/* * ================ * SV_Shutdown * * Called when each game quits, * before Sys_Quit or Sys_Error * ================ */ void SV_Shutdown(char *finalmsg, qboolean reconnect) { if (svs.clients) { SV_FinalMessage(finalmsg, reconnect); } Master_Shutdown(); SV_ShutdownGameProgs(); // free current level if (sv.demofile) { FS_FCloseFile(sv.demofile); } memset(&sv, 0, sizeof(sv)); Com_SetServerState(sv.state); // free server static data if (svs.clients) { Z_Free(svs.clients); } if (svs.client_entities) { Z_Free(svs.client_entities); } if (svs.demofile) { fclose(svs.demofile); } memset(&svs, 0, sizeof(svs)); }
/** * @brief Called when either the entire server is being killed, or it is changing to a different game directory. * @sa G_Shutdown * @sa SV_InitGameProgs */ void SV_ShutdownGameProgs (void) { uint32_t size; if (!svs.ge) return; Com_SetServerState(ss_game_shutdown); if (svs.gameThread) { Com_Printf("Shutdown the game thread\n"); SDL_CondSignal(svs.gameFrameCond); SDL_WaitThread(svs.gameThread, NULL); SDL_DestroyCond(svs.gameFrameCond); svs.gameFrameCond = NULL; svs.gameThread = NULL; } svs.ge->Shutdown(); size = Mem_PoolSize(sv->gameSysPool); if (size > 0) { Com_Printf("WARNING: Game memory leak (%u bytes)\n", size); Cmd_ExecuteString(va("mem_stats %s", sv->gameSysPool->name)); } Mem_DeletePool(sv->gameSysPool); sv->gameSysPool = NULL; SV_UnloadGame(); svs.ge = NULL; }
/* ================ SV_Shutdown Called when each game quits, and before exitting application ================ */ void SV_Shutdown(const char *finalmsg, bool reconnect) { guard(SV_Shutdown); if (svs.clients) // NOTE: this required even for attractloop: if disable, when demo finishes, client will not be automatically disconnected { int i; client_t *cl; // Send a final message to all connected clients before the server goes down. // The messages are sent immediately, not just stuck on the outgoing message // list, because the server is going to totally exit after returning from this function. for (i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++) { if (cl->state < cs_connected) continue; net_message.Clear(); MSG_WriteByte(&net_message, svc_print); MSG_WriteByte(&net_message, PRINT_HIGH); if (cl->newprotocol && !reconnect) // colorize exit message MSG_WriteString(&net_message, va(S_RED"%s", finalmsg)); else MSG_WriteString(&net_message, finalmsg); MSG_WriteByte(&net_message, reconnect ? svc_reconnect : svc_disconnect); cl->netchan.Transmit(net_message.data, net_message.cursize); } } Master_Shutdown(); SV_ShutdownGameLibrary(); // free current level if (sv.rdemofile) delete sv.rdemofile; memset(&sv, 0, sizeof(sv)); Com_SetServerState(ss_dead); // == 0 // free server static data sv_client = NULL; if (svs.clients) delete svs.clients; if (svs.client_entities) delete svs.client_entities; if (svs.wdemofile) fclose(svs.wdemofile); memset(&svs, 0, sizeof(svs)); SV_InitVars(); // called for unlocking latched vars Cvar_ForceSet("nointro", "1"); unguard; }
/** * @brief Change the server to a new map, taking all connected clients along with it. * @note the full syntax is: @code map [day|night] [+]<map> [<assembly>] @endcode * @sa SV_AssembleMap * @sa CM_LoadMap * @sa Com_SetServerState */ void SV_Map (qboolean day, const char *levelstring, const char *assembly) { int i; unsigned checksum = 0; char * map = SV_GetConfigString(CS_TILES); char * pos = SV_GetConfigString(CS_POSITIONS); mapInfo_t *randomMap = NULL; client_t *cl; /* any partially connected client will be restarted */ Com_SetServerState(ss_restart); /* the game is just starting */ SV_InitGame(); if (!svs.initialized) { Com_Printf("Could not spawn the server\n"); return; } assert(levelstring[0] != '\0'); Com_DPrintf(DEBUG_SERVER, "SpawnServer: %s\n", levelstring); /* save name for levels that don't set message */ SV_SetConfigString(CS_NAME, levelstring); SV_SetConfigString(CS_LIGHTMAP, day); Q_strncpyz(sv->name, levelstring, sizeof(sv->name)); /* set serverinfo variable */ sv_mapname = Cvar_FullSet("sv_mapname", sv->name, CVAR_SERVERINFO | CVAR_NOSET); /* notify the client in case of a listening server */ SCR_BeginLoadingPlaque(); if (assembly) Q_strncpyz(sv->assembly, assembly, sizeof(sv->assembly)); else sv->assembly[0] = '\0'; /* leave slots at start for clients only */ cl = NULL; while ((cl = SV_GetNextClient(cl)) != NULL) { /* needs to reconnect */ if (cl->state >= cs_spawning) SV_SetClientState(cl, cs_connected); } /* assemble and load the map */ if (levelstring[0] == '+') { randomMap = SV_AssembleMap(levelstring + 1, assembly, map, pos, 0); if (!randomMap) { Com_Printf("Could not load assembly for map '%s'\n", levelstring); return; } } else { SV_SetConfigString(CS_TILES, levelstring); SV_SetConfigString(CS_POSITIONS, assembly ? assembly : ""); } CM_LoadMap(map, day, pos, &sv->mapData, &sv->mapTiles); Com_Printf("checksum for the map '%s': %u\n", levelstring, sv->mapData.mapChecksum); SV_SetConfigString(CS_MAPCHECKSUM, sv->mapData.mapChecksum); checksum = Com_GetScriptChecksum(); Com_Printf("ufo script checksum %u\n", checksum); SV_SetConfigString(CS_UFOCHECKSUM, checksum); SV_SetConfigString(CS_OBJECTAMOUNT, csi.numODs); SV_SetConfigString(CS_VERSION, UFO_VERSION); SV_SetConfigString(CS_MAPTITLE, SV_GetMapTitle(randomMap, levelstring)); if (Q_strstart(SV_GetConfigString(CS_MAPTITLE), "b/")) { /* For base attack, CS_MAPTITLE contains too many chars */ SV_SetConfigString(CS_MAPTITLE, "Base attack"); SV_SetConfigString(CS_NAME, ".baseattack"); } /* clear random-map assembly data */ Mem_Free(randomMap); randomMap = NULL; /* clear physics interaction links */ SV_ClearWorld(); /* fix this! */ for (i = 1; i <= sv->mapData.numInline; i++) sv->models[i] = CM_InlineModel(&sv->mapTiles, va("*%i", i)); /* precache and static commands can be issued during map initialization */ Com_SetServerState(ss_loading); TH_MutexLock(svs.serverMutex); /* load and spawn all other entities */ svs.ge->SpawnEntities(sv->name, SV_GetConfigStringInteger(CS_LIGHTMAP), sv->mapData.mapEntityString); TH_MutexUnlock(svs.serverMutex); /* all precaches are complete */ Com_SetServerState(ss_game); Com_Printf("-------------------------------------\n"); Cbuf_CopyToDefer(); }
/* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame) { int i; unsigned checksum; if (attractloop) Cvar_Set ("paused", "0"); Com_Printf ("------- Server Initialization -------\n"); Com_DPrintf ("SpawnServer: %s\n",server); if (sv.demofile) fclose (sv.demofile); svs.spawncount++; // any partially connected client will be // restarted sv.state = ss_dead; Com_SetServerState (sv.state); // wipe the entire per-level structure memset (&sv, 0, sizeof(sv)); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; // save name for levels that don't set message strcpy (sv.configstrings[CS_NAME], server); if (Cvar_VariableValue ("deathmatch")) { sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value); pm_airaccelerate = sv_airaccelerate->value; } else { strcpy(sv.configstrings[CS_AIRACCEL], "0"); pm_airaccelerate = 0; } SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf)); strcpy (sv.name, server); // leave slots at start for clients only for (i=0 ; i<maxclients->value ; i++) { // needs to reconnect if (svs.clients[i].state > cs_connected) svs.clients[i].state = cs_connected; svs.clients[i].lastframe = -1; } sv.time = 1000; strcpy (sv.name, server); strcpy (sv.configstrings[CS_NAME], server); if (serverstate != ss_game) { sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map } else { Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]), "maps/%s.bsp", server); sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum); } Com_sprintf (sv.configstrings[CS_MAPCHECKSUM],sizeof(sv.configstrings[CS_MAPCHECKSUM]), "%i", checksum); // // clear physics interaction links // SV_ClearWorld (); for (i=1 ; i< CM_NumInlineModels() ; i++) { Com_sprintf (sv.configstrings[CS_MODELS+1+i], sizeof(sv.configstrings[CS_MODELS+1+i]), "*%i", i); sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]); } // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; Com_SetServerState (sv.state); // load and spawn all other entities ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint ); // run two frames to allow everything to settle ge->RunFrame (); ge->RunFrame (); // all precaches are complete sv.state = serverstate; Com_SetServerState (sv.state); // create a baseline for more efficient communications SV_CreateBaseline (); // check for a savegame SV_CheckForSavegame (); // set serverinfo variable Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET); Com_Printf ("-------------------------------------\n"); }
/* * SV_ShutdownGame * * Called when each game quits */ void SV_ShutdownGame( const char *finalmsg, qboolean reconnect ) { if( !svs.initialized ) return; if( svs.demo.file ) SV_Demo_Stop_f(); if( svs.clients ) SV_FinalMessage( finalmsg, reconnect ); SV_ShutdownGameProgs(); // SV_MM_Shutdown(); NET_CloseSocket( &svs.socket_loopback ); NET_CloseSocket( &svs.socket_udp ); NET_CloseSocket( &svs.socket_udp6 ); #ifdef TCP_ALLOW_CONNECT if( sv_tcp->integer ) NET_CloseSocket( &svs.socket_tcp ); #endif // get any latched variable changes (sv_maxclients, etc) Cvar_GetLatchedVars( CVAR_LATCH ); if( svs.clients ) { Mem_Free( svs.clients ); svs.clients = NULL; } if( svs.client_entities.entities ) { Mem_Free( svs.client_entities.entities ); memset( &svs.client_entities, 0, sizeof( svs.client_entities ) ); } if( svs.cms ) { CM_Free( svs.cms ); svs.cms = NULL; } memset( &sv, 0, sizeof( sv ) ); Com_SetServerState( sv.state ); Com_FreePureList( &svs.purelist ); if( svs.motd ) { Mem_Free( svs.motd ); svs.motd = NULL; } if( sv_mempool ) Mem_EmptyPool( sv_mempool ); memset( &svs, 0, sizeof( svs ) ); svs.initialized = qfalse; }
/* * SV_SpawnServer * Change the server to a new map, taking all connected clients along with it. */ static void SV_SpawnServer( const char *server, qboolean devmap ) { unsigned checksum; int i; if( devmap ) Cvar_ForceSet( "sv_cheats", "1" ); Cvar_FixCheatVars(); Com_Printf( "------- Server Initialization -------\n" ); Com_Printf( "SpawnServer: %s\n", server ); svs.spawncount++; // any partially connected client will be restarted Com_SetServerState( ss_dead ); // wipe the entire per-level structure memset( &sv, 0, sizeof( sv ) ); SV_ResetClientFrameCounters(); svs.realtime = 0; svs.gametime = 0; SV_UpdateActivity(); Q_strncpyz( sv.mapname, server, sizeof( sv.mapname ) ); SV_SetServerConfigStrings(); sv.nextSnapTime = 1000; Q_snprintfz( sv.configstrings[CS_WORLDMODEL], sizeof( sv.configstrings[CS_WORLDMODEL] ), "maps/%s.bsp", server ); CM_LoadMap( svs.cms, sv.configstrings[CS_WORLDMODEL], qfalse, &checksum ); Q_snprintfz( sv.configstrings[CS_MAPCHECKSUM], sizeof( sv.configstrings[CS_MAPCHECKSUM] ), "%i", checksum ); // reserve the first modelIndexes for inline models for( i = 1; i < CM_NumInlineModels( svs.cms ); i++ ) Q_snprintfz( sv.configstrings[CS_MODELS + i], sizeof( sv.configstrings[CS_MODELS + i] ), "*%i", i ); // set serverinfo variable Cvar_FullSet( "mapname", sv.mapname, CVAR_SERVERINFO | CVAR_READONLY, qtrue ); // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; Com_SetServerState( sv.state ); // set purelist SV_ReloadPureList(); // load and spawn all other entities ge->InitLevel( sv.mapname, CM_EntityString( svs.cms ), CM_EntityStringLen( svs.cms ), 0, svs.gametime, svs.realtime ); // run two frames to allow everything to settle ge->RunFrame( svc.snapFrameTime, svs.gametime ); ge->RunFrame( svc.snapFrameTime, svs.gametime ); SV_CreateBaseline(); // create a baseline for more efficient communications // all precaches are complete sv.state = ss_game; Com_SetServerState( sv.state ); Com_Printf( "-------------------------------------\n" ); }
/* * Change the server to a new map, taking all connected * clients along with it. */ void SV_SpawnServer(char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame) { int i; unsigned checksum; if (attractloop) { Cvar_Set("paused", "0"); } Com_Printf("Server init\n"); Com_DPrintf("SpawnServer: %s\n", server); svs.spawncount++; /* any partially connected client will be restarted */ sv.state = ss_dead; Com_SetServerState(sv.state); /* wipe the entire per-level structure */ memset(&sv, 0, sizeof(sv)); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; /* save name for levels that don't set message */ strcpy(sv.configstrings[CS_NAME], server); if (Cvar_VariableValue("deathmatch")) { sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value); pm_airaccelerate = sv_airaccelerate->value; } else { strcpy(sv.configstrings[CS_AIRACCEL], "0"); pm_airaccelerate = 0; } SZ_Init(&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf)); strcpy(sv.name, server); /* leave slots at start for clients only */ for (i = 0; i < maxclients->value; i++) { /* needs to reconnect */ if (svs.clients[i].state > cs_connected) { svs.clients[i].state = cs_connected; } svs.clients[i].lastframe = -1; } sv.time = 1000; strcpy(sv.name, server); strcpy(sv.configstrings[CS_NAME], server); if (serverstate != ss_game) { sv.models[1] = CM_LoadMap("", false, &checksum); /* no real map */ } else { Com_sprintf(sv.configstrings[CS_MODELS + 1], sizeof(sv.configstrings[CS_MODELS + 1]), "maps/%s.bsp", server); sv.models[1] = CM_LoadMap(sv.configstrings[CS_MODELS + 1], false, &checksum); } Com_sprintf(sv.configstrings[CS_MAPCHECKSUM], sizeof(sv.configstrings[CS_MAPCHECKSUM]), "%i", checksum); /* clear physics interaction links */ SV_ClearWorld(); for (i = 1; i < CM_NumInlineModels(); i++) { Com_sprintf(sv.configstrings[CS_MODELS + 1 + i], sizeof(sv.configstrings[CS_MODELS + 1 + i]), "*%i", i); sv.models[i + 1] = CM_InlineModel(sv.configstrings[CS_MODELS + 1 + i]); } /* spawn the rest of the entities on the map */ sv.state = ss_loading; Com_SetServerState(sv.state); /* load and spawn all other entities */ SpawnEntities(sv.name, CM_EntityString(), spawnpoint); /* run two frames to allow everything to settle */ G_RunFrame(); G_RunFrame(); /* verify game didn't clobber important stuff */ if ((int) checksum != (int) strtol(sv.configstrings[CS_MAPCHECKSUM], (char **) NULL, 10)) { Com_Error(ERR_DROP, "Game DLL corrupted server configstrings"); } /* all precaches are complete */ sv.state = serverstate; Com_SetServerState(sv.state); /* create a baseline for more efficient communications */ SV_CreateBaseline(); /* set serverinfo variable */ Cvar_FullSet("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET); }
/** * @brief Will eventually shutdown the server once all clients have disconnected * @sa SV_CountPlayers */ void SV_ShutdownWhenEmpty (void) { svs.abandon = true; /* pretend server is already dead, otherwise clients may try and reconnect */ Com_SetServerState(ss_dead); }
/* * SV_ShutdownGame * * Called when each game quits */ void SV_ShutdownGame( const char *finalmsg, bool reconnect ) { if( !svs.initialized ) { return; } if( svs.demo.file ) { SV_Demo_Stop_f(); } if( svs.clients ) { SV_FinalMessage( finalmsg, reconnect ); } SV_ShutdownGameProgs(); // SV_MM_Shutdown(); SV_MasterSendQuit(); NET_CloseSocket( &svs.socket_loopback ); NET_CloseSocket( &svs.socket_udp ); NET_CloseSocket( &svs.socket_udp6 ); #ifdef TCP_ALLOW_CONNECT if( sv_tcp->integer ) { NET_CloseSocket( &svs.socket_tcp ); NET_CloseSocket( &svs.socket_tcp6 ); } #endif // get any latched variable changes (sv_maxclients, etc) Cvar_GetLatchedVars( CVAR_LATCH ); if( svs.clients ) { Mem_Free( svs.clients ); svs.clients = NULL; } if( svs.client_entities.entities ) { Mem_Free( svs.client_entities.entities ); memset( &svs.client_entities, 0, sizeof( svs.client_entities ) ); } if( svs.cms ) { // CM_ReleaseReference will take care of freeing up the memory // if there are no other modules referencing the collision model CM_ReleaseReference( svs.cms ); svs.cms = NULL; } Com_SetServerCM( NULL, 0 ); memset( &sv, 0, sizeof( sv ) ); Com_SetServerState( sv.state ); Com_FreePureList( &svs.purelist ); if( svs.motd ) { Mem_Free( svs.motd ); svs.motd = NULL; } if( sv_mempool ) { Mem_EmptyPool( sv_mempool ); } if( svs.wakelock ) { Sys_ReleaseWakeLock( svs.wakelock ); svs.wakelock = NULL; } memset( &svs, 0, sizeof( svs ) ); svs.initialized = false; }
/* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame) { int i; unsigned checksum; float cer_public; float cer_sv_login; float cer_sv_forcesky; float cer_guntemp_inc; float cer_guntemp_dec; float cer_elim; float cer_fraglimit; float cer_timelimit; if (attractloop) Cvar_Set("paused", "0"); Com_Printf("------- Server Initialization -------\n"); Com_DPrintf("SpawnServer: %s\n", server); if (sv.demofile) fclose(sv.demofile); svs.spawncount++; // any partially connected client will be restarted sv.state = ss_dead; Com_SetServerState(sv.state); // wipe the entire per-level structure memset(&sv, 0, sizeof(sv)); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; // save name for levels that don't set message strcpy(sv.configstrings[CS_NAME], server); sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value); pm_airaccelerate = sv_airaccelerate->value; SV_ReplicatePhysicsSettings(); // jitmovephysics sprintf(sv.configstrings[CS_SERVEREVERSION], "Enginever: %g Enginebuild: %d", VERSION, BUILD); SZ_Init(&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf)); strcpy(sv.name, server); // leave slots at start for clients only for (i = 0; i < maxclients->value; i++) { // needs to reconnect if (svs.clients[i].state > cs_connected) svs.clients[i].state = cs_connected; svs.clients[i].lastframe = -1; } sv.time = 1000; strcpy(sv.name, server); strcpy(sv.configstrings[CS_NAME], server); if (serverstate != ss_game) { sv.models[1] = CM_LoadMap("", false, &checksum); // no real map } else { Com_sprintf(sv.configstrings[CS_MODELS + 1], sizeof(sv.configstrings[CS_MODELS + 1]), "maps/%s.bsp", server); sv.models[1] = CM_LoadMap(sv.configstrings[CS_MODELS + 1], false, &checksum); } Com_sprintf(sv.configstrings[CS_MAPCHECKSUM], sizeof(sv.configstrings[CS_MAPCHECKSUM]), "%i", checksum); // clear physics interaction links SV_ClearWorld(); for (i = 1; i < CM_NumInlineModels(); i++) { Com_sprintf (sv.configstrings[CS_MODELS + 1 + i], sizeof(sv.configstrings[CS_MODELS + 1 + i]), "*%i", i); sv.models[i + 1] = CM_InlineModel(sv.configstrings[CS_MODELS + 1 + i]); } // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; Com_SetServerState(sv.state); //if(!sv.attractloop) // jitdemo -- don't spawn game stuff while demo is playing! { // load and spawn all other entities ge->SpawnEntities(sv.name, CM_EntityString(), spawnpoint); // run two frames to allow everything to settle ge->RunFrame(); ge->RunFrame(); } // all precaches are complete sv.state = serverstate; Com_SetServerState(sv.state); // create a baseline for more efficient communications SV_CreateBaseline(); // check for a savegame SV_CheckForSavegame(); // set serverinfo variable Cvar_FullSet("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET, true); // T3RR0R15T: certificated server info (default settings atm) //cer_maxclients = Cvar_VariableValue("maxclients"); cer_elim = Cvar_VariableValue("elim"); cer_fraglimit = Cvar_VariableValue("fraglimit"); cer_timelimit = Cvar_VariableValue("timelimit"); //cer_sv_minclientbuild = Cvar_VariableValue("sv_minclientbuild"); cer_guntemp_inc = Cvar_VariableValue("guntemp_inc"); cer_guntemp_dec = Cvar_VariableValue("guntemp_dec"); cer_sv_forcesky = Cvar_VariableValue("sv_forcesky"); cer_sv_login = Cvar_VariableValue("sv_login"); cer_public = Cvar_VariableValue("public"); // Don't forget to change the SV_Certificatedinfo_f (sv_ccmds.c), if you change something here ! if (//cer_maxclients->value == 16 && (cer_elim >= 60.0f || cer_elim == 0.0f) && cer_fraglimit == 50.0f && cer_timelimit == 20.0f && //cer_sv_minclientbuild >= 28.0f && cer_guntemp_inc >= 10.5f && // 11 + some leeway cer_guntemp_dec <= 4.2f && // 4 + some leeway cer_sv_forcesky && cer_sv_login && cer_public) { Cvar_FullSet("sv_certificated", "1", CVAR_SERVERINFO | CVAR_NOSET, true); } else { Cvar_FullSet("sv_certificated", "0", CVAR_SERVERINFO | CVAR_NOSET, true); } Com_Printf("-------------------------------------\n"); }