ref: 7b8303673d908898d40ef36f03976c68c1bac489
dir: /code/server/sv_init.c/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "server.h" /* =============== SV_SetConfigstring =============== */ void SV_SetConfigstring (int index, const char *val) { int len, i; int maxChunkSize = MAX_STRING_CHARS - 24; client_t *client; if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index); } if ( !val ) { val = ""; } // don't bother broadcasting an update if no change if ( !strcmp( val, sv.configstrings[ index ] ) ) { return; } // change the string in sv Z_Free( sv.configstrings[index] ); sv.configstrings[index] = CopyString( val ); // send it to all the clients if we aren't // spawning a new server if ( sv.state == SS_GAME || sv.restarting ) { // send the data to all relevent clients for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) { if ( client->state < CS_PRIMED ) { continue; } // do not always send server info to all clients if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) { continue; } len = strlen( val ); if( len >= maxChunkSize ) { int sent = 0; int remaining = len; char *cmd; char buf[MAX_STRING_CHARS]; while (remaining > 0 ) { if ( sent == 0 ) { cmd = "bcs0"; } else if( remaining < maxChunkSize ) { cmd = "bcs2"; } else { cmd = "bcs1"; } Q_strncpyz( buf, &val[sent], maxChunkSize ); SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf ); sent += (maxChunkSize - 1); remaining -= (maxChunkSize - 1); } } else { // standard cs, just send it SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val ); } } } } /* =============== SV_GetConfigstring =============== */ void SV_GetConfigstring( int index, char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize ); } if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index); } if ( !sv.configstrings[index] ) { buffer[0] = 0; return; } Q_strncpyz( buffer, sv.configstrings[index], bufferSize ); } /* =============== SV_SetUserinfo =============== */ void SV_SetUserinfo( int index, const char *val ) { if ( index < 0 || index >= sv_maxclients->integer ) { Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index); } if ( !val ) { val = ""; } Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) ); Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) ); } /* =============== SV_GetUserinfo =============== */ void SV_GetUserinfo( int index, char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize ); } if ( index < 0 || index >= sv_maxclients->integer ) { Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index); } Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize ); } /* ================ SV_CreateBaseline Entity baselines are used to compress non-delta messages to the clients -- only the fields that differ from the baseline will be transmitted ================ */ void SV_CreateBaseline( void ) { sharedEntity_t *svent; int entnum; for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) { svent = SV_GentityNum(entnum); if (!svent->r.linked) { continue; } svent->s.number = entnum; // // take current state as baseline // sv.svEntities[entnum].baseline = svent->s; } } /* =============== SV_BoundMaxClients =============== */ void SV_BoundMaxClients( int minimum ) { // get the current maxclients value Cvar_Get( "sv_maxclients", "8", 0 ); sv_maxclients->modified = qfalse; if ( sv_maxclients->integer < minimum ) { Cvar_Set( "sv_maxclients", va("%i", minimum) ); } else if ( sv_maxclients->integer > MAX_CLIENTS ) { Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) ); } } /* =============== SV_Startup Called when a host starts a map when it wasn't running one before. Successive map or map_restart commands will NOT cause this to be called, unless the game is exited to the menu system first. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer ); if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; Cvar_Set( "sv_running", "1" ); } /* ================== SV_ChangeMaxClients ================== */ void SV_ChangeMaxClients( void ) { int oldMaxClients; int i; client_t *oldClients; int count; // get the highest client number in use count = 0; for ( i = 0 ; i < sv_maxclients->integer ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { if (i > count) count = i; } } count++; oldMaxClients = sv_maxclients->integer; // never go below the highest client number in use SV_BoundMaxClients( count ); // if still the same if ( sv_maxclients->integer == oldMaxClients ) { return; } oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) ); // copy the clients to hunk memory for ( i = 0 ; i < count ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { oldClients[i] = svs.clients[i]; } else { Com_Memset(&oldClients[i], 0, sizeof(client_t)); } } // free old clients arrays Z_Free( svs.clients ); // allocate new clients svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) ); Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) ); // copy the clients over for ( i = 0 ; i < count ; i++ ) { if ( oldClients[i].state >= CS_CONNECTED ) { svs.clients[i] = oldClients[i]; } } // free the old clients on the hunk Hunk_FreeTempMemory( oldClients ); // allocate new snapshot entities if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } } /* ================ SV_ClearServer ================ */ void SV_ClearServer(void) { int i; for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( sv.configstrings[i] ) { Z_Free( sv.configstrings[i] ); } } Com_Memset (&sv, 0, sizeof(sv)); } /* ================ SV_TouchCGame touch the cgame.vm so that a pure client can load it if it's in a seperate pk3 ================ */ void SV_TouchCGame(void) { fileHandle_t f; char filename[MAX_QPATH]; Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" ); FS_FOpenFileRead( filename, &f, qfalse ); if ( f ) { FS_FCloseFile( f ); } } /* ================ 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_Init Only called at main exe startup, not for each game =============== */ void SV_BotInitBotLib(void); void SV_Init (void) { SV_AddOperatorCommands (); // serverinfo vars Cvar_Get ("dmflags", "0", CVAR_SERVERINFO); Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO); Cvar_Get ("timelimit", "0", CVAR_SERVERINFO); sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH ); Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO); Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM); sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM); sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO); sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE ); sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO ); // systeminfo Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM ); sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM ); #ifndef DLL_ONLY // bk010216 - for DLL-only servers sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO ); #else sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM ); #endif Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); // server vars sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP ); sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP ); sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP ); sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP ); sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP ); Cvar_Get ("nextmap", "", CVAR_TEMP ); sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO); sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 ); sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE ); sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE ); sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE ); sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE ); sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0); sv_showloss = Cvar_Get ("sv_showloss", "0", 0); sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0); sv_killserver = Cvar_Get ("sv_killserver", "0", 0); sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM); sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE ); sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE ); // initialize bot cvars so they are listed and can be set before loading the botlib SV_BotInitCvars(); // init the botlib here because we need the pre-compiler in the UI SV_BotInitBotLib(); } /* ================== SV_FinalMessage Used by SV_Shutdown to 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. ================== */ void SV_FinalMessage( char *message ) { int i, j; client_t *cl; // send it twice, ignoring rate for ( j = 0 ; j < 2 ; j++ ) { for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) { if (cl->state >= CS_CONNECTED) { // don't send a disconnect to a local client if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) { SV_SendServerCommand( cl, "print \"%s\"", message ); SV_SendServerCommand( cl, "disconnect" ); } // force a snapshot to be sent cl->nextSnapshotTime = -1; SV_SendClientSnapshot( cl ); } } } } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown( char *finalmsg ) { if ( !com_sv_running || !com_sv_running->integer ) { return; } Com_Printf( "----- Server Shutdown -----\n" ); if ( svs.clients && !com_errorEntered ) { SV_FinalMessage( finalmsg ); } SV_RemoveOperatorCommands(); SV_MasterShutdown(); SV_ShutdownGameProgs(); // free current level SV_ClearServer(); // free server static data if ( svs.clients ) { Z_Free( svs.clients ); } Com_Memset( &svs, 0, sizeof( svs ) ); Cvar_Set( "sv_running", "0" ); Cvar_Set("ui_singlePlayerActive", "0"); Com_Printf( "---------------------------\n" ); // disconnect any local clients CL_Disconnect( qfalse ); }