclients->integer <= 1 ) Cvar_FullSet( "maxplayers", "8", CVAR_LATCH ); else if( sv_maxclients->integer > MAX_CLIENTS ) Cvar_FullSet( "maxplayers", "32", CVAR_LATCH ); } else if( Cvar_VariableValue( "coop" )) { if( sv_maxclients->integer <= 1 || sv_maxclients->integer > 4 ) Cvar_FullSet( "maxplayers", "4", CVAR_LATCH ); } else { // non-deathmatch, non-coop is one player Cvar_FullSet( "maxplayers", "1", CVAR_LATCH ); } svgame.globals->maxClients = sv_maxclients->integer; SV_UPDATE_BACKUP = ( svgame.globals->maxClients == 1 ) ? SINGLEPLAYER_BACKUP : MULTIPLAYER_BACKUP; svs.clients = Z_Malloc( sizeof( sv_client_t ) * sv_maxclients->integer ); svs.num_client_entities = sv_maxclients->integer * SV_UPDATE_BACKUP * 64; svs.packet_entities = Z_Malloc( sizeof( entity_state_t ) * svs.num_client_entities ); svs.baselines = Z_Malloc( sizeof( entity_state_t ) * GI->max_edicts ); // client frames will be allocated in SV_DirectConnect // init network stuff NET_Config(( sv_maxclients->integer > 1 )); // copy gamemode into svgame.globals svgame.globals->deathmatch = Cvar_VariableInteger( "deathmatch" ); svgame.globals->teamplay = Cvar_VariableInteger( "teamplay" ); svgame.globals->coop = Cvar_VariableInteger( "coop" ); // heartbeats will always be sent to the id master svs.last_heartbeat = MAX_HEARTBEAT; // send immediately // set client fields on player ents for( i = 0; i < svgame.globals->maxClients; i++ ) { // setup all the clients ent = EDICT_NUM( i + 1 ); SV_InitEdict( ent ); svs.clients[i].edict = ent; } // get actual movevars SV_UpdateMovevars( true ); svgame.numEntities = svgame.globals->maxClients + 1; // clients + world svs.initialized = true; }
/** * @brief Responses to broadcasts, etc * @sa CL_ReadPackets * @sa CL_Frame * @sa SVC_DirectConnect * @param[in,out] msg The client stream message buffer to read from */ static void CL_ConnectionlessPacket (dbuffer* msg) { char s[512]; NET_ReadStringLine(msg, s, sizeof(s)); Cmd_TokenizeString(s, false); const char* c = Cmd_Argv(0); Com_DPrintf(DEBUG_CLIENT, "server OOB: %s (%s)\n", c, Cmd_Args()); /* server connection */ if (Q_streq(c, CL_CMD_CLIENT_CONNECT)) { int i; for (i = 1; i < Cmd_Argc(); i++) { if (char const* const p = Q_strstart(Cmd_Argv(i), "dlserver=")) { Com_sprintf(cls.downloadReferer, sizeof(cls.downloadReferer), "ufo://%s", cls.servername); CL_SetHTTPServer(p); if (cls.downloadServer[0]) Com_Printf("HTTP downloading enabled, URL: %s\n", cls.downloadServer); } } if (cls.state == ca_connected) { Com_Printf("Dup connect received. Ignored.\n"); return; } dbuffer buf(5); NET_WriteByte(&buf, clc_stringcmd); NET_WriteString(&buf, NET_STATE_NEW "\n"); NET_WriteMsg(cls.netStream, buf); GAME_InitMissionBriefing(_("Loading")); return; } /* remote command from gui front end */ if (Q_streq(c, CL_CMD_COMMAND)) { if (!NET_StreamIsLoopback(cls.netStream)) { Com_Printf("Command packet from remote host. Ignored.\n"); return; } else { char str[512]; NET_ReadString(msg, str, sizeof(str)); Cbuf_AddText("%s\n", str); } return; } /* ping from server */ if (Q_streq(c, CL_CMD_PING)) { NET_OOB_Printf(cls.netStream, SV_CMD_ACK); return; } /* echo request from server */ if (Q_streq(c, CL_CMD_ECHO)) { NET_OOB_Printf(cls.netStream, "%s", Cmd_Argv(1)); return; } /* print */ if (Q_streq(c, SV_CMD_PRINT)) { NET_ReadString(msg, popupText, sizeof(popupText)); /* special reject messages needs proper handling */ if (strstr(popupText, REJ_PASSWORD_REQUIRED_OR_INCORRECT)) { UI_PushWindow("serverpassword"); if (Q_strvalid(Cvar_GetString("password"))) { Cvar_Set("password", ""); CL_Drop(); UI_Popup(_("Connection failure"), _("The password you specified was wrong.")); } else { CL_Drop(); UI_Popup(_("Connection failure"), _("This server requires a password.")); } } else if (strstr(popupText, REJ_SERVER_FULL)) { CL_Drop(); UI_Popup(_("Connection failure"), _("This server is full.")); } else if (strstr(popupText, REJ_BANNED)) { CL_Drop(); UI_Popup(_("Connection failure"), _("You are banned on this server.")); } else if (strstr(popupText, REJ_GAME_ALREADY_STARTED)) { CL_Drop(); UI_Popup(_("Connection failure"), _("The game has already started.")); } else if (strstr(popupText, REJ_SERVER_VERSION_MISMATCH)) { CL_Drop(); UI_Popup(_("Connection failure"), _("The server is running a different version of the game.")); } else if (strstr(popupText, BAD_RCON_PASSWORD)) { Cvar_Set("rcon_password", ""); UI_Popup(_("Bad rcon password"), _("The rcon password you specified was wrong.")); } else if (strstr(popupText, REJ_CONNECTION_REFUSED)) { CL_Drop(); UI_Popup(_("Connection failure"), _("The server refused the connection.")); } else if (Q_strvalid(popupText)) { UI_Popup(_("Notice"), _(popupText)); } return; } if (!GAME_HandleServerCommand(c, msg)) Com_Printf("Unknown command received \"%s\"\n", c); }