示例#1
0
文件: cl_nqdemo.c 项目: luaman/zq
/*
==================
NQD_ParseServerData
==================
*/
static void NQD_ParseServerData (void)
{
	char	*str;
	int		i;
	int		nummodels, numsounds;
	char	mapname[MAX_QPATH];
	int		cs2;
	qbool	gpl_map;
#ifdef GLQUAKE
	extern	qbool r_gpl_map;
#endif

	Com_DPrintf ("Serverdata packet received.\n");
//
// wipe the client_state_t struct
//
	CL_ClearState ();

// parse protocol version number
	i = MSG_ReadLong ();
	if (i != NQ_PROTOCOL_VERSION)
		Host_Error ("Server returned version %i, not %i", i, NQ_PROTOCOL_VERSION);

// parse maxclients
	nq_maxclients = MSG_ReadByte ();
	if (nq_maxclients < 1 || nq_maxclients > NQ_MAX_CLIENTS)
		Host_Error ("Bad maxclients (%u) from server", nq_maxclients);

// parse gametype
	cl.gametype = MSG_ReadByte() ? GAME_DEATHMATCH : GAME_COOP;

// parse signon message
	str = MSG_ReadString ();
	strlcpy (cl.levelname, str, sizeof(cl.levelname));

// separate the printfs so the server message can have a color
	Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
	Com_Printf ("%c%s\n", 2, str);

//
// first we go through and touch all of the precache data that still
// happens to be in the cache, so precaching something else doesn't
// needlessly purge it
//

// precache models
	for (nummodels=1 ; ; nummodels++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (nummodels == MAX_MODELS)
			Host_Error ("Server sent too many model precaches");
		strlcpy (cl.model_name[nummodels], str, sizeof(cl.model_name[0]));
		Mod_TouchModel (str);
	}

// precache sounds
	for (numsounds=1 ; ; numsounds++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (numsounds == MAX_SOUNDS)
			Host_Error ("Server sent too many sound precaches");
		strlcpy (cl.sound_name[numsounds], str, sizeof(cl.sound_name[0]));
		S_TouchSound (str);
	}

//
// now we try to load everything else until a cache allocation fails
//
	cl.clipmodels[1] = CM_LoadMap (cl.model_name[1], true, NULL, &cl.map_checksum2);

	COM_StripExtension (COM_SkipPath(cl.model_name[1]), mapname);
	cs2 = Com_TranslateMapChecksum (mapname, cl.map_checksum2);
	gpl_map = (cl.map_checksum2 != cs2);
	cl.map_checksum2 = cs2;
#ifdef GLQUAKE
	r_gpl_map = gpl_map;
#endif

	for (i = 1; i < nummodels; i++)
	{
		cl.model_precache[i] = Mod_ForName (cl.model_name[i], false, i == 1);
		if (cl.model_precache[i] == NULL)
			Host_Error ("Model %s not found", cl.model_name[i]);

		if (cl.model_name[i][0] == '*')
			cl.clipmodels[i] = CM_InlineModel(cl.model_name[i]);
	}

	for (i=1 ; i<numsounds ; i++) {
		cl.sound_precache[i] = S_PrecacheSound (cl.sound_name[i]);
	}


// local state
	if (!cl.model_precache[1])
		Host_Error ("NQD_ParseServerData: NULL worldmodel");

	COM_StripExtension (COM_SkipPath (cl.model_name[1]), mapname);
	Cvar_ForceSet (&host_mapname, mapname);

	CL_ClearParticles ();
	CL_FindModelNumbers ();
	R_NewMap (cl.model_precache[1]);

	TP_NewMap ();

	Hunk_Check ();		// make sure nothing is hurt

	nq_signon = 0;
	nq_num_entities = 0;
	nq_drawpings = false;	// unless we have the ProQuake extension
	cl.servertime_works = true;
	cl.allow_fbskins = true;
	r_refdef2.allow_cheats = true;	// why not
	cls.state = ca_onserver;
}
示例#2
0
文件: sv_init.c 项目: ashabada/mvdsv
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.

This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *mapname, qbool devmap, char* entityfile)
{
	extern func_t ED_FindFunctionOffset (char *name);

	edict_t *ent;
	int i;

	extern cvar_t sv_loadentfiles, sv_loadentfiles_dir;
	char *entitystring;
	char oldmap[MAP_NAME_LEN];
	extern qbool	sv_allow_cheats;
	extern cvar_t	sv_cheats, sv_paused, sv_bigcoords;
#ifndef SERVERONLY
	extern void CL_ClearState (void);
#endif

	// store old map name
	snprintf (oldmap, MAP_NAME_LEN, "%s", sv.mapname);

	Con_DPrintf ("SpawnServer: %s\n",mapname);

#ifndef SERVERONLY
	// As client+server we do it here.
	// As serveronly we do it in NET_Init().
	NET_InitServer();
#endif

	SV_SaveSpawnparms ();
	SV_LoadAccounts();

#ifdef USE_PR2
	// remove bot clients
	for (i = 0; i < MAX_CLIENTS; i++)
	{
		if( sv_vm && svs.clients[i].isBot )
		{
			svs.clients[i].old_frags = 0;
			svs.clients[i].edict->v.frags = 0.0;
			svs.clients[i].name[0] = 0;
			svs.clients[i].state = cs_free;
			Info_RemoveAll(&svs.clients[i]._userinfo_ctx_);
			Info_RemoveAll(&svs.clients[i]._userinfoshort_ctx_);
			SV_FullClientUpdate(&svs.clients[i], &sv.reliable_datagram);
			svs.clients[i].isBot = 0;
		}
	}

#endif

	// Shutdown game.
	PR_GameShutDown();
	PR_UnLoadProgs();

	svs.spawncount++; // any partially connected client will be restarted

#ifndef SERVERONLY
	com_serveractive = false;
#endif
	sv.state = ss_dead;
	sv.paused = false;
	Cvar_SetROM(&sv_paused, "0");

	Host_ClearMemory();

#ifdef FTE_PEXT_FLOATCOORDS
	if (sv_bigcoords.value)
	{
		msg_coordsize = 4;
		msg_anglesize = 2;
	}
	else
	{
		msg_coordsize = 2;
		msg_anglesize = 1;
	}
#endif

	if ((int)coop.value)
		Cvar_Set (&deathmatch, "0");
	current_skill = (int) (skill.value + 0.5);
	if (current_skill < 0)
		current_skill = 0;
	Cvar_Set (&skill, va("%d", current_skill));
	if (current_skill > 3)
		current_skill = 3;

	if ((sv_cheats.value || devmap) && !sv_allow_cheats) {
		sv_allow_cheats = true;
		Info_SetValueForStarKey (svs.info, "*cheats", "ON", MAX_SERVERINFO_STRING);
	}
	else if ((!sv_cheats.value && !devmap) && sv_allow_cheats) {
		sv_allow_cheats = false;
		Info_SetValueForStarKey (svs.info, "*cheats", "", MAX_SERVERINFO_STRING);
	}


	// wipe the entire per-level structure
	// NOTE: this also set sv.mvdrecording to false, so calling SV_MVD_Record() at end of function
	memset (&sv, 0, sizeof(sv));


	sv.datagram.maxsize = sizeof(sv.datagram_buf);
	sv.datagram.data = sv.datagram_buf;
	sv.datagram.allowoverflow = true;

	sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
	sv.reliable_datagram.data = sv.reliable_datagram_buf;

	sv.multicast.maxsize = sizeof(sv.multicast_buf);
	sv.multicast.data = sv.multicast_buf;

	sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
	sv.signon.data = sv.signon_buffers[0];
	sv.num_signon_buffers = 1;

	sv.time = 1.0;

	// load progs to get entity field count
	// which determines how big each edict is
	// and allocate edicts

	PR_LoadProgs ();
#ifdef WITH_NQPROGS
	PR_InitPatchTables();
#endif
	PR_InitProg();

	for (i = 0; i < MAX_EDICTS; i++)
	{
		ent = EDICT_NUM(i);
		ent->e = &sv.sv_edicts[i]; // assigning ->e field in each edict_t
		ent->e->entnum = i;
		ent->e->area.ed = ent; // yeah, pretty funny, but this help to find which edict_t own this area (link_t)
	}

	fofs_items2 = ED_FindFieldOffset ("items2"); // ZQ_ITEMS2 extension
	fofs_maxspeed = ED_FindFieldOffset ("maxspeed");
	fofs_gravity = ED_FindFieldOffset ("gravity");
	fofs_movement = ED_FindFieldOffset ("movement");
	fofs_vw_index = ED_FindFieldOffset ("vw_index");
	fofs_hideentity = ED_FindFieldOffset ("hideentity");
	fofs_trackent = ED_FindFieldOffset ("trackent");

	// find optional QC-exported functions.
	// we have it here, so we set it to NULL in case of PR2 progs.
	mod_SpectatorConnect = ED_FindFunctionOffset ("SpectatorConnect");
	mod_SpectatorThink = ED_FindFunctionOffset ("SpectatorThink");
	mod_SpectatorDisconnect = ED_FindFunctionOffset ("SpectatorDisconnect");
	mod_ChatMessage = ED_FindFunctionOffset ("ChatMessage");
	mod_UserInfo_Changed = ED_FindFunctionOffset ("UserInfo_Changed");
	mod_ConsoleCmd = ED_FindFunctionOffset ("ConsoleCmd");
	mod_UserCmd = ED_FindFunctionOffset ("UserCmd");
	mod_localinfoChanged = ED_FindFunctionOffset ("localinfoChanged");
	GE_ClientCommand = ED_FindFunctionOffset ("GE_ClientCommand");
	GE_PausedTic = ED_FindFunctionOffset ("GE_PausedTic");
	GE_ShouldPause = ED_FindFunctionOffset ("GE_ShouldPause");

	// leave slots at start for clients only
	sv.num_edicts = MAX_CLIENTS+1;
	for (i=0 ; i<MAX_CLIENTS ; i++)
	{
		ent = EDICT_NUM(i+1);
		// restore client name.
		ent->v.netname = PR_SetString(svs.clients[i].name);
		// reserve edict.
		svs.clients[i].edict = ent;
		//ZOID - make sure we update frags right
		svs.clients[i].old_frags = 0;
	}

	// fill sv.mapname and sv.modelname with new map name
	strlcpy (sv.mapname, mapname, sizeof(sv.mapname));
	snprintf (sv.modelname, sizeof(sv.modelname), "maps/%s.bsp", sv.mapname);
#ifndef SERVERONLY
	// set cvar
	Cvar_ForceSet (&host_mapname, mapname);
#endif

	if (!(sv.worldmodel = CM_LoadMap (sv.modelname, false, &sv.map_checksum, &sv.map_checksum2))) // true if bad map
	{
		Con_Printf ("Cant load map %s, falling back to %s\n", mapname, oldmap);

		// fill mapname, sv.mapname and sv.modelname with old map name
		strlcpy (sv.mapname, oldmap, sizeof(sv.mapname)); 
		snprintf (sv.modelname, sizeof(sv.modelname), "maps/%s.bsp", sv.mapname);
		mapname = oldmap;

		// and re-load old map
		sv.worldmodel = CM_LoadMap (sv.modelname, false, &sv.map_checksum, &sv.map_checksum2);

		// this should never happen
		if (!sv.worldmodel)
			SV_Error ("CM_LoadMap: bad map");
	}
	
	sv.map_checksum2 = Com_TranslateMapChecksum (sv.mapname, sv.map_checksum2);

	SV_ClearWorld (); // clear physics interaction links

#ifdef USE_PR2
	if ( sv_vm )
	{
		sv.sound_precache[0] = "";
		sv.model_precache[0] = "";
	}
	else
#endif

	{
		sv.sound_precache[0] = pr_strings;
		sv.model_precache[0] = pr_strings;
	}
	sv.model_precache[1] = sv.modelname;
	sv.models[1] = sv.worldmodel;
	for (i=1 ; i< CM_NumInlineModels() ; i++)
	{
		sv.model_precache[1+i] = localmodels[i];
		sv.models[i+1] =  CM_InlineModel (localmodels[i]);
	}

	//check player/eyes models for hacks
	sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
	sv.model_newplayer_checksum = SV_CheckModel("progs/newplayer.mdl");
	sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");

	//
	// spawn the rest of the entities on the map
	//

	// precache and static commands can be issued during
	// map initialization
	sv.state = ss_loading;
#ifndef SERVERONLY
	com_serveractive = true;
#endif

	ent = EDICT_NUM(0);
	ent->e->free = false;
	ent->v.model = PR_SetString(sv.modelname);
	ent->v.modelindex = 1;		// world model
	ent->v.solid = SOLID_BSP;
	ent->v.movetype = MOVETYPE_PUSH;

	// information about the server
	ent->v.netname = PR_SetString(VersionStringFull());
	ent->v.targetname = PR_SetString(SERVER_NAME);
	ent->v.impulse = VERSION_NUM;
	ent->v.items = pr_numbuiltins - 1;

	PR_GLOBAL(mapname) = PR_SetString(sv.mapname);
	// serverflags are for cross level information (sigils)
	PR_GLOBAL(serverflags) = svs.serverflags;
	if (pr_nqprogs)
	{
		pr_globals[35] = deathmatch.value;
		pr_globals[36] = coop.value;
		pr_globals[37] = teamplay.value;
		NQP_Reset ();
	}

	if (pr_nqprogs)
	{
		// register the cvars that NetQuake provides for mod use
		const char **var, *nqcvars[] = {"gamecfg", "scratch1", "scratch2", "scratch3", "scratch4",
			"saved1", "saved2", "saved3", "saved4", "savedgamecfg", "temp1", NULL};
		for (var = nqcvars; *var; var++)
			Cvar_Create((char *)/*stupid const warning*/ *var, "0", 0);
	}

	// run the frame start qc function to let progs check cvars
	if (!pr_nqprogs)
		SV_ProgStartFrame ();

	// ********* External Entity support (.ent file(s) in gamedir/maps) pinched from ZQuake *********
	// load and spawn all other entities
	entitystring = NULL;
	if ((int)sv_loadentfiles.value)
	{
		char ent_path[1024] = {0};

		if (!entityfile || !entityfile[0])
			entityfile = sv.mapname;

		// first try maps/sv_loadentfiles_dir/
		if (sv_loadentfiles_dir.string[0])
		{
			snprintf(ent_path, sizeof(ent_path), "maps/%s/%s.ent", sv_loadentfiles_dir.string, entityfile);
			entitystring = (char *) FS_LoadHunkFile(ent_path, NULL);
		}

		// try maps/ if not loaded yet.
		if (!entitystring)
		{
			snprintf(ent_path, sizeof(ent_path), "maps/%s.ent", entityfile);
			entitystring = (char *) FS_LoadHunkFile(ent_path, NULL);
		}

		if (entitystring) {
			Con_DPrintf ("Using entfile %s\n", ent_path);
		}
	}

	if (!entitystring) {
		entitystring = CM_EntityString();
	}
	
	PR_LoadEnts(entitystring);
	// ********* End of External Entity support code *********

	// look up some model indexes for specialized message compression
	SV_FindModelNumbers ();

	// all spawning is completed, any further precache statements
	// or prog writes to the signon message are errors
	sv.state = ss_active;

	// run two frames to allow everything to settle
	SV_Physics ();
	sv.time += 0.1;
	SV_Physics ();
	sv.time += 0.1;
	sv.old_time = sv.time;

	// save movement vars
	SV_SetMoveVars();

	// create a baseline for more efficient communications
	SV_CreateBaseline ();
	sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;

	Info_SetValueForKey (svs.info, "map", sv.mapname, MAX_SERVERINFO_STRING);

	// calltimeofday.
	{
		extern void PF_calltimeofday (void);
		pr_global_struct->time = sv.time;
		pr_global_struct->self = 0;

		PF_calltimeofday();
	}

	Con_DPrintf ("Server spawned.\n");

	// we change map - clear whole demo struct and sent initial state to all dest if any (for QTV only I thought)
	SV_MVD_Record(NULL, true);

#ifndef SERVERONLY
	CL_ClearState ();
#endif
}