Exemplo n.º 1
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;

	// 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;
}
Exemplo n.º 2
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots )
{
	int        i;
	int        checksum;
	qboolean   isBot;
	const char *p;

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

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

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

	// make sure all the client stuff is unloaded
	CL_ShutdownAll();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

	// clear collision map data     // (SA) NOTE: TODO: used in missionpack
	CM_ClearMap();

	// wipe the entire per-level structure
	SV_ClearServer();

	// MrE: main zone should be pretty much emtpy at this point
	// except for file system data and cached renderer data
	Z_LogHeap();

	// allocate empty config strings
	for ( i = 0; i < MAX_CONFIGSTRINGS; i++ )
	{
		sv.configstrings[ i ] = CopyString( "" );
		sv.configstringsmodified[ i ] = qfalse;
	}

	// init client structures and svs.numSnapshotEntities
	if ( !Cvar_VariableValue( "sv_running" ) )
	{
		SV_Startup();
	}
	else
	{
		// check for maxclients change
		if ( sv_maxclients->modified )
		{
			SV_ChangeMaxClients();
		}

#ifdef USE_HUB_SERVER

		// if sv_owHubHost was changed, resolve the address again
		if ( sv_owHubHost->modified )
		{
			sv_owHubHost->modified = qfalse;
			SV_ResolveowHubHost();
		}

#endif
	}

	// clear pak references
	FS_ClearPakReferences( 0 );

	// allocate the snapshot entities on the hunk
	svs.snapshotEntities = Hunk_Alloc( sizeof( entityState_t ) * svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set nextmap to the same map, but it may be overriden
	// by the game startup or another console command
	Cvar_Set( "nextmap", "map_restart 0" );
//  Cvar_Set( "nextmap", va("map %s", server) );

	// Ridah
	// DHM - Nerve :: We want to use the completion bar in multiplayer as well
	// Arnout: just always use it
//  if( !SV_GameIsSinglePlayer() ) {
	SV_SetExpectedHunkUsage( va( "maps/%s.bsp", server ) );
//  } else {
	// just set it to a negative number,so the cgame knows not to draw the percent bar
//      Cvar_Set( "com_expectedhunkusage", "-1" );
//  }

	// make sure we are not paused
	Cvar_Set( "cl_paused", "0" );

#if !defined( DO_LIGHT_DEDICATED )
	// get a new checksum feed and restart the file system
	srand( Sys_Milliseconds() );
	sv.checksumFeed = ( ( ( int ) rand() << 16 ) ^ rand() ) ^ Sys_Milliseconds();

	// DO_LIGHT_DEDICATED
	// only comment out when you need a new pure checksum string and it's associated random feed
	//Com_DPrintf("SV_SpawnServer checksum feed: %p\n", sv.checksumFeed);

#else // DO_LIGHT_DEDICATED implementation below
	// we are not able to randomize the checksum feed since the feed is used as key for pure_checksum computations
	// files.c 1776 : pack->pure_checksum = Com_BlockChecksumKey( fs_headerLongs, 4 * fs_numHeaderLongs, LittleLong(fs_checksumFeed) );
	// we request a fake randomized feed, files.c knows the answer
	srand( Sys_Milliseconds() );
	sv.checksumFeed = FS_RandChecksumFeed();
#endif
	FS_Restart( sv.checksumFeed );

	CM_LoadMap( va( "maps/%s.bsp", server ), qfalse, &checksum );

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va( "%i", checksum ) );

	sv_newGameShlib = Cvar_Get( "sv_newGameShlib", "", CVAR_TEMP );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId;
	sv.checksumFeedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld();

	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	Cvar_Set( "sv_serverRestarting", "1" );

	// load and spawn all other entities
	SV_InitGameProgs();

	// don't allow a map_restart if game is modified
	// Arnout: there isn't any check done against this, obsolete
//  sv_gametype->modified = qfalse;

	// 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 );
		SV_BotFrame( svs.time );
		svs.time += FRAMETIME;
	}

	// create a baseline for more efficient communications
	SV_CreateBaseline();

	for ( i = 0; i < sv_maxclients->integer; i++ )
	{
		// send the new gamestate to all connected clients
		if ( svs.clients[ i ].state >= CS_CONNECTED )
		{
			char *denied;

			if ( svs.clients[ i ].netchan.remoteAddress.type == NA_BOT )
			{
				if ( killBots || SV_GameIsSinglePlayer() || SV_GameIsCoop() )
				{
					SV_DropClient( &svs.clients[ i ], "" );
					continue;
				}

				isBot = qtrue;
			}
			else
			{
				isBot = qfalse;
			}

			// connect the client again
			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );   // firstTime = qfalse

			if ( denied )
			{
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[ i ], denied );
			}
			else
			{
				if ( !isBot )
				{
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[ i ].state = CS_CONNECTED;
				}
				else
				{
					client_t       *client;
					sharedEntity_t *ent;

					client = &svs.clients[ i ];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->nextSnapshotTime = svs.time; // generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}

	// run another frame to allow things to look at all the players
	VM_Call( gvm, GAME_RUN_FRAME, svs.time );
	SV_BotFrame( svs.time );
	svs.time += FRAMETIME;

	if ( sv_pure->integer )
	{
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );

		if ( strlen( p ) == 0 )
		{
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}

		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer )
		{
			SV_TouchCGame();
		}
	}
	else
	{
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}

	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	// NOTE: we consider the referencedPaks as 'required for operation'

	// we want the server to reference the mp_bin pk3 that the client is expected to load from
	SV_TouchCGameDLL();

	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	SV_UpdateConfigStrings();

	Cvar_Set( "sv_serverRestarting", "0" );

	Com_Printf( "-----------------------------------\n" );
}
Exemplo n.º 3
0
/**
 * @brief Change the server to a new map, taking all connected
 * clients along with it.
 * This is NOT called for map_restart
 */
void SV_SpawnServer(char *server)
{
	int        i;
	int        checksum;
	qboolean   isBot;
	const char *p;

	// broadcast a level change to all connected clients
	if (svs.clients && !com_errorEntered)
	{
		SV_FinalCommand("spawnserver", qfalse);
	}

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

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

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

	// make sure all the client stuff is unloaded
	CL_ShutdownAll();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

	// clear collision map data
	CM_ClearMap();

	// wipe the entire per-level structure
	SV_ClearServer();

	// main zone should be pretty much emtpy at this point
	// except for file system data and cached renderer data
	Z_LogHeap();

	// allocate empty config strings
	for (i = 0 ; i < MAX_CONFIGSTRINGS ; i++)
	{
		sv.configstrings[i]         = CopyString("");
		sv.configstringsmodified[i] = qfalse;
	}

	// init client structures and svs.numSnapshotEntities
	if (!Cvar_VariableValue("sv_running"))
	{
		SV_Startup();
	}
	else
	{
		// check for maxclients change
		if (sv_maxclients->modified)
		{
			// If we are playing/waiting to play/waiting to stop a demo, we use a specialized function that will move real clients slots (so that democlients will be put to their original slots they were affected at the time of the real game)
			if (sv.demoState == DS_WAITINGPLAYBACK || sv.demoState == DS_PLAYBACK || sv.demoState == DS_WAITINGSTOP)
			{
				SV_DemoChangeMaxClients();
			}
			else
			{
				SV_ChangeMaxClients();
			}
		}
	}

	// clear pak references
	FS_ClearPakReferences(0);

	// allocate the snapshot entities on the hunk
	svs.snapshotEntities     = Hunk_Alloc(sizeof(entityState_t) * svs.numSnapshotEntities, h_high);
	svs.nextSnapshotEntities = 0;

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set nextmap to the same map, but it may be overriden
	// by the game startup or another console command
	Cvar_Set("nextmap", "map_restart 0");

	SV_SetExpectedHunkUsage(va("maps/%s.bsp", server));

	// make sure we are not paused
	Cvar_Set("cl_paused", "0");

	// get a new checksum feed and restart the file system
	srand(Sys_Milliseconds());
	sv.checksumFeed = (((int) rand() << 16) ^ rand()) ^ Sys_Milliseconds();

	// only comment out when you need a new pure checksum string and it's associated random feed
	// Com_DPrintf("SV_SpawnServer checksum feed: %p\n", sv.checksumFeed);

	FS_Restart(sv.checksumFeed);

	CM_LoadMap(va("maps/%s.bsp", server), qfalse, &checksum);

	// set serverinfo visible name
	Cvar_Set("mapname", server);

	Cvar_Set("sv_mapChecksum", va("%i", checksum));

	// serverid should be different each time
	sv.serverId             = com_frameTime;
	sv.restartedServerId    = sv.serverId;
	sv.checksumFeedServerId = sv.serverId;
	Cvar_Set("sv_serverid", va("%i", sv.serverId));

	// clear physics interaction links
	SV_ClearWorld();

	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	// load and spawn all other entities
	SV_InitGameProgs();

	// 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
	SV_CreateBaseline();

	for (i = 0 ; i < sv_maxclients->integer ; i++)
	{
		// send the new gamestate to all connected clients
		if (svs.clients[i].state >= CS_CONNECTED)
		{
			char *denied;

			if (svs.clients[i].netchan.remoteAddress.type == NA_BOT)
			{
				isBot = qtrue;
			}
			else
			{
				isBot = qfalse;
			}

			// connect the client again
			denied = VM_ExplicitArgPtr(gvm, VM_Call(gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot));       // firstTime = qfalse
			if (denied)
			{
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient(&svs.clients[i], denied);
			}
			else
			{
				if (!isBot)
				{
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[i].state = CS_CONNECTED;
				}
				else
				{
					client_t       *client;
					sharedEntity_t *ent;

					client          = &svs.clients[i];
					client->state   = CS_ACTIVE;
					ent             = SV_GentityNum(i);
					ent->s.number   = i;
					client->gentity = ent;

					client->deltaMessage     = -1;
					client->nextSnapshotTime = svs.time;    // generate a snapshot immediately

					VM_Call(gvm, GAME_CLIENT_BEGIN, i);
				}
			}
		}
	}

	// run another frame to allow things to look at all the players
	VM_Call(gvm, GAME_RUN_FRAME, svs.time);

	svs.time += FRAMETIME;

	if (sv_pure->integer)
	{
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set("sv_paks", p);
		if (strlen(p) == 0)
		{
			Com_Printf("WARNING: sv_pure set but no PK3 files loaded\n");
		}
		p = FS_LoadedPakNames();
		Cvar_Set("sv_pakNames", p);
	}
	else
	{
		Cvar_Set("sv_paks", "");
		Cvar_Set("sv_pakNames", "");
	}
	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	// NOTE: we consider the referencedPaks as 'required for operation'

	// we want the server to reference the mod_bin pk3 that the client is expected to load from
	SV_TouchCGameDLL();

	p = FS_ReferencedPakChecksums();
	Cvar_Set("sv_referencedPaks", p);
	p = FS_ReferencedPakNames();
	Cvar_Set("sv_referencedPakNames", p);

	// save systeminfo and serverinfo strings
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring(CS_SYSTEMINFO, Cvar_InfoString_Big(CVAR_SYSTEMINFO));

	SV_SetConfigstring(CS_SERVERINFO, Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE));
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	SV_SetConfigstring(CS_WOLFINFO, Cvar_InfoString(CVAR_WOLFINFO));
	cvar_modifiedFlags &= ~CVAR_WOLFINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	if (sv_advert->integer & SVA_MASTER)
	{
		SV_Heartbeat_f();
	}
	else // let admin's know it's disabled
	{
		Com_Printf("Not sending heartbeats to master servers - disabled by sv_advert.\n");
	}

	Hunk_SetMark();

	SV_UpdateConfigStrings();

	Com_Printf("-----------------------------------\n");

	// start recording a demo
	if (sv_autoDemo->integer)
	{
		SV_DemoAutoDemoRecord();
	}
}
Exemplo n.º 4
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;

	// 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" );
}
Exemplo n.º 5
0
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	intptr_t		denied;
	int			count;

	Com_DPrintf ("SVC_DirectConnect ()\n");

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	if ( Q_stricmp( Info_ValueForKey( userinfo, "protocol" ), PROTOCOL_VERSION ) ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version "PROTOCOL_VERSION".\n" );
		Com_DPrintf ("    rejected connect from version %s\n", Info_ValueForKey( userinfo, "protocol" ));
		return;
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}

	// see if the challenge is valid (LAN clients don't need to challenge)
	if ( !NET_IsLocalAddress (from) ) {
		int		ping;

		for (i=0 ; i<MAX_CHALLENGES ; i++) {
			if (NET_CompareAdr(from, svs.challenges[i].adr)) {
				if ( challenge == svs.challenges[i].challenge ) {
					break;		// good
				}
			}
		}
		if (i == MAX_CHALLENGES) {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
			return;
		}
		// force the IP key/value pair so the game can filter based on ip
		Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ) );

		ping = svs.time - svs.challenges[i].pingTime;
		Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping );
		svs.challenges[i].connected = qtrue;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				// don't let them keep trying until they get a big delay
				NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only\n" );
				Com_DPrintf ("Client %i rejected on a too low ping\n", i);
				// reset the address otherwise their ping will keep increasing
				// with each connect message and they'd eventually be able to connect
				svs.challenges[i].adr.port = 0;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only\n" );
				Com_DPrintf ("Client %i rejected on a too high ping\n", i);
				return;
			}
		}
	} else {
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost" );
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;

			// this doesn't work because it nukes the players userinfo

//			// disconnect the client from the game first so any flags the
//			// player might have are dropped
//			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < MAX_PLAYERS ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect\n" );
				return;
			}
		}
		else {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" );
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
	Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);
	// init the netchan queue
	newcl->netchan_end_queue = &newcl->netchan_start_queue;

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		char *str = VM_ExplicitArgPtr( gvm, denied );

		NET_OutOfBandPrint( NS_SERVER, from, "error\n%s\n", str );
		Com_DPrintf ("Game rejected a connection: %s.\n", str);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->nextSnapshotTime = svs.time;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}

	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Exemplo n.º 6
0
/*
==================
SV_DirectConnect

A "connect" OOB command has been received
==================
*/
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	MAC_STATIC client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			version;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	char		*denied;
	int			count;
	char		*ip;
#ifdef _XBOX
	bool		reconnect = false;
#endif

	Com_DPrintf ("SVC_DirectConnect ()\n");

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	version = atoi( Info_ValueForKey( userinfo, "protocol" ) );
	if ( version != PROTOCOL_VERSION ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION );
		Com_DPrintf ("    rejected connect from version %i\n", version);
		return;
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {

/* This was preventing sv_reconnectlimit from working.  It seems like commenting this
   out has solved the problem.  HOwever, if there is a future problem then it could
   be this.
   
		if ( cl->state == CS_FREE ) {
			continue;
		}
*/

		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\nReconnect rejected : too soon\n" );
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}

	// don't let "ip" overflow userinfo string
	if ( NET_IsLocalAddress (from) )
		ip = "localhost";
	else
		ip = (char *)NET_AdrToString( from );
	if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) {
		NET_OutOfBandPrint( NS_SERVER, from,
			"print\nUserinfo string length exceeded.  "
			"Try removing setu cvars from your config.\n" );
		return;
	}
	Info_SetValueForKey( userinfo, "ip", ip );

	// see if the challenge is valid (LAN clients don't need to challenge)
	if ( !NET_IsLocalAddress (from) ) {
		int		ping;

		for (i=0 ; i<MAX_CHALLENGES ; i++) {
			if (NET_CompareAdr(from, svs.challenges[i].adr)) {
				if ( challenge == svs.challenges[i].challenge ) {
					break;		// good
				}
			}
		}
		if (i == MAX_CHALLENGES) {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
			return;
		}

		ping = svs.time - svs.challenges[i].pingTime;
		Com_Printf( SE_GetString("MP_SVGAME", "CLIENT_CONN_WITH_PING"), i, ping);//"Client %i connecting with %i challenge ping\n", i, ping );
		svs.challenges[i].connected = qtrue;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				// don't let them keep trying until they get a big delay
				NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_HIGH_PING")));//Server is for high pings only\n" );
				Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_LOW_PING"), i);//"Client %i rejected on a too low ping\n", i);
				// reset the address otherwise their ping will keep increasing
				// with each connect message and they'd eventually be able to connect
				svs.challenges[i].adr.port = 0;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_LOW_PING")));//Server is for low pings only\n" );
				Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_HIGH_PING"), i);//"Client %i rejected on a too high ping\n", i);
				return;
			}
		}
	} else {
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost" );
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;
#ifdef _XBOX
			reconnect = true;
#endif
			// VVFIXME - both SOF2 and Wolf remove this call, claiming it blows away the user's info
			// disconnect the client from the game first so any flags the
			// player might have are dropped
			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect\n" );
				return;
			}
		}
		else {
			const char *SV_GetStringEdString(char *refSection, char *refName);
			NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SV_GetStringEdString("MP_SVGAME","SERVER_IS_FULL")));
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	

	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
	Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = (char *)VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		denied = (char *)VM_ExplicitArgPtr( gvm, (int)denied );

		NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", denied );
		Com_DPrintf ("Game rejected a connection: %s.\n", denied);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->nextSnapshotTime = svs.time;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	newcl->lastUserInfoChange = 0; //reset the delay
	newcl->lastUserInfoCount = 0; //reset the count

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}
	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Exemplo n.º 7
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots ) {
	int			i;
	int			checksum;
	char		systemInfo[16384];
	const char	*p;

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

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

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

	// make sure all the client stuff is unloaded
	CL_ShutdownAll();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

#ifndef DEDICATED
	// Restart renderer
	CL_StartHunkUsers( qtrue );
#endif

	// clear collision map data
	CM_ClearMap();

	// init client structures and svs.numSnapshotEntities 
	if ( !Cvar_VariableValue("sv_running") ) {
		SV_Startup();
	} else {
		// check for maxclients or democlients change
		if ( sv_maxclients->modified || sv_democlients->modified ) {
			SV_ChangeMaxClients();
		}
	}

	// clear pak references
	FS_ClearPakReferences(0);

	// allocate the snapshot entities on the hunk
	svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	for (i=0 ; i<sv_maxclients->integer ; i++) {
		// save when the server started for each client already connected
		if (svs.clients[i].state >= CS_CONNECTED) {
			svs.clients[i].oldServerTime = sv.time;
		}
	}

	// wipe the entire per-level structure
	SV_ClearServer();
	for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
		sv.configstrings[i] = CopyString("");
	}

	// make sure we are not paused
	Cvar_Set("cl_paused", "0");

	// get a new checksum feed and restart the file system
	sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
	FS_Restart( sv.checksumFeed );

	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
	sv.checksumFeedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld ();
	
	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	// load and spawn all other entities
	SV_InitGameProgs();

	// 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;
	}

	// create a baseline for more efficient communications
	SV_CreateBaseline ();

	for (i=0 ; i<sv_maxclients->integer ; i++) {
		// send the new gamestate to all connected clients
		if (svs.clients[i].state >= CS_CONNECTED) {
			char	*denied;

			// connect the client again
			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) );	// firstTime = qfalse
			if ( denied ) {
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[i], denied );
			} else {
				// when we get the next packet from a connected client,
				// the new gamestate will be sent
				svs.clients[i].state = CS_CONNECTED;
			}
		}
	}	

	// 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;

	// if a dedicated server we need to touch the cgame because it could be in a
	// seperate pk3 file and the client will need to load the latest cgame.qvm
	if ( com_dedicated->integer ) {
		SV_TouchCGame();
	}

	// the server sends these to the clients so they will only
	// load pk3s also loaded at the server
	Cvar_Set( "sv_paks", sv_pure->integer ? FS_LoadedPakChecksums() : "" );
	Cvar_Set( "sv_pakNames", sv_pure->integer ? FS_LoadedPakNames() : "" );

	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	Com_Printf ("-----------------------------------\n");

	// start recording a demo
	if ( sv_autoDemo->integer ) {
		qtime_t	now;
		Com_RealTime( &now );
		Cbuf_AddText( va( "demo_record %04d%02d%02d%02d%02d%02d-%s\n",
			1900 + now.tm_year,
			1 + now.tm_mon,
			now.tm_mday,
			now.tm_hour,
			now.tm_min,
			now.tm_sec,
			server ) );
	}
}
Exemplo n.º 8
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;

	// 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();
	}
}
Exemplo n.º 9
0
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			version;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	intptr_t		denied;
	int			count;
	char		*ip;
	const char	*stringEd;
#ifdef LEGACY_PROTOCOL
	qboolean	compat = qfalse;
#endif

	Com_DPrintf ("SVC_DirectConnect ()\n");
	
	// Check whether this client is banned.
	if(SV_IsBanned(&from, qfalse))
	{
		NET_OutOfBandPrint(NS_SERVER, from, "print\nYou are banned from this server.\n");
		return;
	}

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	version = atoi(Info_ValueForKey(userinfo, "protocol"));
	
#ifdef LEGACY_PROTOCOL
	if(version > 0 && com_legacyprotocol->integer == version)
		compat = qtrue;
	else
#endif
	{
		if(version != com_protocol->integer)
		{
			NET_OutOfBandPrint(NS_SERVER, from, "print\nServer uses protocol version %i "
					   "(yours is %i).\n", com_protocol->integer, version);
			Com_DPrintf("    rejected connect from version %i\n", version);
			return;
		}
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}
	
	// don't let "ip" overflow userinfo string
	if ( NET_IsLocalAddress (from) )
		ip = "localhost";
	else
		ip = (char *)NET_AdrToString( from );
	if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) {
		NET_OutOfBandPrint( NS_SERVER, from,
			"print\nUserinfo string length exceeded.  "
			"Try removing setu cvars from your config.\n" );
		return;
	}
	Info_SetValueForKey( userinfo, "ip", ip );

	// see if the challenge is valid (LAN clients don't need to challenge)
	if (!NET_IsLocalAddress(from))
	{
		int ping;
		challenge_t *challengeptr;

		for (i=0; i<MAX_CHALLENGES; i++)
		{
			if (NET_CompareAdr(from, svs.challenges[i].adr))
			{
				if(challenge == svs.challenges[i].challenge)
					break;
			}
		}

		if (i == MAX_CHALLENGES)
		{
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for your address.\n" );
			return;
		}
	
		challengeptr = &svs.challenges[i];
		
		if(challengeptr->wasrefused)
		{
			// Return silently, so that error messages written by the server keep being displayed.
			return;
		}

		ping = svs.time - challengeptr->pingTime;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", SV_StringEdString("SERVER_FOR_HIGH_PING") );
				stringEd = SV_GetString("CLIENT_REJECTED_LOW_PING");
				Com_DPrintf (stringEd, i);
				challengeptr->wasrefused = qtrue;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", SV_StringEdString("SERVER_FOR_LOW_PING") );
				stringEd = SV_GetString("CLIENT_REJECTED_LOW_PING");
				Com_DPrintf (stringEd, i);
				challengeptr->wasrefused = qtrue;
				return;
			}
		}

		stringEd = SV_GetString("CLIENT_CONN_WITH_PING");
		Com_Printf(stringEd, i, ping);
		challengeptr->connected = qtrue;
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;

			// this doesn't work because it nukes the players userinfo

//			// disconnect the client from the game first so any flags the
//			// player might have are dropped
//			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect" );
				return;
			}
		}
		else {
			NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", SV_StringEdString("SERVER_IS_FULL") );
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
#ifdef LEGACY_PROTOCOL
	newcl->compat = compat;
	Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, compat);
#else
	Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, qfalse);
#endif
	// init the netchan queue
	newcl->netchan_end_queue = &newcl->netchan_start_queue;

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		char *str = VM_ExplicitArgPtr( gvm, denied );

		NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", str );
		Com_DPrintf ("Game rejected a connection: %s.\n", str);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint(NS_SERVER, from, "connectResponse %d", challenge);

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->lastSnapshotTime = 0;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}
	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Exemplo n.º 10
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" );
}
Exemplo n.º 11
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");
}
Exemplo n.º 12
0
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) {
	int			i;
	int			checksum;
	qboolean	isBot;
	char		systemInfo[16384];
	const char	*p;

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

	SV_SendMapChange();

	RE_RegisterMedia_LevelLoadBegin(server, eForceReload);

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

	FixGhoul2InfoLeaks(false,true);

/*
Ghoul2 Insert Start
*/
 	// de allocate the snapshot entities
	if (svs.snapshotEntities)
	{
		delete[] svs.snapshotEntities;
		svs.snapshotEntities = NULL;
	}
/*
Ghoul2 Insert End
*/

	SV_SendMapChange();

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

#ifndef DEDICATED
	// make sure all the client stuff is unloaded
	CL_ShutdownAll();
#endif

	CM_ClearMap();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

/*
Ghoul2 Insert Start
*/
	// clear out those shaders, images and Models as long as this
	// isnt a dedicated server.
	if ( !com_dedicated->integer )
	{
#ifndef DEDICATED
		R_InitImages();

		R_InitShaders();

		R_ModelInit();
#endif
	}
	else
	{
		R_SVModelInit();

#ifdef G2_COLLISION_ENABLED
		if (!G2VertSpaceServer)
		{
			G2VertSpaceServer = new CMiniHeap(G2_VERT_SPACE_SERVER_SIZE * 1024);
		}
#endif
	}

	SV_SendMapChange();

	// init client structures and svs.numSnapshotEntities
	if ( !Cvar_VariableValue("sv_running") ) {
		SV_Startup();
	} else {
		// check for maxclients change
		if ( sv_maxclients->modified ) {
			SV_ChangeMaxClients();
		}
	}

	SV_SendMapChange();

	// clear pak references
	FS_ClearPakReferences(0);

/*
Ghoul2 Insert Start
*/
	// allocate the snapshot entities on the hunk
//	svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// allocate the snapshot entities
	svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities];
	// we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty
	memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities);

/*
Ghoul2 Insert End
*/

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set nextmap to the same map, but it may be overriden
	// by the game startup or another console command
	Cvar_Set( "nextmap", "map_restart 0");
//	Cvar_Set( "nextmap", va("map %s", server) );

	// wipe the entire per-level structure
	SV_ClearServer();
	for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
		sv.configstrings[i] = CopyString("");
	}

	// decide which serverversion to host
	mv_serverversion = Cvar_Get("mv_serverversion", "1.04", CVAR_ARCHIVE | CVAR_LATCH | CVAR_GLOBAL);
	if (FS_AllPath_Base_FileExists("assets5.pk3") && (!strcmp(mv_serverversion->string, "auto") || !strcmp(mv_serverversion->string, "1.04"))) {
		Com_Printf("serverversion set to 1.04\n");
		MV_SetCurrentGameversion(VERSION_1_04);
	}
	else if (FS_AllPath_Base_FileExists("assets2.pk3") && (!strcmp(mv_serverversion->string, "auto") || !strcmp(mv_serverversion->string, "1.03"))) {
		Com_Printf("serverversion set to 1.03\n");
		MV_SetCurrentGameversion(VERSION_1_03);
	} else {
		Com_Printf("serverversion set to 1.02\n");
		MV_SetCurrentGameversion(VERSION_1_02);
	}

	Cvar_Set("protocol", va("%i", MV_GetCurrentProtocol()));

	// make sure we are not paused
	Cvar_Set("cl_paused", "0");

	// get a new checksum feed and restart the file system
	srand(Com_Milliseconds());
	sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();

	FS_PureServerSetReferencedPaks("", "");
	FS_Restart( sv.checksumFeed );

	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );

	SV_SendMapChange();

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld ();

	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	// load and spawn all other entities
	SV_InitGameProgs();

	// don't allow a map_restart if game is modified
	sv_gametype->modified = qfalse;

	// run a few frames to allow everything to settle
	for ( i = 0 ;i < 3 ; i++ ) {
		VM_Call( gvm, GAME_RUN_FRAME, svs.time );
		SV_BotFrame( svs.time );
		svs.time += 100;
	}

	// create a baseline for more efficient communications
	SV_CreateBaseline ();

	for (i=0 ; i<sv_maxclients->integer ; i++) {
		// send the new gamestate to all connected clients
		if (svs.clients[i].state >= CS_CONNECTED) {
			char	*denied;

			if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
				if ( killBots ) {
					SV_DropClient( &svs.clients[i], "" );
					continue;
				}
				isBot = qtrue;
			}
			else {
				isBot = qfalse;
			}

			// connect the client again
			denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse
			if ( denied ) {
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[i], denied );
			} else {
				if( !isBot ) {
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[i].state = CS_CONNECTED;
				}
				else {
					client_t		*client;
					sharedEntity_t	*ent;

					client = &svs.clients[i];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->nextSnapshotTime = svs.time;	// generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}

	// run another frame to allow things to look at all the players
	VM_Call( gvm, GAME_RUN_FRAME, svs.time );
	SV_BotFrame( svs.time );
	svs.time += 100;

	if ( sv_pure->integer ) {
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );
		if (strlen(p) == 0) {
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}
		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer ) {
			SV_TouchCGame();
		}
	}
	else {
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}
	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	Com_Printf ("-----------------------------------\n");

	/* MrE: 2000-09-13: now called in CL_DownloadsComplete
	// don't call when running dedicated
	if ( !com_dedicated->integer ) {
		// note that this is called after setting the hunk mark with Hunk_SetMark
		CL_StartHunkUsers();
	}
	*/

	// shutdown webserver
	if (mgsrv && ((mv_httpdownloads->latchedString && !atoi(mv_httpdownloads->latchedString)) || mv_httpserverport->latchedString)) {
		SV_MV_Websrv_Shutdown();
	}

	// here because latched
	mv_httpdownloads = Cvar_Get("mv_httpdownloads", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH);
	mv_httpserverport = Cvar_Get("mv_httpserverport", "0", CVAR_ARCHIVE | CVAR_LATCH);

	// start webserver
	if (mv_httpdownloads->integer) {
		if (Q_stristr(mv_httpserverport->string, "http://")) {
			Com_Printf("HTTP Downloads: redirecting to %s\n", mv_httpserverport->string);
		} else if (!mgsrv) {
			const char *err = NULL;
			int port;

			mgsrv = mg_create_server(NULL, SV_MV_Websrv_Request_ExtThread);
			mg_set_option(mgsrv, "document_root", Cvar_Get("fs_basepath", "", 0)->string);

			if (mv_httpserverport->integer) {
				port = mv_httpserverport->integer;
				err = mg_set_option(mgsrv, "listening_port", va("%i", port));
			} else {
				for (port = HTTPSRV_STDPORT; port <= HTTPSRV_STDPORT + 15; port++) {
					err = mg_set_option(mgsrv, "listening_port", va("%i", port));
					if (!err) {
						break;
					}
				}
			}

			if (!err) {
				sv.http_port = port;
				Com_Printf("HTTP Downloads: webserver running on port %i...\n", port);
			} else {
				Com_Error(ERR_DROP, "HTTP Downloads: webserver startup failed: %s", err);
			}

			mg_start_thread(SV_MV_Websrv_Loop_ExtThread, mgsrv);
		}
	}
}
Exemplo n.º 13
0
static void SV_SpawnServer_after_FS_Restart( cb_context_t *context, int status ) {
	int                i;
	int                checksum;
	qboolean           isBot;
	char               systemInfo[16384];
	const char         *p;
	spawnserver_data_t *data;
	cb_context_t       *after;
	char               mapname[MAX_QPATH];
	qboolean           killBots;

	data = (spawnserver_data_t*)context->data;
	Q_strncpyz(mapname, data->mapname, MAX_QPATH);
	killBots = data->killBots;
	after = data->after;
	cb_free_context(context);
	
	CM_LoadMap( va("maps/%s.bsp", mapname), qfalse, &checksum );

	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
	sv.checksumFeedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld ();
	
	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	// load and spawn all other entities
	SV_InitGameProgs();

	// don't allow a map_restart if game is modified
	sv_gametype->modified = qfalse;

	// run a few frames to allow everything to settle
	for (i = 0;i < 3; i++)
	{
		VM_Call (gvm, GAME_RUN_FRAME, sv.time);
		SV_BotFrame (sv.time);
		sv.time += 100;
		svs.time += 100;
	}

	// create a baseline for more efficient communications
	SV_CreateBaseline ();

	for (i=0 ; i<sv_maxclients->integer ; i++) {
		// send the new gamestate to all connected clients
		if (svs.clients[i].state >= CS_CONNECTED) {
			char	*denied;

			if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
				if ( killBots ) {
					SV_DropClient( &svs.clients[i], "" );
					continue;
				}
				isBot = qtrue;
			}
			else {
				isBot = qfalse;
			}

			// connect the client again
			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse
			if ( denied ) {
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[i], denied );
			} else {
				if( !isBot ) {
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[i].state = CS_CONNECTED;
				}
				else {
					client_t		*client;
					sharedEntity_t	*ent;

					client = &svs.clients[i];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->lastSnapshotTime = 0;	// generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}	

	// run another frame to allow things to look at all the players
	VM_Call (gvm, GAME_RUN_FRAME, sv.time);
	SV_BotFrame (sv.time);
	sv.time += 100;
	svs.time += 100;

	if ( sv_pure->integer ) {
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );
		if (strlen(p) == 0) {
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}
		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer ) {
			SV_TouchCGame();
		}
	}
	else {
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}
	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

#ifndef DEDICATED
	if ( com_dedicated->integer ) {
		// restart renderer in order to show console for dedicated servers
		// launched through the regular binary
		CL_StartHunkUsers( qtrue );
	}
#endif

	Com_Printf ("-----------------------------------\n");

	if (after) {
		cb_run(after, 0);
	}
}
Exemplo n.º 14
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots ) {
    int			i;
    int			checksum;
    qboolean	isBot;
    char		systemInfo[16384];
    const char	*p;

    // shut down the existing game if it is running
    SV_ShutdownGameProgs();

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

    // if not running a dedicated server CL_MapLoading will connect the client to the server
    // also print some status stuff
    CL_MapLoading();

    // make sure all the client stuff is unloaded
    CL_ShutdownAll();

    // clear the whole hunk because we're (re)loading the server
    Hunk_Clear();

    // clear collision map data
    CM_ClearMap();

    // init client structures and svs.numSnapshotEntities
    if ( !Cvar_VariableValue("sv_running") ) {
        SV_Startup();
    } else {
        // check for maxclients change
        if ( sv_maxclients->modified ) {
            SV_ChangeMaxClients();
        }
    }

    // clear pak references
    FS_ClearPakReferences(0);

    // allocate the snapshot entities on the hunk
    svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
    svs.nextSnapshotEntities = 0;

    // toggle the server bit so clients can detect that a
    // server has changed
    svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

    // set nextmap to the same map, but it may be overriden
    // by the game startup or another console command
    Cvar_Set( "nextmap", "map_restart 0");
//	Cvar_Set( "nextmap", va("map %s", server) );

    // wipe the entire per-level structure
    SV_ClearServer();
    for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
        sv.configstrings[i] = CopyString("");
    }

    // make sure we are not paused
    Cvar_Set("cl_paused", "0");

    // get a new checksum feed and restart the file system
    srand(Com_Milliseconds());
    sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
    FS_Restart( sv.checksumFeed );

    CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );

    // set serverinfo visible name
    Cvar_Set( "mapname", server );

    Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

    // serverid should be different each time
    sv.serverId = com_frameTime;
    sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
    sv.checksumFeedServerId = sv.serverId;
    Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

    // clear physics interaction links
    SV_ClearWorld ();

    // media configstring setting should be done during
    // the loading stage, so connected clients don't have
    // to load during actual gameplay
    sv.state = SS_LOADING;

    // load and spawn all other entities
    SV_InitGameProgs();

    // don't allow a map_restart if game is modified
    sv_gametype->modified = qfalse;

    // run a few frames to allow everything to settle
    for ( i = 0 ; i < 3 ; i++ ) {
        VM_Call( gvm, GAME_RUN_FRAME, svs.time );
        SV_BotFrame( svs.time );
        svs.time += 100;
    }

    // create a baseline for more efficient communications
    SV_CreateBaseline ();

    for (i=0 ; i<sv_maxclients->integer ; i++) {
        // send the new gamestate to all connected clients
        if (svs.clients[i].state >= CS_CONNECTED) {
            char	*denied;

            if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
                if ( killBots ) {
                    SV_DropClient( &svs.clients[i], "" );
                    continue;
                }
                isBot = qtrue;
            }
            else {
                isBot = qfalse;
            }

            // connect the client again
            denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse
            if ( denied ) {
                // this generally shouldn't happen, because the client
                // was connected before the level change
                SV_DropClient( &svs.clients[i], denied );
            } else {
                if( !isBot ) {
                    // when we get the next packet from a connected client,
                    // the new gamestate will be sent
                    svs.clients[i].state = CS_CONNECTED;
                }
                else {
                    client_t		*client;
                    sharedEntity_t	*ent;

                    client = &svs.clients[i];
                    client->state = CS_ACTIVE;
                    ent = SV_GentityNum( i );
                    ent->s.number = i;
                    client->gentity = ent;

                    client->deltaMessage = -1;
                    client->nextSnapshotTime = svs.time;	// generate a snapshot immediately

                    VM_Call( gvm, GAME_CLIENT_BEGIN, i );
                }
            }
        }
    }

    // run another frame to allow things to look at all the players
    VM_Call( gvm, GAME_RUN_FRAME, svs.time );
    SV_BotFrame( svs.time );
    svs.time += 100;

    if ( sv_pure->integer ) {
        // the server sends these to the clients so they will only
        // load pk3s also loaded at the server
        p = FS_LoadedPakChecksums();
        Cvar_Set( "sv_paks", p );
        if (strlen(p) == 0) {
            Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
        }
        p = FS_LoadedPakNames();
        Cvar_Set( "sv_pakNames", p );

        // if a dedicated pure server we need to touch the cgame because it could be in a
        // seperate pk3 file and the client will need to load the latest cgame.qvm
        if ( com_dedicated->integer ) {
            SV_TouchCGame();
        }
    }
    else {
        Cvar_Set( "sv_paks", "" );
        Cvar_Set( "sv_pakNames", "" );
    }
    // the server sends these to the clients so they can figure
    // out which pk3s should be auto-downloaded
    p = FS_ReferencedPakChecksums();
    Cvar_Set( "sv_referencedPaks", p );
    p = FS_ReferencedPakNames();
    Cvar_Set( "sv_referencedPakNames", p );

    // save systeminfo and serverinfo strings
    Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
    cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
    SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

    SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
    cvar_modifiedFlags &= ~CVAR_SERVERINFO;

    // any media configstring setting now should issue a warning
    // and any configstring changes should be reliably transmitted
    // to all clients
    sv.state = SS_GAME;

    // send a heartbeat now so the master will get up to date info
    SV_Heartbeat_f();

    Hunk_SetMark();

    Com_Printf ("-----------------------------------\n");
}
Exemplo n.º 15
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, 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;
}
Exemplo n.º 16
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;
}
Exemplo n.º 17
0
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) {
	int			i;
	int			checksum;
	qboolean	isBot;
	char		systemInfo[16384];
	const char	*p;

	SV_SendMapChange();

	RE_RegisterMedia_LevelLoadBegin(server, eForceReload);

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

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

/*
Ghoul2 Insert Start
*/
 	// de allocate the snapshot entities 
	if (svs.snapshotEntities)
	{
		delete[] svs.snapshotEntities;
		svs.snapshotEntities = NULL;
	}
/*
Ghoul2 Insert End
*/

	SV_SendMapChange();

#ifdef _XBOX
	// disable vsync during load for speed
	qglDisable(GL_VSYNC);
#endif

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

#ifndef DEDICATED
	// make sure all the client stuff is unloaded
	CL_ShutdownAll();
#endif

	CM_ClearMap();

#ifdef _XBOX
	R_DeleteTextures();
#endif

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

#ifdef _XBOX
	SV_ClearLastLevel();
	ClientManager::ActivateClient(0);
#endif

	R_InitSkins();
	R_InitShaders(qtrue);

	// This was in SV_DedicatedSpawn, but it gets in the way of my memory maps:
	if( com_dedicated->integer )
	{
		// Textures have been blown away - need to kill font system so it
		// will re-register shaders when UI re-scans menu files below:
		extern void R_ShutdownFonts( void );
		R_ShutdownFonts();
	}

	ClientManager::ClientActiveRelocate( !com_dedicated->integer && !ClientManager::splitScreenMode );

#if defined(_XBOX) && !defined(FINAL_BUILD)
	//Useful for memory debugging.  Please don't delete.  Comment out if
	//necessary.
	extern void Z_DisplayLevelMemory(int, int, int);
	extern void Z_Details_f(void);
	extern void Z_TagPointers(memtag_t);
	Z_DisplayLevelMemory(0, 0, 0);
	Z_TagPointers( TAG_ALL );
	Z_Details_f();
#endif

	// init client structures and svs.numSnapshotEntities 
	if ( !Cvar_VariableValue("sv_running") ) {
		SV_Startup();
	} else {
		// check for maxclients change
		if ( sv_maxclients->modified ) {
			SV_ChangeMaxClients();
		}
	}

	// Do dedicated server-specific startup
	if ( com_dedicated->integer )
	{
		SV_DedicatedSpawn(server);
	}

	// Xbox - Correct various problems with broken rules settings when people
	// change gametype in-game, etc...
	SV_FixBrokenRules();

	SV_SendMapChange();

/*
Ghoul2 Insert Start
*/
 	// clear out those shaders, images and Models as long as this 
	// isnt a dedicated server.
	/*
	if ( !com_dedicated->integer )
	{
#ifndef DEDICATED
		R_InitImages();

		R_InitShaders();

		R_ModelInit();
#endif
	}
	else
	*/
	if (com_dedicated->integer)
	{
		R_SVModelInit();
	}

	SV_SendMapChange();

	// clear pak references
	FS_ClearPakReferences(0);

/*
Ghoul2 Insert Start
*/
	// allocate the snapshot entities on the hunk
//	svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// allocate the snapshot entities 
	svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities];
	// we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty
	memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities);

/*
Ghoul2 Insert End
*/

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set nextmap to the same map, but it may be overriden
	// by the game startup or another console command
	Cvar_Set( "nextmap", "map_restart 0");
//	Cvar_Set( "nextmap", va("map %s", server) );

	// wipe the entire per-level structure
	SV_ClearServer();
	for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
		sv.configstrings[i] = CopyString("");
	}

	//rww - RAGDOLL_BEGIN
	G2API_SetTime(svs.time,0);
	//rww - RAGDOLL_END

	// make sure we are not paused
	Cvar_Set("cl_paused", "0");

	// get a new checksum feed and restart the file system
	srand(Com_Milliseconds());
	sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
	FS_Restart( sv.checksumFeed );

#ifdef _XBOX
	CL_StartHunkUsers();
	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
//	RE_LoadWorldMap(va("maps/%s.bsp", server));

	// Start up voice system if it isn't running yet. (ie, if we're on syslink)
	if( !logged_on )
		g_Voice.Initialize();
#else
	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
#endif

	SV_SendMapChange();

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId;
	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

	// clear physics interaction links
	SV_ClearWorld ();
	
	// media configstring setting should be done during
	// the loading stage, so connected clients don't have
	// to load during actual gameplay
	sv.state = SS_LOADING;

	// load and spawn all other entities
	SV_InitGameProgs();

	// don't allow a map_restart if game is modified
	sv_gametype->modified = qfalse;

	// run a few frames to allow everything to settle
	for ( i = 0 ;i < 3 ; i++ ) {
		//rww - RAGDOLL_BEGIN
		G2API_SetTime(svs.time,0);
		//rww - RAGDOLL_END
		VM_Call( gvm, GAME_RUN_FRAME, svs.time );
		SV_BotFrame( svs.time );
		svs.time += 100;
	}
	//rww - RAGDOLL_BEGIN
	G2API_SetTime(svs.time,0);
	//rww - RAGDOLL_END

	// create a baseline for more efficient communications
	SV_CreateBaseline ();

	for (i=0 ; i<sv_maxclients->integer ; i++) {
		// send the new gamestate to all connected clients
		if (svs.clients[i].state >= CS_CONNECTED) {
			char	*denied;

			if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
				if ( killBots ) {
					SV_DropClient( &svs.clients[i], "" );
					continue;
				}
				isBot = qtrue;
			}
			else {
				isBot = qfalse;
			}

			// connect the client again
			denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse
			if ( denied ) {
				// this generally shouldn't happen, because the client
				// was connected before the level change
//				SV_DropClient( &svs.clients[i], denied );
				SV_DropClient( &svs.clients[i], "@MENUS_LOST_CONNECTION" );
			} else {
				if( !isBot ) {
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[i].state = CS_CONNECTED;
				}
				else {
					client_t		*client;
					sharedEntity_t	*ent;

					client = &svs.clients[i];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->nextSnapshotTime = svs.time;	// generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}	

	// run another frame to allow things to look at all the players
	VM_Call( gvm, GAME_RUN_FRAME, svs.time );
	SV_BotFrame( svs.time );
	svs.time += 100;
	//rww - RAGDOLL_BEGIN
	G2API_SetTime(svs.time,0);
	//rww - RAGDOLL_END

	if ( sv_pure->integer ) {
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );
		if (strlen(p) == 0) {
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}
		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer ) {
			SV_TouchCGame();
		}
	}
	else {
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}
	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	/* MrE: 2000-09-13: now called in CL_DownloadsComplete
	// don't call when running dedicated
	if ( !com_dedicated->integer ) {
		// note that this is called after setting the hunk mark with Hunk_SetMark
		CL_StartHunkUsers();
	}
	*/

	// Xbox - Dedicated servers need to do extra work here. Most of this is done in
	// cl_parse normally, but that never runs in this case:
	if ( com_dedicated->integer )
	{
		// Normally, we start advertising when we get the first snapshot.
		// Do it now. This is also necessary so that Net_GetXNKID works below.
		XBL_MM_Advertise();

		// We need to put ourselves into the playerlist.
		xbOnlineInfo.localIndex = DEDICATED_SERVER_INDEX;

		XBPlayerInfo *plyrInfo = &xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX];
		memset( plyrInfo, 0, sizeof(XBPlayerInfo) );

		// We get the first refIndex
		plyrInfo->refIndex = svs.clientRefNum++;

		// Address information
		plyrInfo->xbAddr = *Net_GetXNADDR( NULL );
		XNetXnAddrToInAddr( &plyrInfo->xbAddr, Net_GetXNKID(), &plyrInfo->inAddr );

		// Gamertag and XUID
		Q_strncpyz( plyrInfo->name, Cvar_VariableString("name"), sizeof(plyrInfo->name) );
		XONLINE_USER *pUser;
		if (logged_on && (pUser = &XBLLoggedOnUsers[ IN_GetMainController() ]) && (pUser->hr == S_OK))
			plyrInfo->xuid = pUser->xuid;
		else
			plyrInfo->xuid.qwUserID = plyrInfo->refIndex;

		plyrInfo->isActive = true;

		// Start up the voice chat session
		g_Voice.JoinSession();

		// And mark ourselves as playing, so that others can join our game:
		XBL_F_SetState( XONLINE_FRIENDSTATE_FLAG_PLAYING, true );
	}
}