/* ================ 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"); }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown ("Server was killed"); Cvar_Set( "sv_killserver", "0" ); return; } if (!com_sv_running->integer) { if(com_dedicated->integer) { // Block indefinitely until something interesting happens // on STDIN. NET_Sleep(-1); } return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer * com_timescale->value; // don't let it scale below 1ms if(frameMsec < 1) { Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f)); frameMsec = 1; } sv.timeResidual += msec; if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual); if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep(frameMsec - sv.timeResidual); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { SV_Shutdown( "Restarting server due to time wrapping" ); Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) ); return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) ); return; } if( sv.restartTime && sv.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; } if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } if ( com_speeds->integer ) { startTime = Sys_Milliseconds (); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if (com_dedicated->integer) SV_BotFrame (sv.time); // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; sv.time += frameMsec; // let everything in the world think and move VM_Call (gvm, GAME_RUN_FRAME, sv.time); } if ( com_speeds->integer ) { time_game = Sys_Milliseconds () - startTime; } // check timeouts SV_CheckTimeouts(); // check user info buffer thingy SV_CheckClientUserinfoTimer(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed SV_MasterHeartbeat(); }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; #if !defined RTCW_SP char mapname[MAX_QPATH]; #endif // RTCW_XX #if defined RTCW_ET int frameStartTime = 0, frameEndTime; #endif // RTCW_XX // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown( "Server was killed.\n" ); Cvar_Set( "sv_killserver", "0" ); return; } if ( !com_sv_running->integer ) { return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } #if defined RTCW_ET if ( com_dedicated->integer ) { frameStartTime = Sys_Milliseconds(); } #endif // RTCW_XX // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer ; sv.timeResidual += msec; if ( !com_dedicated->integer ) { SV_BotFrame( svs.time + sv.timeResidual ); } if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep( frameMsec - sv.timeResidual ); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { #if defined RTCW_SP SV_Shutdown( "Restarting server due to time wrapping" ); Cbuf_AddText( "vstr nextmap\n" ); #else Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to time wrapping" ); // TTimo // show_bug.cgi?id=388 // there won't be a map_restart if you have shut down the server // since it doesn't restart a non-running server // instead, re-run the current map Cbuf_AddText( va( "map %s\n", mapname ) ); #endif // RTCW_XX return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { #if defined RTCW_SP SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); Cbuf_AddText( "vstr nextmap\n" ); #else Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); // TTimo see above Cbuf_AddText( va( "map %s\n", mapname ) ); #endif // RTCW_XX return; } if ( sv.restartTime && svs.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { #if !defined RTCW_ET SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); #else SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) ); #endif // RTCW_XX cvar_modifiedFlags &= ~CVAR_SERVERINFO; } #if defined RTCW_ET if ( cvar_modifiedFlags & CVAR_SERVERINFO_NOUPDATE ) { SV_SetConfigstringNoUpdate( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO_NOUPDATE; } #endif // RTCW_XX if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } #if !defined RTCW_SP // NERVE - SMF if ( cvar_modifiedFlags & CVAR_WOLFINFO ) { SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) ); cvar_modifiedFlags &= ~CVAR_WOLFINFO; } #endif // RTCW_XX if ( com_speeds->integer ) { startTime = Sys_Milliseconds(); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if ( com_dedicated->integer ) { SV_BotFrame( svs.time ); } // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; // let everything in the world think and move #if !defined RTCW_MP || (defined RTCW_MP && !UPDATE_SERVER) VM_Call( gvm, GAME_RUN_FRAME, svs.time ); #endif // RTCW_XX } if ( com_speeds->integer ) { time_game = Sys_Milliseconds() - startTime; } // check timeouts SV_CheckTimeouts(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed #if defined RTCW_SP SV_MasterHeartbeat(); #else SV_MasterHeartbeat( HEARTBEAT_GAME ); #endif // RTCW_XX #if defined RTCW_ET if ( com_dedicated->integer ) { frameEndTime = Sys_Milliseconds(); svs.totalFrameTime += ( frameEndTime - frameStartTime ); svs.currentFrameIndex++; //if( svs.currentFrameIndex % 50 == 0 ) // Com_Printf( "currentFrameIndex: %i\n", svs.currentFrameIndex ); if ( svs.currentFrameIndex == SERVER_PERFORMANCECOUNTER_FRAMES ) { int averageFrameTime; averageFrameTime = svs.totalFrameTime / SERVER_PERFORMANCECOUNTER_FRAMES; svs.sampleTimes[svs.currentSampleIndex % SERVER_PERFORMANCECOUNTER_SAMPLES] = averageFrameTime; svs.currentSampleIndex++; if ( svs.currentSampleIndex > SERVER_PERFORMANCECOUNTER_SAMPLES ) { int totalTime, i; totalTime = 0; for ( i = 0; i < SERVER_PERFORMANCECOUNTER_SAMPLES; i++ ) { totalTime += svs.sampleTimes[i]; } if ( !totalTime ) { totalTime = 1; } averageFrameTime = totalTime / SERVER_PERFORMANCECOUNTER_SAMPLES; svs.serverLoad = ( averageFrameTime / (float)frameMsec ) * 100; } //Com_Printf( "serverload: %i (%i/%i)\n", svs.serverLoad, averageFrameTime, frameMsec ); svs.totalFrameTime = 0; svs.currentFrameIndex = 0; } } else { svs.serverLoad = -1; } #endif // RTCW_XX }
/* ================ 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" ); }
/* ================== SV_Frame Player movement occurs as a result of packet events, which happen before SV_Frame is called ================== */ void SV_Frame( int msec ) { int frameMsec; int startTime; char mapname[MAX_QPATH]; // the menu kills the server with this cvar if ( sv_killserver->integer ) { SV_Shutdown( "Server was killed.\n" ); Cvar_Set( "sv_killserver", "0" ); return; } if ( !com_sv_running->integer ) { return; } // allow pause if only the local client is connected if ( SV_CheckPaused() ) { return; } // if it isn't time for the next frame, do nothing if ( sv_fps->integer < 1 ) { Cvar_Set( "sv_fps", "10" ); } frameMsec = 1000 / sv_fps->integer ; sv.timeResidual += msec; if ( !com_dedicated->integer ) { SV_BotFrame( svs.time + sv.timeResidual ); } if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet // or time enough for a server frame has gone by NET_Sleep( frameMsec - sv.timeResidual ); return; } // if time is about to hit the 32nd bit, kick all clients // and clear sv.time, rather // than checking for negative time wraparound everywhere. // 2giga-milliseconds = 23 days, so it won't be too often if ( svs.time > 0x70000000 ) { Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to time wrapping" ); // TTimo // show_bug.cgi?id=388 // there won't be a map_restart if you have shut down the server // since it doesn't restart a non-running server // instead, re-run the current map Cbuf_AddText( va( "map %s\n", mapname ) ); return; } // this can happen considerably earlier when lots of clients play and the map doesn't change if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) { Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH ); SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" ); // TTimo see above Cbuf_AddText( va( "map %s\n", mapname ) ); return; } if ( sv.restartTime && svs.time >= sv.restartTime ) { sv.restartTime = 0; Cbuf_AddText( "map_restart 0\n" ); return; } // update infostrings if anything has been changed if ( cvar_modifiedFlags & CVAR_SERVERINFO ) { SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; } if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) { SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; } // NERVE - SMF if ( cvar_modifiedFlags & CVAR_WOLFINFO ) { SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) ); cvar_modifiedFlags &= ~CVAR_WOLFINFO; } if ( com_speeds->integer ) { startTime = Sys_Milliseconds(); } else { startTime = 0; // quite a compiler warning } // update ping based on the all received frames SV_CalcPings(); if ( com_dedicated->integer ) { SV_BotFrame( svs.time ); } // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; // let everything in the world think and move #ifndef UPDATE_SERVER VM_Call( gvm, GAME_RUN_FRAME, svs.time ); #endif } if ( com_speeds->integer ) { time_game = Sys_Milliseconds() - startTime; } // check timeouts SV_CheckTimeouts(); // send messages back to the clients SV_SendClientMessages(); // send a heartbeat to the master if needed SV_MasterHeartbeat( HEARTBEAT_GAME ); }
/* ================ 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, ForceReload_e eForceReload ) { int i; int checksum; qboolean isBot; char systemInfo[16384]; const char *p; SV_StopAutoRecordDemos(); SV_SendMapChange(); re->RegisterMedia_LevelLoadBegin(server, eForceReload); // shut down the existing game if it is running SV_ShutdownGameProgs(); svs.gameStarted = qfalse; 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(); // 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( qfalse ); #endif CM_ClearMap(); // clear the whole hunk because we're (re)loading the server Hunk_Clear(); re->InitSkins(); re->InitShaders(qtrue); // 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(); /* 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) { re->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) ); 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 = svs.time; } } // wipe the entire per-level structure SV_ClearServer(); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } //rww - RAGDOLL_BEGIN re->G2API_SetTime(sv.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 ); 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; // I suppose the init here is just to be safe Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); time( &sv.realMapTimeStarted ); sv.demosPruned = qfalse; // 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 re->G2API_SetTime(sv.time,0); //rww - RAGDOLL_END GVM_RunFrame( sv.time ); SV_BotFrame( sv.time ); sv.time += 100; svs.time += 100; } //rww - RAGDOLL_BEGIN re->G2API_SetTime(sv.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 = GVM_ClientConnect( 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 GVM_ClientBegin( i ); } } } } // run another frame to allow things to look at all the players GVM_RunFrame( sv.time ); SV_BotFrame( sv.time ); sv.time += 100; svs.time += 100; //rww - RAGDOLL_BEGIN re->G2API_SetTime(sv.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(); } */ for ( client_t *client = svs.clients; client - svs.clients < sv_maxclients->integer; client++) { // bots will not request gamestate, so it must be manually sent // cannot do this above where it says it will because mapname is not set at that time if ( client->netchan.remoteAddress.type == NA_BOT && client->demo.demorecording ) { SV_SendClientGameState( client ); } } SV_BeginAutoRecordDemos(); }
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); } } }
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); } }
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 ); } }