/** * @brief Search the index in the config strings relative to a given start * @param name The value of the config string to search the index for * @param start The relative start point for the search * @param max The max. searched entries in the config string before giving up * @param create if @c true the value will get written into the config strings (appended) * @return @c 0 if not found */ static unsigned int SV_FindIndex (const char *name, int start, int max, qboolean create) { int i; if (!name || !name[0]) return 0; for (i = 1; i < max && SV_GetConfigString(start + i)[0] != '\0'; i++) { const char *configString = SV_GetConfigString(start + i); if (Q_streq(configString, name)) return i; } if (!create) return 0; if (i == max) Com_Error(ERR_DROP, "*Index: overflow '%s' start: %i, max: %i", name, start, max); SV_SetConfigString(start + i, name); if (Com_ServerState() != ss_loading) { /* send the update to everyone */ struct dbuffer *msg = new_dbuffer(); NET_WriteByte(msg, svc_configstring); NET_WriteShort(msg, start + i); NET_WriteString(msg, name); SV_Multicast(~0, msg); } return i; }
/** * @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(); }
/** * @brief Sends the first message from the server to a connected client. * This will be sent on the initial connection and upon each server load. * Client reads via CL_ParseServerData in cl_parse.c * @sa CL_Reconnect_f * @sa CL_ConnectionlessPacket */ static void SV_New_f (client_t *cl) { Com_DPrintf(DEBUG_SERVER, "New() from %s\n", cl->name); if (cl->state != cs_connected) { if (cl->state == cs_spawning) { /* client typed 'reconnect/new' while connecting. */ Com_Printf("SV_New_f: client typed 'reconnect/new' while connecting\n"); SV_ClientCommand(cl, "\ndisconnect\nreconnect\n"); SV_DropClient(cl, ""); } else Com_DPrintf(DEBUG_SERVER, "WARNING: Illegal 'new' from %s, client state %d. This shouldn't happen...\n", cl->name, cl->state); return; } /* client state to prevent multiple new from causing high cpu / overflows. */ SV_SetClientState(cl, cs_spawning); /* serverdata needs to go over for all types of servers * to make sure the protocol is right, and to set the gamedir */ /* send the serverdata */ { const int playernum = cl - SV_GetClient(0); struct dbuffer *msg = new_dbuffer(); NET_WriteByte(msg, svc_serverdata); NET_WriteLong(msg, PROTOCOL_VERSION); NET_WriteShort(msg, playernum); /* send full levelname */ NET_WriteString(msg, SV_GetConfigString(CS_NAME)); NET_WriteMsg(cl->stream, msg); } /* game server */ if (Com_ServerState() == ss_game) { int i; for (i = 0; i < MAX_CONFIGSTRINGS; i++) { const char *configString; /* CS_TILES and CS_POSITIONS can stretch over multiple configstrings, * so don't send the middle parts again. */ if (i > CS_TILES && i < CS_POSITIONS) continue; if (i > CS_POSITIONS && i < CS_MODELS) continue; configString = SV_GetConfigString(i); if (configString[0] != '\0') { struct dbuffer *msg = new_dbuffer(); Com_DPrintf(DEBUG_SERVER, "sending configstring %d: %s\n", i, configString); NET_WriteByte(msg, svc_configstring); NET_WriteShort(msg, i); NET_WriteString(msg, configString); /* enqueue and free msg */ NET_WriteMsg(cl->stream, msg); } } } SV_ClientCommand(cl, "precache\n"); }
int SV_GetConfigStringInteger (int index) { return atoi(SV_GetConfigString(index)); }
/** * @brief This test cycles through the list of map definitions found in the maps.ufo script * and builds each map with each ufo and every assembly for all valid seeds. * In other words: this a FULL test to check if some seed causes problems in any of the * possible combinations, so it should not be run on the buildserver on a daily basis. */ TEST_F(MapDefMassRMATest, DISABLED_MapDefsMassRMA) { /** You can test a certain assembly by passing "-Dmapdef-id=assembly" to testall. */ const char* filterId = TEST_GetStringProperty("mapdef-id"); const mapDef_t* md; int mapCount = 0; ASSERT_TRUE(csi.numMDs > 0); MapDef_Foreach(md) { if (md->mapTheme[0] == '.') continue; if (filterId && !Q_streq(filterId, md->id)) continue; if (++mapCount <= 0) /* change 0 to n to skip the first n assemblies */ continue; { char* p = md->mapTheme; if (*p == '+') p++; else continue; const char* asmName = (const char*)LIST_GetByIdx(md->params, 0); Com_Printf("\nMap: %s Assembly: %s AssNr: %i\n", p, asmName, mapCount); sv_threads->integer = 0; /* This is tricky. Some maps don't have any ufo on them and thus in the mapdef. * That would cause a LIST_Foreach macro to never run it's body. That's why these * for-loops seem to have two termination conditions. In fact, we have to manually * exit the for-loops if we ran it just once (without ufos nor dropships). */ bool didItOnce = false; linkedList_t* iterDrop; for (iterDrop = md->aircraft; iterDrop || !didItOnce; iterDrop = iterDrop->next) { const char* craft = nullptr; if (iterDrop) craft = (const char*) (iterDrop->data); if (craft) Cvar_Set("rm_drop", "%s", Com_GetRandomMapAssemblyNameForCraft(craft)); else Cvar_Set("rm_drop", "+craft_drop_firebird"); linkedList_t* iterUfo; for (iterUfo = md->ufos; iterUfo || !didItOnce; iterUfo = iterUfo->next) { const char* ufo = nullptr; if (iterUfo) ufo = (const char*) (iterUfo->data); if (ufo) Cvar_Set("rm_ufo", "%s", Com_GetRandomMapAssemblyNameForCraft(ufo)); else Cvar_Set("rm_ufo", "+craft_ufo_scout"); Com_Printf("\nDrop: %s Ufo: %s", craft, ufo); Com_Printf("\nSeed:"); for (int i = 0; i < RMA_HIGHEST_SUPPORTED_SEED; i++) { asmName = nullptr; srand(i); long time = Sys_Milliseconds(); Com_Printf(" %i", i); #if 0 typedef struct skip_info { int seed; char const* map; char const* params; char const* craft; char const* ufo; } skip_info; /* if we have known problems with some combinations, we can skip them */ skip_info const skip_list[] = { /* examples: */ // { 20, "forest", "large", "craft_drop_raptor", 0 }, // { 12, "forest", "large" "craft_drop_herakles", "craft_ufo_harvester" }, { -1, "frozen", "nature_medium",0, 0 }, { 11, "village", "medium", 0, 0 }, { 19, "village", "medium", 0, 0 }, { -1, "village", "medium_noufo", 0, 0 }, { -1, "village", "small", 0, 0 }, }; bool skip = false; for (skip_info const* e = skip_list; e != endof(skip_list); ++e) { if (e->seed >= 0 && i != e->seed) continue; if (e->map && !Q_streq(p, e->map)) continue; if (e->params && !Q_streq(md->params, e->params)) continue; if (e->craft && !Q_streq(craft, e->craft)) continue; if (e->ufo && !Q_streq(ufo, e->ufo)) continue; skip = true; break; } if (skip) continue; #endif /* for ufocrash map, the ufoname is the assemblyame */ if (Q_streq(p, "ufocrash")) asmName = Com_GetRandomMapAssemblyNameForCraft(ufo) + 1; /* +1 = get rid of the '+' */ else asmName = (const char*)LIST_GetByIdx(md->params, 0); char* entityString = SV_GetConfigString(CS_ENTITYSTRING); const int numPlaced = SV_AssembleMap(p, asmName, mapStr, posStr, entityString, i, false); ASSERT_TRUE(numPlaced != 0); time = (Sys_Milliseconds() - time); ASSERT_TRUE(time < 30000); if (time > 10000) Com_Printf("\nMap: %s Assembly: %s Seed: %i tiles: %i ms: %li\n", p, asmName, i, numPlaced, time); } didItOnce = true; if (!iterUfo) break; } if (!iterDrop) break; } } } }