/* ================ SV_DeactivateServer deactivate server, free edicts, strings etc ================ */ void SV_DeactivateServer( void ) { int i; if( !svs.initialized || sv.state == ss_dead ) return; sv.state = ss_dead; SV_FreeEdicts (); SV_ClearPhysEnts (); Mem_EmptyPool( svgame.stringspool ); svgame.dllFuncs.pfnServerDeactivate(); for( i = 0; i < sv_maxclients->integer; i++ ) { // release client frames if( svs.clients[i].frames ) Mem_Free( svs.clients[i].frames ); svs.clients[i].frames = NULL; } svgame.globals->maxEntities = GI->max_edicts; svgame.globals->maxClients = sv_maxclients->integer; svgame.numEntities = svgame.globals->maxClients + 1; // clients + world svgame.globals->startspot = 0; svgame.globals->mapname = 0; }
/* * SV_ShutdownGame * * Called when each game quits */ void SV_ShutdownGame( const char *finalmsg, qboolean reconnect ) { if( !svs.initialized ) return; if( svs.demo.file ) SV_Demo_Stop_f(); if( svs.clients ) SV_FinalMessage( finalmsg, reconnect ); SV_ShutdownGameProgs(); // SV_MM_Shutdown(); NET_CloseSocket( &svs.socket_loopback ); NET_CloseSocket( &svs.socket_udp ); NET_CloseSocket( &svs.socket_udp6 ); #ifdef TCP_ALLOW_CONNECT if( sv_tcp->integer ) NET_CloseSocket( &svs.socket_tcp ); #endif // get any latched variable changes (sv_maxclients, etc) Cvar_GetLatchedVars( CVAR_LATCH ); if( svs.clients ) { Mem_Free( svs.clients ); svs.clients = NULL; } if( svs.client_entities.entities ) { Mem_Free( svs.client_entities.entities ); memset( &svs.client_entities, 0, sizeof( svs.client_entities ) ); } if( svs.cms ) { CM_Free( svs.cms ); svs.cms = NULL; } memset( &sv, 0, sizeof( sv ) ); Com_SetServerState( sv.state ); Com_FreePureList( &svs.purelist ); if( svs.motd ) { Mem_Free( svs.motd ); svs.motd = NULL; } if( sv_mempool ) Mem_EmptyPool( sv_mempool ); memset( &svs, 0, sizeof( svs ) ); svs.initialized = qfalse; }
/* * SV_ShutdownGame * * Called when each game quits */ void SV_ShutdownGame( const char *finalmsg, bool reconnect ) { if( !svs.initialized ) { return; } if( svs.demo.file ) { SV_Demo_Stop_f(); } if( svs.clients ) { SV_FinalMessage( finalmsg, reconnect ); } SV_ShutdownGameProgs(); // SV_MM_Shutdown(); SV_MasterSendQuit(); NET_CloseSocket( &svs.socket_loopback ); NET_CloseSocket( &svs.socket_udp ); NET_CloseSocket( &svs.socket_udp6 ); #ifdef TCP_ALLOW_CONNECT if( sv_tcp->integer ) { NET_CloseSocket( &svs.socket_tcp ); NET_CloseSocket( &svs.socket_tcp6 ); } #endif // get any latched variable changes (sv_maxclients, etc) Cvar_GetLatchedVars( CVAR_LATCH ); if( svs.clients ) { Mem_Free( svs.clients ); svs.clients = NULL; } if( svs.client_entities.entities ) { Mem_Free( svs.client_entities.entities ); memset( &svs.client_entities, 0, sizeof( svs.client_entities ) ); } if( svs.cms ) { // CM_ReleaseReference will take care of freeing up the memory // if there are no other modules referencing the collision model CM_ReleaseReference( svs.cms ); svs.cms = NULL; } Com_SetServerCM( NULL, 0 ); memset( &sv, 0, sizeof( sv ) ); Com_SetServerState( sv.state ); Com_FreePureList( &svs.purelist ); if( svs.motd ) { Mem_Free( svs.motd ); svs.motd = NULL; } if( sv_mempool ) { Mem_EmptyPool( sv_mempool ); } if( svs.wakelock ) { Sys_ReleaseWakeLock( svs.wakelock ); svs.wakelock = NULL; } memset( &svs, 0, sizeof( svs ) ); svs.initialized = false; }