/** * @brief Called when each game quits, before Sys_Quit or Sys_Error */ void SV_Shutdown(char *finalmsg) { // close attack log SV_CloseAttackLog(); if (!com_sv_running || !com_sv_running->integer) { return; } Com_Printf("----- Server Shutdown -----\n"); if (svs.clients && !com_errorEntered) { SV_FinalCommand(va("print \"%s\"", finalmsg), qtrue); } SV_RemoveOperatorCommands(); SV_MasterShutdown(); SV_ShutdownGameProgs(); SV_DemoStopAll(); // free current level SV_ClearServer(); // free server static data if (svs.clients) { int index; for (index = 0; index < sv_maxclients->integer; index++) { SV_Netchan_ClearQueue(&svs.clients[index]); } //Z_Free( svs.clients ); free(svs.clients); // avoid trying to allocate large chunk on a fragmented zone } memset(&svs, 0, sizeof(svs)); svs.serverLoad = -1; Cvar_Set("sv_running", "0"); Com_Printf("---------------------------\n"); // disconnect any local clients CL_Disconnect(qfalse); #ifdef FEATURE_TRACKER Tracker_ServerStop(); #endif }
/* ================ 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(); } }
/** * @brief Restart the server on a different map */ static void SV_Map_f(void) { char *cmd; char *map; char mapname[MAX_QPATH]; qboolean cheat; char expanded[MAX_QPATH]; cmd = Cmd_Argv(0); map = Cmd_Argv(1); if (!map || !map[0]) { Com_Printf("Usage: %s <map name>\n", cmd); return; } // make sure the level exists before trying to change, so that // a typo at the server console won't end the game Com_sprintf(expanded, sizeof(expanded), "maps/%s.bsp", map); if (FS_ReadFile(expanded, NULL) == -1) { Com_Printf("Can't find map %s\n", expanded); return; } Cvar_Set("gamestate", va("%i", GS_INITIALIZE)); // reset gamestate on map/devmap Cvar_Set("g_currentRound", "0"); // reset the current round Cvar_Set("g_nextTimeLimit", "0"); // reset the next time limit if (!Q_stricmp(cmd, "devmap")) { cheat = qtrue; } else { cheat = qfalse; } SV_DemoStopAll(); // save the map name here cause on a map restart we reload the etconfig.cfg // and thus nuke the arguments of the map command Q_strncpyz(mapname, map, sizeof(mapname)); // start up the map SV_SpawnServer(mapname); // set the cheat value // if the level was started with "map <mapname>", then // cheats will not be allowed. // If started with "devmap <mapname>" // then cheats will be allowed if (cheat) { Cvar_Set("sv_cheats", "1"); } else { Cvar_Set("sv_cheats", "0"); } }