The Quake III Arena sources as originally released under the GPL license on August 20, 2005.

This commit is contained in:
Travis Bradshaw 2012-01-31 13:41:34 -06:00
commit dbe4ddb103
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/*
===========================================================================
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
===========================================================================
*/
// server.h
#include "../game/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../game/g_public.h"
#include "../game/bg_public.h"
//=============================================================================
#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
// GAME BOTH REFERENCE !!!
#define MAX_ENT_CLUSTERS 16
typedef struct svEntity_s {
struct worldSector_s *worldSector;
struct svEntity_s *nextEntityInWorldSector;
entityState_t baseline; // for delta compression of initial sighting
int numClusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int lastCluster; // if all the clusters don't fit in clusternums
int areanum, areanum2;
int snapshotCounter; // used to prevent double adding from portal views
} svEntity_t;
typedef enum {
SS_DEAD, // no map loaded
SS_LOADING, // spawning level entities
SS_GAME // actively running
} serverState_t;
typedef struct {
serverState_t state;
qboolean restarting; // if true, send configstring changes during SS_LOADING
int serverId; // changes each server start
int restartedServerId; // serverId before a map_restart
int checksumFeed; // the feed key that we use to compute the pure checksum strings
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
// the serverId associated with the current checksumFeed (always <= serverId)
int checksumFeedServerId;
int snapshotCounter; // incremented for each snapshot built
int timeResidual; // <= 1000 / sv_frame->value
int nextFrameTime; // when time > nextFrameTime, process world
struct cmodel_s *models[MAX_MODELS];
char *configstrings[MAX_CONFIGSTRINGS];
svEntity_t svEntities[MAX_GENTITIES];
char *entityParsePoint; // used during game VM init
// the game virtual machine will update these on init and changes
sharedEntity_t *gentities;
int gentitySize;
int num_entities; // current number, <= MAX_GENTITIES
playerState_t *gameClients;
int gameClientSize; // will be > sizeof(playerState_t) due to game private data
int restartTime;
} server_t;
typedef struct {
int areabytes;
byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
// the entities MUST be in increasing state number
// order, otherwise the delta compression will fail
int messageSent; // time the message was transmitted
int messageAcked; // time the message was acked
int messageSize; // used to rate drop packets
} clientSnapshot_t;
typedef enum {
CS_FREE, // can be reused for a new connection
CS_ZOMBIE, // client has been disconnected, but don't reuse
// connection for a couple seconds
CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
CS_ACTIVE // client is fully in game
} clientState_t;
typedef struct netchan_buffer_s {
msg_t msg;
byte msgBuffer[MAX_MSGLEN];
struct netchan_buffer_s *next;
} netchan_buffer_t;
typedef struct client_s {
clientState_t state;
char userinfo[MAX_INFO_STRING]; // name, etc
char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
int reliableAcknowledge; // last acknowledged reliable message
int reliableSent; // last sent reliable message, not necesarily acknowledged yet
int messageAcknowledge;
int gamestateMessageNum; // netchan->outgoingSequence of gamestate
int challenge;
usercmd_t lastUsercmd;
int lastMessageNum; // for delta compression
int lastClientCommand; // reliable client message sequence
char lastClientCommandString[MAX_STRING_CHARS];
sharedEntity_t *gentity; // SV_GentityNum(clientnum)
char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
// downloading
char downloadName[MAX_QPATH]; // if not empty string, we are downloading
fileHandle_t download; // file being downloaded
int downloadSize; // total bytes (can't use EOF because of paks)
int downloadCount; // bytes sent
int downloadClientBlock; // last block we sent to the client, awaiting ack
int downloadCurrentBlock; // current block number
int downloadXmitBlock; // last block we xmited
unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
qboolean downloadEOF; // We have sent the EOF block
int downloadSendTime; // time we last got an ack from the client
int deltaMessage; // frame last client usercmd message
int nextReliableTime; // svs.time when another reliable command will be allowed
int lastPacketTime; // svs.time when packet was last received
int lastConnectTime; // svs.time when connection started
int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
int ping;
int rate; // bytes / second
int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
int pureAuthentic;
qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
netchan_t netchan;
// TTimo
// queuing outgoing fragmented messages to send them properly, without udp packet bursts
// in case large fragmented messages are stacking up
// buffer them into this queue, and hand them out to netchan as needed
netchan_buffer_t *netchan_start_queue;
netchan_buffer_t **netchan_end_queue;
} client_t;
//=============================================================================
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
#define MAX_CHALLENGES 1024
#define AUTHORIZE_TIMEOUT 5000
typedef struct {
netadr_t adr;
int challenge;
int time; // time the last packet was sent to the autherize server
int pingTime; // time the challenge response was sent to client
int firstTime; // time the adr was first used, for authorize timeout checks
qboolean connected;
} challenge_t;
#define MAX_MASTERS 8 // max recipients for heartbeat packets
// this structure will be cleared only when the game dll changes
typedef struct {
qboolean initialized; // sv_init has completed
int time; // will be strictly increasing across level changes
int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
client_t *clients; // [sv_maxclients->integer];
int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
int nextSnapshotEntities; // next snapshotEntities to use
entityState_t *snapshotEntities; // [numSnapshotEntities]
int nextHeartbeatTime;
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
netadr_t redirectAddress; // for rcon return messages
netadr_t authorizeAddress; // for rcon return messages
} serverStatic_t;
//=============================================================================
extern serverStatic_t svs; // persistant server info across maps
extern server_t sv; // cleared each map
extern vm_t *gvm; // game virtual machine
#define MAX_MASTER_SERVERS 5
extern cvar_t *sv_fps;
extern cvar_t *sv_timeout;
extern cvar_t *sv_zombietime;
extern cvar_t *sv_rconPassword;
extern cvar_t *sv_privatePassword;
extern cvar_t *sv_allowDownload;
extern cvar_t *sv_maxclients;
extern cvar_t *sv_privateClients;
extern cvar_t *sv_hostname;
extern cvar_t *sv_master[MAX_MASTER_SERVERS];
extern cvar_t *sv_reconnectlimit;
extern cvar_t *sv_showloss;
extern cvar_t *sv_padPackets;
extern cvar_t *sv_killserver;
extern cvar_t *sv_mapname;
extern cvar_t *sv_mapChecksum;
extern cvar_t *sv_serverid;
extern cvar_t *sv_maxRate;
extern cvar_t *sv_minPing;
extern cvar_t *sv_maxPing;
extern cvar_t *sv_gametype;
extern cvar_t *sv_pure;
extern cvar_t *sv_floodProtect;
extern cvar_t *sv_lanForceRate;
extern cvar_t *sv_strictAuth;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage (char *message);
void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
void SV_AddOperatorCommands (void);
void SV_RemoveOperatorCommands (void);
void SV_MasterHeartbeat (void);
void SV_MasterShutdown (void);
//
// sv_init.c
//
void SV_SetConfigstring( int index, const char *val );
void SV_GetConfigstring( int index, char *buffer, int bufferSize );
void SV_SetUserinfo( int index, const char *val );
void SV_GetUserinfo( int index, char *buffer, int bufferSize );
void SV_ChangeMaxClients( void );
void SV_SpawnServer( char *server, qboolean killBots );
//
// sv_client.c
//
void SV_GetChallenge( netadr_t from );
void SV_DirectConnect( netadr_t from );
void SV_AuthorizeIpPacket( netadr_t from );
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
void SV_UserinfoChanged( client_t *cl );
void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
void SV_DropClient( client_t *drop, const char *reason );
void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
void SV_ClientThink (client_t *cl, usercmd_t *cmd);
void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
//
// sv_ccmds.c
//
void SV_Heartbeat_f( void );
//
// sv_snapshot.c
//
void SV_AddServerCommand( client_t *client, const char *cmd );
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
void SV_WriteFrameToClient (client_t *client, msg_t *msg);
void SV_SendMessageToClient( msg_t *msg, client_t *client );
void SV_SendClientMessages( void );
void SV_SendClientSnapshot( client_t *client );
//
// sv_game.c
//
int SV_NumForGentity( sharedEntity_t *ent );
sharedEntity_t *SV_GentityNum( int num );
playerState_t *SV_GameClientNum( int num );
svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
void SV_InitGameProgs ( void );
void SV_ShutdownGameProgs ( void );
void SV_RestartGameProgs( void );
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
//
// sv_bot.c
//
void SV_BotFrame( int time );
int SV_BotAllocateClient(void);
void SV_BotFreeClient( int clientNum );
void SV_BotInitCvars(void);
int SV_BotLibSetup( void );
int SV_BotLibShutdown( void );
int SV_BotGetSnapshotEntity( int client, int ent );
int SV_BotGetConsoleMessage( int client, char *buf, int size );
int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
void BotImport_DebugPolygonDelete(int id);
//============================================================
//
// high level object sorting to reduce interaction tests
//
void SV_ClearWorld (void);
// called after the world model has been loaded, before linking any entities
void SV_UnlinkEntity( sharedEntity_t *ent );
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
void SV_LinkEntity( sharedEntity_t *ent );
// Needs to be called any time an entity changes origin, mins, maxs,
// or solid. Automatically unlinks if needed.
// sets ent->v.absmin and ent->v.absmax
// sets ent->leafnums[] for pvs determination even if the entity
// is not solid
clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
void SV_SectorList_f( void );
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
// fills in a table of entity numbers with entities that have bounding boxes
// that intersect the given area. It is possible for a non-axial bmodel
// to be returned that doesn't actually intersect the area on an exact
// test.
// returns the number of pointers filled in
// The world entity is never returned in this list.
int SV_PointContents( const vec3_t p, int passEntityNum );
// returns the CONTENTS_* value from the world and all entities at the given point.
void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set,
// trace.startsolid will be set, and trace.fraction will be 0
// if the starting point is in a solid, it will be allowed to move out
// to an open area
// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule );
// clip to a specific entity
//
// sv_net_chan.c
//
void SV_Netchan_Transmit( client_t *client, msg_t *msg);
void SV_Netchan_TransmitNextFragment( client_t *client );
qboolean SV_Netchan_Process( client_t *client, msg_t *msg );

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/*
===========================================================================
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
===========================================================================
*/
// sv_bot.c
#include "server.h"
#include "../game/botlib.h"
typedef struct bot_debugpoly_s
{
int inuse;
int color;
int numPoints;
vec3_t points[128];
} bot_debugpoly_t;
static bot_debugpoly_t *debugpolygons;
int bot_maxdebugpolys;
extern botlib_export_t *botlib_export;
int bot_enable;
/*
==================
SV_BotAllocateClient
==================
*/
int SV_BotAllocateClient(void) {
int i;
client_t *cl;
// find a client slot
for ( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) {
if ( cl->state == CS_FREE ) {
break;
}
}
if ( i == sv_maxclients->integer ) {
return -1;
}
cl->gentity = SV_GentityNum( i );
cl->gentity->s.number = i;
cl->state = CS_ACTIVE;
cl->lastPacketTime = svs.time;
cl->netchan.remoteAddress.type = NA_BOT;
cl->rate = 16384;
return i;
}
/*
==================
SV_BotFreeClient
==================
*/
void SV_BotFreeClient( int clientNum ) {
client_t *cl;
if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
Com_Error( ERR_DROP, "SV_BotFreeClient: bad clientNum: %i", clientNum );
}
cl = &svs.clients[clientNum];
cl->state = CS_FREE;
cl->name[0] = 0;
if ( cl->gentity ) {
cl->gentity->r.svFlags &= ~SVF_BOT;
}
}
/*
==================
BotDrawDebugPolygons
==================
*/
void BotDrawDebugPolygons(void (*drawPoly)(int color, int numPoints, float *points), int value) {
static cvar_t *bot_debug, *bot_groundonly, *bot_reachability, *bot_highlightarea;
bot_debugpoly_t *poly;
int i, parm0;
if (!debugpolygons)
return;
//bot debugging
if (!bot_debug) bot_debug = Cvar_Get("bot_debug", "0", 0);
//
if (bot_enable && bot_debug->integer) {
//show reachabilities
if (!bot_reachability) bot_reachability = Cvar_Get("bot_reachability", "0", 0);
//show ground faces only
if (!bot_groundonly) bot_groundonly = Cvar_Get("bot_groundonly", "1", 0);
//get the hightlight area
if (!bot_highlightarea) bot_highlightarea = Cvar_Get("bot_highlightarea", "0", 0);
//
parm0 = 0;
if (svs.clients[0].lastUsercmd.buttons & BUTTON_ATTACK) parm0 |= 1;
if (bot_reachability->integer) parm0 |= 2;
if (bot_groundonly->integer) parm0 |= 4;
botlib_export->BotLibVarSet("bot_highlightarea", bot_highlightarea->string);
botlib_export->Test(parm0, NULL, svs.clients[0].gentity->r.currentOrigin,
svs.clients[0].gentity->r.currentAngles);
} //end if
//draw all debug polys
for (i = 0; i < bot_maxdebugpolys; i++) {
poly = &debugpolygons[i];
if (!poly->inuse) continue;
drawPoly(poly->color, poly->numPoints, (float *) poly->points);
//Com_Printf("poly %i, numpoints = %d\n", i, poly->numPoints);
}
}
/*
==================
BotImport_Print
==================
*/
void QDECL BotImport_Print(int type, char *fmt, ...)
{
char str[2048];
va_list ap;
va_start(ap, fmt);
vsprintf(str, fmt, ap);
va_end(ap);
switch(type) {
case PRT_MESSAGE: {
Com_Printf("%s", str);
break;
}
case PRT_WARNING: {
Com_Printf(S_COLOR_YELLOW "Warning: %s", str);
break;
}
case PRT_ERROR: {
Com_Printf(S_COLOR_RED "Error: %s", str);
break;
}
case PRT_FATAL: {
Com_Printf(S_COLOR_RED "Fatal: %s", str);
break;
}
case PRT_EXIT: {
Com_Error(ERR_DROP, S_COLOR_RED "Exit: %s", str);
break;
}
default: {
Com_Printf("unknown print type\n");
break;
}
}
}
/*
==================
BotImport_Trace
==================
*/
void BotImport_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask) {
trace_t trace;
SV_Trace(&trace, start, mins, maxs, end, passent, contentmask, qfalse);
//copy the trace information
bsptrace->allsolid = trace.allsolid;
bsptrace->startsolid = trace.startsolid;
bsptrace->fraction = trace.fraction;
VectorCopy(trace.endpos, bsptrace->endpos);
bsptrace->plane.dist = trace.plane.dist;
VectorCopy(trace.plane.normal, bsptrace->plane.normal);
bsptrace->plane.signbits = trace.plane.signbits;
bsptrace->plane.type = trace.plane.type;
bsptrace->surface.value = trace.surfaceFlags;
bsptrace->ent = trace.entityNum;
bsptrace->exp_dist = 0;
bsptrace->sidenum = 0;
bsptrace->contents = 0;
}
/*
==================
BotImport_EntityTrace
==================
*/
void BotImport_EntityTrace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask) {
trace_t trace;
SV_ClipToEntity(&trace, start, mins, maxs, end, entnum, contentmask, qfalse);
//copy the trace information
bsptrace->allsolid = trace.allsolid;
bsptrace->startsolid = trace.startsolid;
bsptrace->fraction = trace.fraction;
VectorCopy(trace.endpos, bsptrace->endpos);
bsptrace->plane.dist = trace.plane.dist;
VectorCopy(trace.plane.normal, bsptrace->plane.normal);
bsptrace->plane.signbits = trace.plane.signbits;
bsptrace->plane.type = trace.plane.type;
bsptrace->surface.value = trace.surfaceFlags;
bsptrace->ent = trace.entityNum;
bsptrace->exp_dist = 0;
bsptrace->sidenum = 0;
bsptrace->contents = 0;
}
/*
==================
BotImport_PointContents
==================
*/
int BotImport_PointContents(vec3_t point) {
return SV_PointContents(point, -1);
}
/*
==================
BotImport_inPVS
==================
*/
int BotImport_inPVS(vec3_t p1, vec3_t p2) {
return SV_inPVS (p1, p2);
}
/*
==================
BotImport_BSPEntityData
==================
*/
char *BotImport_BSPEntityData(void) {
return CM_EntityString();
}
/*
==================
BotImport_BSPModelMinsMaxsOrigin
==================
*/
void BotImport_BSPModelMinsMaxsOrigin(int modelnum, vec3_t angles, vec3_t outmins, vec3_t outmaxs, vec3_t origin) {
clipHandle_t h;
vec3_t mins, maxs;
float max;
int i;
h = CM_InlineModel(modelnum);
CM_ModelBounds(h, mins, maxs);
//if the model is rotated
if ((angles[0] || angles[1] || angles[2])) {
// expand for rotation
max = RadiusFromBounds(mins, maxs);
for (i = 0; i < 3; i++) {
mins[i] = -max;
maxs[i] = max;
}
}
if (outmins) VectorCopy(mins, outmins);
if (outmaxs) VectorCopy(maxs, outmaxs);
if (origin) VectorClear(origin);
}
/*
==================
BotImport_GetMemory
==================
*/
void *BotImport_GetMemory(int size) {
void *ptr;
ptr = Z_TagMalloc( size, TAG_BOTLIB );
return ptr;
}
/*
==================
BotImport_FreeMemory
==================
*/
void BotImport_FreeMemory(void *ptr) {
Z_Free(ptr);
}
/*
=================
BotImport_HunkAlloc
=================
*/
void *BotImport_HunkAlloc( int size ) {
if( Hunk_CheckMark() ) {
Com_Error( ERR_DROP, "SV_Bot_HunkAlloc: Alloc with marks already set\n" );
}
return Hunk_Alloc( size, h_high );
}
/*
==================
BotImport_DebugPolygonCreate
==================
*/
int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points) {
bot_debugpoly_t *poly;
int i;
if (!debugpolygons)
return 0;
for (i = 1; i < bot_maxdebugpolys; i++) {
if (!debugpolygons[i].inuse)
break;
}
if (i >= bot_maxdebugpolys)
return 0;
poly = &debugpolygons[i];
poly->inuse = qtrue;
poly->color = color;
poly->numPoints = numPoints;
Com_Memcpy(poly->points, points, numPoints * sizeof(vec3_t));
//
return i;
}
/*
==================
BotImport_DebugPolygonShow
==================
*/
void BotImport_DebugPolygonShow(int id, int color, int numPoints, vec3_t *points) {
bot_debugpoly_t *poly;
if (!debugpolygons) return;
poly = &debugpolygons[id];
poly->inuse = qtrue;
poly->color = color;
poly->numPoints = numPoints;
Com_Memcpy(poly->points, points, numPoints * sizeof(vec3_t));
}
/*
==================
BotImport_DebugPolygonDelete
==================
*/
void BotImport_DebugPolygonDelete(int id)
{
if (!debugpolygons) return;
debugpolygons[id].inuse = qfalse;
}
/*
==================
BotImport_DebugLineCreate
==================
*/
int BotImport_DebugLineCreate(void) {
vec3_t points[1];
return BotImport_DebugPolygonCreate(0, 0, points);
}
/*
==================
BotImport_DebugLineDelete
==================
*/
void BotImport_DebugLineDelete(int line) {
BotImport_DebugPolygonDelete(line);
}
/*
==================
BotImport_DebugLineShow
==================
*/
void BotImport_DebugLineShow(int line, vec3_t start, vec3_t end, int color) {
vec3_t points[4], dir, cross, up = {0, 0, 1};
float dot;
VectorCopy(start, points[0]);
VectorCopy(start, points[1]);
//points[1][2] -= 2;
VectorCopy(end, points[2]);
//points[2][2] -= 2;
VectorCopy(end, points[3]);
VectorSubtract(end, start, dir);
VectorNormalize(dir);
dot = DotProduct(dir, up);
if (dot > 0.99 || dot < -0.99) VectorSet(cross, 1, 0, 0);
else CrossProduct(dir, up, cross);
VectorNormalize(cross);
VectorMA(points[0], 2, cross, points[0]);
VectorMA(points[1], -2, cross, points[1]);
VectorMA(points[2], -2, cross, points[2]);
VectorMA(points[3], 2, cross, points[3]);
BotImport_DebugPolygonShow(line, color, 4, points);
}
/*
==================
SV_BotClientCommand
==================
*/
void BotClientCommand( int client, char *command ) {
SV_ExecuteClientCommand( &svs.clients[client], command, qtrue );
}
/*
==================
SV_BotFrame
==================
*/
void SV_BotFrame( int time ) {
if (!bot_enable) return;
//NOTE: maybe the game is already shutdown
if (!gvm) return;
VM_Call( gvm, BOTAI_START_FRAME, time );
}
/*
===============
SV_BotLibSetup
===============
*/
int SV_BotLibSetup( void ) {
if (!bot_enable) {
return 0;
}
if ( !botlib_export ) {
Com_Printf( S_COLOR_RED "Error: SV_BotLibSetup without SV_BotInitBotLib\n" );
return -1;
}
return botlib_export->BotLibSetup();
}
/*
===============
SV_ShutdownBotLib
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
int SV_BotLibShutdown( void ) {
if ( !botlib_export ) {
return -1;
}
return botlib_export->BotLibShutdown();
}
/*
==================
SV_BotInitCvars
==================
*/
void SV_BotInitCvars(void) {
Cvar_Get("bot_enable", "1", 0); //enable the bot
Cvar_Get("bot_developer", "0", CVAR_CHEAT); //bot developer mode
Cvar_Get("bot_debug", "0", CVAR_CHEAT); //enable bot debugging
Cvar_Get("bot_maxdebugpolys", "2", 0); //maximum number of debug polys
Cvar_Get("bot_groundonly", "1", 0); //only show ground faces of areas
Cvar_Get("bot_reachability", "0", 0); //show all reachabilities to other areas
Cvar_Get("bot_visualizejumppads", "0", CVAR_CHEAT); //show jumppads
Cvar_Get("bot_forceclustering", "0", 0); //force cluster calculations
Cvar_Get("bot_forcereachability", "0", 0); //force reachability calculations
Cvar_Get("bot_forcewrite", "0", 0); //force writing aas file
Cvar_Get("bot_aasoptimize", "0", 0); //no aas file optimisation
Cvar_Get("bot_saveroutingcache", "0", 0); //save routing cache
Cvar_Get("bot_thinktime", "100", CVAR_CHEAT); //msec the bots thinks
Cvar_Get("bot_reloadcharacters", "0", 0); //reload the bot characters each time
Cvar_Get("bot_testichat", "0", 0); //test ichats
Cvar_Get("bot_testrchat", "0", 0); //test rchats
Cvar_Get("bot_testsolid", "0", CVAR_CHEAT); //test for solid areas
Cvar_Get("bot_testclusters", "0", CVAR_CHEAT); //test the AAS clusters
Cvar_Get("bot_fastchat", "0", 0); //fast chatting bots
Cvar_Get("bot_nochat", "0", 0); //disable chats
Cvar_Get("bot_pause", "0", CVAR_CHEAT); //pause the bots thinking
Cvar_Get("bot_report", "0", CVAR_CHEAT); //get a full report in ctf
Cvar_Get("bot_grapple", "0", 0); //enable grapple
Cvar_Get("bot_rocketjump", "1", 0); //enable rocket jumping
Cvar_Get("bot_challenge", "0", 0); //challenging bot
Cvar_Get("bot_minplayers", "0", 0); //minimum players in a team or the game
Cvar_Get("bot_interbreedchar", "", CVAR_CHEAT); //bot character used for interbreeding
Cvar_Get("bot_interbreedbots", "10", CVAR_CHEAT); //number of bots used for interbreeding
Cvar_Get("bot_interbreedcycle", "20", CVAR_CHEAT); //bot interbreeding cycle
Cvar_Get("bot_interbreedwrite", "", CVAR_CHEAT); //write interbreeded bots to this file
}
/*
==================
SV_BotInitBotLib
==================
*/
void SV_BotInitBotLib(void) {
botlib_import_t botlib_import;
if ( !Cvar_VariableValue("fs_restrict") && !Sys_CheckCD() ) {
Com_Error( ERR_NEED_CD, "Game CD not in drive" );
}
if (debugpolygons) Z_Free(debugpolygons);
bot_maxdebugpolys = Cvar_VariableIntegerValue("bot_maxdebugpolys");
debugpolygons = Z_Malloc(sizeof(bot_debugpoly_t) * bot_maxdebugpolys);
botlib_import.Print = BotImport_Print;
botlib_import.Trace = BotImport_Trace;
botlib_import.EntityTrace = BotImport_EntityTrace;
botlib_import.PointContents = BotImport_PointContents;
botlib_import.inPVS = BotImport_inPVS;
botlib_import.BSPEntityData = BotImport_BSPEntityData;
botlib_import.BSPModelMinsMaxsOrigin = BotImport_BSPModelMinsMaxsOrigin;
botlib_import.BotClientCommand = BotClientCommand;
//memory management
botlib_import.GetMemory = BotImport_GetMemory;
botlib_import.FreeMemory = BotImport_FreeMemory;
botlib_import.AvailableMemory = Z_AvailableMemory;
botlib_import.HunkAlloc = BotImport_HunkAlloc;
// file system access
botlib_import.FS_FOpenFile = FS_FOpenFileByMode;
botlib_import.FS_Read = FS_Read2;
botlib_import.FS_Write = FS_Write;
botlib_import.FS_FCloseFile = FS_FCloseFile;
botlib_import.FS_Seek = FS_Seek;
//debug lines
botlib_import.DebugLineCreate = BotImport_DebugLineCreate;
botlib_import.DebugLineDelete = BotImport_DebugLineDelete;
botlib_import.DebugLineShow = BotImport_DebugLineShow;
//debug polygons
botlib_import.DebugPolygonCreate = BotImport_DebugPolygonCreate;
botlib_import.DebugPolygonDelete = BotImport_DebugPolygonDelete;
botlib_export = (botlib_export_t *)GetBotLibAPI( BOTLIB_API_VERSION, &botlib_import );
assert(botlib_export); // bk001129 - somehow we end up with a zero import.
}
//
// * * * BOT AI CODE IS BELOW THIS POINT * * *
//
/*
==================
SV_BotGetConsoleMessage
==================
*/
int SV_BotGetConsoleMessage( int client, char *buf, int size )
{
client_t *cl;
int index;
cl = &svs.clients[client];
cl->lastPacketTime = svs.time;
if ( cl->reliableAcknowledge == cl->reliableSequence ) {
return qfalse;
}
cl->reliableAcknowledge++;
index = cl->reliableAcknowledge & ( MAX_RELIABLE_COMMANDS - 1 );
if ( !cl->reliableCommands[index][0] ) {
return qfalse;
}
Q_strncpyz( buf, cl->reliableCommands[index], size );
return qtrue;
}
#if 0
/*
==================
EntityInPVS
==================
*/
int EntityInPVS( int client, int entityNum ) {
client_t *cl;
clientSnapshot_t *frame;
int i;
cl = &svs.clients[client];
frame = &cl->frames[cl->netchan.outgoingSequence & PACKET_MASK];
for ( i = 0; i < frame->num_entities; i++ ) {
if ( svs.snapshotEntities[(frame->first_entity + i) % svs.numSnapshotEntities].number == entityNum ) {
return qtrue;
}
}
return qfalse;
}
#endif
/*
==================
SV_BotGetSnapshotEntity
==================
*/
int SV_BotGetSnapshotEntity( int client, int sequence ) {
client_t *cl;
clientSnapshot_t *frame;
cl = &svs.clients[client];
frame = &cl->frames[cl->netchan.outgoingSequence & PACKET_MASK];
if (sequence < 0 || sequence >= frame->num_entities) {
return -1;
}
return svs.snapshotEntities[(frame->first_entity + sequence) % svs.numSnapshotEntities].number;
}

762
code/server/sv_ccmds.c Normal file
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/*
===========================================================================
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"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
/*
==================
SV_GetPlayerByName
Returns the player with name from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByName( void ) {
client_t *cl;
int i;
char *s;
char cleanName[64];
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
// check for a name match
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if ( !Q_stricmp( cl->name, s ) ) {
return cl;
}
Q_strncpyz( cleanName, cl->name, sizeof(cleanName) );
Q_CleanStr( cleanName );
if ( !Q_stricmp( cleanName, s ) ) {
return cl;
}
}
Com_Printf( "Player %s is not on the server\n", s );
return NULL;
}
/*
==================
SV_GetPlayerByNum
Returns the player with idnum from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByNum( void ) {
client_t *cl;
int i;
int idnum;
char *s;
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
for (i = 0; s[i]; i++) {
if (s[i] < '0' || s[i] > '9') {
Com_Printf( "Bad slot number: %s\n", s);
return NULL;
}
}
idnum = atoi( s );
if ( idnum < 0 || idnum >= sv_maxclients->integer ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &svs.clients[idnum];
if ( !cl->state ) {
Com_Printf( "Client %i is not active\n", idnum );
return NULL;
}
return cl;
return NULL;
}
//=========================================================
/*
==================
SV_Map_f
Restart the server on a different map
==================
*/
static void SV_Map_f( void ) {
char *cmd;
char *map;
qboolean killBots, cheat;
char expanded[MAX_QPATH];
char mapname[MAX_QPATH];
map = Cmd_Argv(1);
if ( !map ) {
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;
}
// force latched values to get set
Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH );
cmd = Cmd_Argv(0);
if( Q_stricmpn( cmd, "sp", 2 ) == 0 ) {
Cvar_SetValue( "g_gametype", GT_SINGLE_PLAYER );
Cvar_SetValue( "g_doWarmup", 0 );
// may not set sv_maxclients directly, always set latched
Cvar_SetLatched( "sv_maxclients", "8" );
cmd += 2;
cheat = qfalse;
killBots = qtrue;
}
else {
if ( !Q_stricmp( cmd, "devmap" ) || !Q_stricmp( cmd, "spdevmap" ) ) {
cheat = qtrue;
killBots = qtrue;
} else {
cheat = qfalse;
killBots = qfalse;
}
if( sv_gametype->integer == GT_SINGLE_PLAYER ) {
Cvar_SetValue( "g_gametype", GT_FFA );
}
}
// save the map name here cause on a map restart we reload the q3config.cfg
// and thus nuke the arguments of the map command
Q_strncpyz(mapname, map, sizeof(mapname));
// start up the map
SV_SpawnServer( mapname, killBots );
// set the cheat value
// if the level was started with "map <levelname>", then
// cheats will not be allowed. If started with "devmap <levelname>"
// then cheats will be allowed
if ( cheat ) {
Cvar_Set( "sv_cheats", "1" );
} else {
Cvar_Set( "sv_cheats", "0" );
}
}
/*
================
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;
// 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 ( sv.restartTime ) {
return;
}
if (Cmd_Argc() > 1 ) {
delay = atoi( Cmd_Argv(1) );
}
else {
delay = 5;
}
if( delay && !Cvar_VariableValue("g_doWarmup") ) {
sv.restartTime = svs.time + delay * 1000;
SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) );
return;
}
// check for changes in variables that can't just be restarted
// check for maxclients change
if ( sv_maxclients->modified || sv_gametype->modified ) {
char mapname[MAX_QPATH];
Com_Printf( "variable change -- restarting.\n" );
// restart the map the slow way
Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
SV_SpawnServer( mapname, qfalse );
return;
}
// toggle the server bit so clients can detect that a
// map_restart has happened
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// generate a new serverid
// TTimo - 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 < 3 ; i++ ) {
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
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 );
Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125
continue;
}
client->state = CS_ACTIVE;
SV_ClientEnterWorld( client, &client->lastUsercmd );
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
//===============================================================
/*
==================
SV_Kick_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_Kick_f( void ) {
client_t *cl;
int i;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kick <player name>\nkick all = kick everyone\nkick allbots = kick all bots\n");
return;
}
cl = SV_GetPlayerByName();
if ( !cl ) {
if ( !Q_stricmp(Cmd_Argv(1), "all") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
else if ( !Q_stricmp(Cmd_Argv(1), "allbots") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type != NA_BOT ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
==================
SV_Ban_f
Ban a user from being able to play on this server through the auth
server
==================
*/
static void SV_Ban_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banUser <player name>\n");
return;
}
cl = SV_GetPlayerByName();
if (!cl) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
/*
==================
SV_BanNum_f
Ban a user from being able to play on this server through the auth
server
==================
*/
static void SV_BanNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banClient <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
/*
==================
SV_KickNum_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_KickNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kicknum <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
================
SV_Status_f
================
*/
static void SV_Status_f( void ) {
int i, j, l;
client_t *cl;
playerState_t *ps;
const char *s;
int ping;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
Com_Printf ("map: %s\n", sv_mapname->string );
Com_Printf ("num score ping name lastmsg address qport rate\n");
Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n");
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++)
{
if (!cl->state)
continue;
Com_Printf ("%3i ", i);
ps = SV_GameClientNum( i );
Com_Printf ("%5i ", ps->persistant[PERS_SCORE]);
if (cl->state == CS_CONNECTED)
Com_Printf ("CNCT ");
else if (cl->state == CS_ZOMBIE)
Com_Printf ("ZMBI ");
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
Com_Printf ("%4i ", ping);
}
Com_Printf ("%s", cl->name);
// TTimo adding a ^7 to reset the color
// NOTE: colored names in status breaks the padding (WONTFIX)
Com_Printf ("^7");
l = 16 - strlen(cl->name);
for (j=0 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%7i ", svs.time - cl->lastPacketTime );
s = NET_AdrToString( cl->netchan.remoteAddress );
Com_Printf ("%s", s);
l = 22 - strlen(s);
for (j=0 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%5i", cl->netchan.qport);
Com_Printf (" %5i", cl->rate);
Com_Printf ("\n");
}
Com_Printf ("\n");
}
/*
==================
SV_ConSay_f
==================
*/
static void SV_ConSay_f(void) {
char *p;
char text[1024];
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc () < 2 ) {
return;
}
strcpy (text, "console: ");
p = Cmd_Args();
if ( *p == '"' ) {
p++;
p[strlen(p)-1] = 0;
}
strcat(text, p);
SV_SendServerCommand(NULL, "chat \"%s\n\"", text);
}
/*
==================
SV_Heartbeat_f
Also called by SV_DropClient, SV_DirectConnect, and SV_SpawnServer
==================
*/
void SV_Heartbeat_f( void ) {
svs.nextHeartbeatTime = -9999999;
}
/*
===========
SV_Serverinfo_f
Examine the serverinfo string
===========
*/
static void SV_Serverinfo_f( void ) {
Com_Printf ("Server info settings:\n");
Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
}
/*
===========
SV_Systeminfo_f
Examine or change the serverinfo string
===========
*/
static void SV_Systeminfo_f( void ) {
Com_Printf ("System info settings:\n");
Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );
}
/*
===========
SV_DumpUser_f
Examine all a users info strings FIXME: move to game
===========
*/
static void SV_DumpUser_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: info <userid>\n");
return;
}
cl = SV_GetPlayerByName();
if ( !cl ) {
return;
}
Com_Printf( "userinfo\n" );
Com_Printf( "--------\n" );
Info_Print( cl->userinfo );
}
/*
=================
SV_KillServer
=================
*/
static void SV_KillServer_f( void ) {
SV_Shutdown( "killserver" );
}
//===========================================================
/*
==================
SV_AddOperatorCommands
==================
*/
void SV_AddOperatorCommands( void ) {
static qboolean initialized;
if ( initialized ) {
return;
}
initialized = qtrue;
Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
Cmd_AddCommand ("kick", SV_Kick_f);
Cmd_AddCommand ("banUser", SV_Ban_f);
Cmd_AddCommand ("banClient", SV_BanNum_f);
Cmd_AddCommand ("clientkick", SV_KickNum_f);
Cmd_AddCommand ("status", SV_Status_f);
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
Cmd_AddCommand ("map_restart", SV_MapRestart_f);
Cmd_AddCommand ("sectorlist", SV_SectorList_f);
Cmd_AddCommand ("map", SV_Map_f);
#ifndef PRE_RELEASE_DEMO
Cmd_AddCommand ("devmap", SV_Map_f);
Cmd_AddCommand ("spmap", SV_Map_f);
Cmd_AddCommand ("spdevmap", SV_Map_f);
#endif
Cmd_AddCommand ("killserver", SV_KillServer_f);
if( com_dedicated->integer ) {
Cmd_AddCommand ("say", SV_ConSay_f);
}
}
/*
==================
SV_RemoveOperatorCommands
==================
*/
void SV_RemoveOperatorCommands( void ) {
#if 0
// removing these won't let the server start again
Cmd_RemoveCommand ("heartbeat");
Cmd_RemoveCommand ("kick");
Cmd_RemoveCommand ("banUser");
Cmd_RemoveCommand ("banClient");
Cmd_RemoveCommand ("status");
Cmd_RemoveCommand ("serverinfo");
Cmd_RemoveCommand ("systeminfo");
Cmd_RemoveCommand ("dumpuser");
Cmd_RemoveCommand ("map_restart");
Cmd_RemoveCommand ("sectorlist");
Cmd_RemoveCommand ("say");
#endif
}

1531
code/server/sv_client.c Normal file

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981
code/server/sv_game.c Normal file
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@ -0,0 +1,981 @@
/*
===========================================================================
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
===========================================================================
*/
// sv_game.c -- interface to the game dll
#include "server.h"
#include "../game/botlib.h"
botlib_export_t *botlib_export;
void SV_GameError( const char *string ) {
Com_Error( ERR_DROP, "%s", string );
}
void SV_GamePrint( const char *string ) {
Com_Printf( "%s", string );
}
// these functions must be used instead of pointer arithmetic, because
// the game allocates gentities with private information after the server shared part
int SV_NumForGentity( sharedEntity_t *ent ) {
int num;
num = ( (byte *)ent - (byte *)sv.gentities ) / sv.gentitySize;
return num;
}
sharedEntity_t *SV_GentityNum( int num ) {
sharedEntity_t *ent;
ent = (sharedEntity_t *)((byte *)sv.gentities + sv.gentitySize*(num));
return ent;
}
playerState_t *SV_GameClientNum( int num ) {
playerState_t *ps;
ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num));
return ps;
}
svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ) {
if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
}
return &sv.svEntities[ gEnt->s.number ];
}
sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
int num;
num = svEnt - sv.svEntities;
return SV_GentityNum( num );
}
/*
===============
SV_GameSendServerCommand
Sends a command string to a client
===============
*/
void SV_GameSendServerCommand( int clientNum, const char *text ) {
if ( clientNum == -1 ) {
SV_SendServerCommand( NULL, "%s", text );
} else {
if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
return;
}
SV_SendServerCommand( svs.clients + clientNum, "%s", text );
}
}
/*
===============
SV_GameDropClient
Disconnects the client with a message
===============
*/
void SV_GameDropClient( int clientNum, const char *reason ) {
if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
return;
}
SV_DropClient( svs.clients + clientNum, reason );
}
/*
=================
SV_SetBrushModel
sets mins and maxs for inline bmodels
=================
*/
void SV_SetBrushModel( sharedEntity_t *ent, const char *name ) {
clipHandle_t h;
vec3_t mins, maxs;
if (!name) {
Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" );
}
if (name[0] != '*') {
Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name );
}
ent->s.modelindex = atoi( name + 1 );
h = CM_InlineModel( ent->s.modelindex );
CM_ModelBounds( h, mins, maxs );
VectorCopy (mins, ent->r.mins);
VectorCopy (maxs, ent->r.maxs);
ent->r.bmodel = qtrue;
ent->r.contents = -1; // we don't know exactly what is in the brushes
SV_LinkEntity( ent ); // FIXME: remove
}
/*
=================
SV_inPVS
Also checks portalareas so that doors block sight
=================
*/
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
byte *mask;
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return qfalse;
if (!CM_AreasConnected (area1, area2))
return qfalse; // a door blocks sight
return qtrue;
}
/*
=================
SV_inPVSIgnorePortals
Does NOT check portalareas
=================
*/
qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
byte *mask;
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return qfalse;
return qtrue;
}
/*
========================
SV_AdjustAreaPortalState
========================
*/
void SV_AdjustAreaPortalState( sharedEntity_t *ent, qboolean open ) {
svEntity_t *svEnt;
svEnt = SV_SvEntityForGentity( ent );
if ( svEnt->areanum2 == -1 ) {
return;
}
CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
}
/*
==================
SV_GameAreaEntities
==================
*/
qboolean SV_EntityContact( vec3_t mins, vec3_t maxs, const sharedEntity_t *gEnt, int capsule ) {
const float *origin, *angles;
clipHandle_t ch;
trace_t trace;
// check for exact collision
origin = gEnt->r.currentOrigin;
angles = gEnt->r.currentAngles;
ch = SV_ClipHandleForEntity( gEnt );
CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
ch, -1, origin, angles, capsule );
return trace.startsolid;
}
/*
===============
SV_GetServerinfo
===============
*/
void SV_GetServerinfo( char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
}
Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
}
/*
===============
SV_LocateGameData
===============
*/
void SV_LocateGameData( sharedEntity_t *gEnts, int numGEntities, int sizeofGEntity_t,
playerState_t *clients, int sizeofGameClient ) {
sv.gentities = gEnts;
sv.gentitySize = sizeofGEntity_t;
sv.num_entities = numGEntities;
sv.gameClients = clients;
sv.gameClientSize = sizeofGameClient;
}
/*
===============
SV_GetUsercmd
===============
*/
void SV_GetUsercmd( int clientNum, usercmd_t *cmd ) {
if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
Com_Error( ERR_DROP, "SV_GetUsercmd: bad clientNum:%i", clientNum );
}
*cmd = svs.clients[clientNum].lastUsercmd;
}
//==============================================
static int FloatAsInt( float f ) {
union
{
int i;
float f;
} temp;
temp.f = f;
return temp.i;
}
/*
====================
SV_GameSystemCalls
The module is making a system call
====================
*/
//rcg010207 - see my comments in VM_DllSyscall(), in qcommon/vm.c ...
#if ((defined __linux__) && (defined __powerpc__))
#define VMA(x) ((void *) args[x])
#else
#define VMA(x) VM_ArgPtr(args[x])
#endif
#define VMF(x) ((float *)args)[x]
int SV_GameSystemCalls( int *args ) {
switch( args[0] ) {
case G_PRINT:
Com_Printf( "%s", VMA(1) );
return 0;
case G_ERROR:
Com_Error( ERR_DROP, "%s", VMA(1) );
return 0;
case G_MILLISECONDS:
return Sys_Milliseconds();
case G_CVAR_REGISTER:
Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] );
return 0;
case G_CVAR_UPDATE:
Cvar_Update( VMA(1) );
return 0;
case G_CVAR_SET:
Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );
return 0;
case G_CVAR_VARIABLE_INTEGER_VALUE:
return Cvar_VariableIntegerValue( (const char *)VMA(1) );
case G_CVAR_VARIABLE_STRING_BUFFER:
Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
return 0;
case G_ARGC:
return Cmd_Argc();
case G_ARGV:
Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
return 0;
case G_SEND_CONSOLE_COMMAND:
Cbuf_ExecuteText( args[1], VMA(2) );
return 0;
case G_FS_FOPEN_FILE:
return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
case G_FS_READ:
FS_Read2( VMA(1), args[2], args[3] );
return 0;
case G_FS_WRITE:
FS_Write( VMA(1), args[2], args[3] );
return 0;
case G_FS_FCLOSE_FILE:
FS_FCloseFile( args[1] );
return 0;
case G_FS_GETFILELIST:
return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );
case G_FS_SEEK:
return FS_Seek( args[1], args[2], args[3] );
case G_LOCATE_GAME_DATA:
SV_LocateGameData( VMA(1), args[2], args[3], VMA(4), args[5] );
return 0;
case G_DROP_CLIENT:
SV_GameDropClient( args[1], VMA(2) );
return 0;
case G_SEND_SERVER_COMMAND:
SV_GameSendServerCommand( args[1], VMA(2) );
return 0;
case G_LINKENTITY:
SV_LinkEntity( VMA(1) );
return 0;
case G_UNLINKENTITY:
SV_UnlinkEntity( VMA(1) );
return 0;
case G_ENTITIES_IN_BOX:
return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] );
case G_ENTITY_CONTACT:
return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qfalse );
case G_ENTITY_CONTACTCAPSULE:
return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qtrue );
case G_TRACE:
SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
return 0;
case G_TRACECAPSULE:
SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
return 0;
case G_POINT_CONTENTS:
return SV_PointContents( VMA(1), args[2] );
case G_SET_BRUSH_MODEL:
SV_SetBrushModel( VMA(1), VMA(2) );
return 0;
case G_IN_PVS:
return SV_inPVS( VMA(1), VMA(2) );
case G_IN_PVS_IGNORE_PORTALS:
return SV_inPVSIgnorePortals( VMA(1), VMA(2) );
case G_SET_CONFIGSTRING:
SV_SetConfigstring( args[1], VMA(2) );
return 0;
case G_GET_CONFIGSTRING:
SV_GetConfigstring( args[1], VMA(2), args[3] );
return 0;
case G_SET_USERINFO:
SV_SetUserinfo( args[1], VMA(2) );
return 0;
case G_GET_USERINFO:
SV_GetUserinfo( args[1], VMA(2), args[3] );
return 0;
case G_GET_SERVERINFO:
SV_GetServerinfo( VMA(1), args[2] );
return 0;
case G_ADJUST_AREA_PORTAL_STATE:
SV_AdjustAreaPortalState( VMA(1), args[2] );
return 0;
case G_AREAS_CONNECTED:
return CM_AreasConnected( args[1], args[2] );
case G_BOT_ALLOCATE_CLIENT:
return SV_BotAllocateClient();
case G_BOT_FREE_CLIENT:
SV_BotFreeClient( args[1] );
return 0;
case G_GET_USERCMD:
SV_GetUsercmd( args[1], VMA(2) );
return 0;
case G_GET_ENTITY_TOKEN:
{
const char *s;
s = COM_Parse( &sv.entityParsePoint );
Q_strncpyz( VMA(1), s, args[2] );
if ( !sv.entityParsePoint && !s[0] ) {
return qfalse;
} else {
return qtrue;
}
}
case G_DEBUG_POLYGON_CREATE:
return BotImport_DebugPolygonCreate( args[1], args[2], VMA(3) );
case G_DEBUG_POLYGON_DELETE:
BotImport_DebugPolygonDelete( args[1] );
return 0;
case G_REAL_TIME:
return Com_RealTime( VMA(1) );
case G_SNAPVECTOR:
Sys_SnapVector( VMA(1) );
return 0;
//====================================
case BOTLIB_SETUP:
return SV_BotLibSetup();
case BOTLIB_SHUTDOWN:
return SV_BotLibShutdown();
case BOTLIB_LIBVAR_SET:
return botlib_export->BotLibVarSet( VMA(1), VMA(2) );
case BOTLIB_LIBVAR_GET:
return botlib_export->BotLibVarGet( VMA(1), VMA(2), args[3] );
case BOTLIB_PC_ADD_GLOBAL_DEFINE:
return botlib_export->PC_AddGlobalDefine( VMA(1) );
case BOTLIB_PC_LOAD_SOURCE:
return botlib_export->PC_LoadSourceHandle( VMA(1) );
case BOTLIB_PC_FREE_SOURCE:
return botlib_export->PC_FreeSourceHandle( args[1] );
case BOTLIB_PC_READ_TOKEN:
return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
case BOTLIB_PC_SOURCE_FILE_AND_LINE:
return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
case BOTLIB_START_FRAME:
return botlib_export->BotLibStartFrame( VMF(1) );
case BOTLIB_LOAD_MAP:
return botlib_export->BotLibLoadMap( VMA(1) );
case BOTLIB_UPDATENTITY:
return botlib_export->BotLibUpdateEntity( args[1], VMA(2) );
case BOTLIB_TEST:
return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) );
case BOTLIB_GET_SNAPSHOT_ENTITY:
return SV_BotGetSnapshotEntity( args[1], args[2] );
case BOTLIB_GET_CONSOLE_MESSAGE:
return SV_BotGetConsoleMessage( args[1], VMA(2), args[3] );
case BOTLIB_USER_COMMAND:
SV_ClientThink( &svs.clients[args[1]], VMA(2) );
return 0;
case BOTLIB_AAS_BBOX_AREAS:
return botlib_export->aas.AAS_BBoxAreas( VMA(1), VMA(2), VMA(3), args[4] );
case BOTLIB_AAS_AREA_INFO:
return botlib_export->aas.AAS_AreaInfo( args[1], VMA(2) );
case BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL:
return botlib_export->aas.AAS_AlternativeRouteGoals( VMA(1), args[2], VMA(3), args[4], args[5], VMA(6), args[7], args[8] );
case BOTLIB_AAS_ENTITY_INFO:
botlib_export->aas.AAS_EntityInfo( args[1], VMA(2) );
return 0;
case BOTLIB_AAS_INITIALIZED:
return botlib_export->aas.AAS_Initialized();
case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], VMA(2), VMA(3) );
return 0;
case BOTLIB_AAS_TIME:
return FloatAsInt( botlib_export->aas.AAS_Time() );
case BOTLIB_AAS_POINT_AREA_NUM:
return botlib_export->aas.AAS_PointAreaNum( VMA(1) );
case BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX:
return botlib_export->aas.AAS_PointReachabilityAreaIndex( VMA(1) );
case BOTLIB_AAS_TRACE_AREAS:
return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] );
case BOTLIB_AAS_POINT_CONTENTS:
return botlib_export->aas.AAS_PointContents( VMA(1) );
case BOTLIB_AAS_NEXT_BSP_ENTITY:
return botlib_export->aas.AAS_NextBSPEntity( args[1] );
case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
return botlib_export->aas.AAS_ValueForBSPEpairKey( args[1], VMA(2), VMA(3), args[4] );
case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
return botlib_export->aas.AAS_VectorForBSPEpairKey( args[1], VMA(2), VMA(3) );
case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
return botlib_export->aas.AAS_FloatForBSPEpairKey( args[1], VMA(2), VMA(3) );
case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
return botlib_export->aas.AAS_IntForBSPEpairKey( args[1], VMA(2), VMA(3) );
case BOTLIB_AAS_AREA_REACHABILITY:
return botlib_export->aas.AAS_AreaReachability( args[1] );
case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
return botlib_export->aas.AAS_AreaTravelTimeToGoalArea( args[1], VMA(2), args[3], args[4] );
case BOTLIB_AAS_ENABLE_ROUTING_AREA:
return botlib_export->aas.AAS_EnableRoutingArea( args[1], args[2] );
case BOTLIB_AAS_PREDICT_ROUTE:
return botlib_export->aas.AAS_PredictRoute( VMA(1), args[2], VMA(3), args[4], args[5], args[6], args[7], args[8], args[9], args[10], args[11] );
case BOTLIB_AAS_SWIMMING:
return botlib_export->aas.AAS_Swimming( VMA(1) );
case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
return botlib_export->aas.AAS_PredictClientMovement( VMA(1), args[2], VMA(3), args[4], args[5],
VMA(6), VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13] );
case BOTLIB_EA_SAY:
botlib_export->ea.EA_Say( args[1], VMA(2) );
return 0;
case BOTLIB_EA_SAY_TEAM:
botlib_export->ea.EA_SayTeam( args[1], VMA(2) );
return 0;
case BOTLIB_EA_COMMAND:
botlib_export->ea.EA_Command( args[1], VMA(2) );
return 0;
case BOTLIB_EA_ACTION:
botlib_export->ea.EA_Action( args[1], args[2] );
break;
case BOTLIB_EA_GESTURE:
botlib_export->ea.EA_Gesture( args[1] );
return 0;
case BOTLIB_EA_TALK:
botlib_export->ea.EA_Talk( args[1] );
return 0;
case BOTLIB_EA_ATTACK:
botlib_export->ea.EA_Attack( args[1] );
return 0;
case BOTLIB_EA_USE:
botlib_export->ea.EA_Use( args[1] );
return 0;
case BOTLIB_EA_RESPAWN:
botlib_export->ea.EA_Respawn( args[1] );
return 0;
case BOTLIB_EA_CROUCH:
botlib_export->ea.EA_Crouch( args[1] );
return 0;
case BOTLIB_EA_MOVE_UP:
botlib_export->ea.EA_MoveUp( args[1] );
return 0;
case BOTLIB_EA_MOVE_DOWN:
botlib_export->ea.EA_MoveDown( args[1] );
return 0;
case BOTLIB_EA_MOVE_FORWARD:
botlib_export->ea.EA_MoveForward( args[1] );
return 0;
case BOTLIB_EA_MOVE_BACK:
botlib_export->ea.EA_MoveBack( args[1] );
return 0;
case BOTLIB_EA_MOVE_LEFT:
botlib_export->ea.EA_MoveLeft( args[1] );
return 0;
case BOTLIB_EA_MOVE_RIGHT:
botlib_export->ea.EA_MoveRight( args[1] );
return 0;
case BOTLIB_EA_SELECT_WEAPON:
botlib_export->ea.EA_SelectWeapon( args[1], args[2] );
return 0;
case BOTLIB_EA_JUMP:
botlib_export->ea.EA_Jump( args[1] );
return 0;
case BOTLIB_EA_DELAYED_JUMP:
botlib_export->ea.EA_DelayedJump( args[1] );
return 0;
case BOTLIB_EA_MOVE:
botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) );
return 0;
case BOTLIB_EA_VIEW:
botlib_export->ea.EA_View( args[1], VMA(2) );
return 0;
case BOTLIB_EA_END_REGULAR:
botlib_export->ea.EA_EndRegular( args[1], VMF(2) );
return 0;
case BOTLIB_EA_GET_INPUT:
botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) );
return 0;
case BOTLIB_EA_RESET_INPUT:
botlib_export->ea.EA_ResetInput( args[1] );
return 0;
case BOTLIB_AI_LOAD_CHARACTER:
return botlib_export->ai.BotLoadCharacter( VMA(1), VMF(2) );
case BOTLIB_AI_FREE_CHARACTER:
botlib_export->ai.BotFreeCharacter( args[1] );
return 0;
case BOTLIB_AI_CHARACTERISTIC_FLOAT:
return FloatAsInt( botlib_export->ai.Characteristic_Float( args[1], args[2] ) );
case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) );
case BOTLIB_AI_CHARACTERISTIC_INTEGER:
return botlib_export->ai.Characteristic_Integer( args[1], args[2] );
case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
return botlib_export->ai.Characteristic_BInteger( args[1], args[2], args[3], args[4] );
case BOTLIB_AI_CHARACTERISTIC_STRING:
botlib_export->ai.Characteristic_String( args[1], args[2], VMA(3), args[4] );
return 0;
case BOTLIB_AI_ALLOC_CHAT_STATE:
return botlib_export->ai.BotAllocChatState();
case BOTLIB_AI_FREE_CHAT_STATE:
botlib_export->ai.BotFreeChatState( args[1] );
return 0;
case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
botlib_export->ai.BotQueueConsoleMessage( args[1], args[2], VMA(3) );
return 0;
case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
botlib_export->ai.BotRemoveConsoleMessage( args[1], args[2] );
return 0;
case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
return botlib_export->ai.BotNextConsoleMessage( args[1], VMA(2) );
case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
return botlib_export->ai.BotNumConsoleMessages( args[1] );
case BOTLIB_AI_INITIAL_CHAT:
botlib_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA(9), VMA(10), VMA(11) );
return 0;
case BOTLIB_AI_NUM_INITIAL_CHATS:
return botlib_export->ai.BotNumInitialChats( args[1], VMA(2) );
case BOTLIB_AI_REPLY_CHAT:
return botlib_export->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9), VMA(10), VMA(11), VMA(12) );
case BOTLIB_AI_CHAT_LENGTH:
return botlib_export->ai.BotChatLength( args[1] );
case BOTLIB_AI_ENTER_CHAT:
botlib_export->ai.BotEnterChat( args[1], args[2], args[3] );
return 0;
case BOTLIB_AI_GET_CHAT_MESSAGE:
botlib_export->ai.BotGetChatMessage( args[1], VMA(2), args[3] );
return 0;
case BOTLIB_AI_STRING_CONTAINS:
return botlib_export->ai.StringContains( VMA(1), VMA(2), args[3] );
case BOTLIB_AI_FIND_MATCH:
return botlib_export->ai.BotFindMatch( VMA(1), VMA(2), args[3] );
case BOTLIB_AI_MATCH_VARIABLE:
botlib_export->ai.BotMatchVariable( VMA(1), args[2], VMA(3), args[4] );
return 0;
case BOTLIB_AI_UNIFY_WHITE_SPACES:
botlib_export->ai.UnifyWhiteSpaces( VMA(1) );
return 0;
case BOTLIB_AI_REPLACE_SYNONYMS:
botlib_export->ai.BotReplaceSynonyms( VMA(1), args[2] );
return 0;
case BOTLIB_AI_LOAD_CHAT_FILE:
return botlib_export->ai.BotLoadChatFile( args[1], VMA(2), VMA(3) );
case BOTLIB_AI_SET_CHAT_GENDER:
botlib_export->ai.BotSetChatGender( args[1], args[2] );
return 0;
case BOTLIB_AI_SET_CHAT_NAME:
botlib_export->ai.BotSetChatName( args[1], VMA(2), args[3] );
return 0;
case BOTLIB_AI_RESET_GOAL_STATE:
botlib_export->ai.BotResetGoalState( args[1] );
return 0;
case BOTLIB_AI_RESET_AVOID_GOALS:
botlib_export->ai.BotResetAvoidGoals( args[1] );
return 0;
case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
botlib_export->ai.BotRemoveFromAvoidGoals( args[1], args[2] );
return 0;
case BOTLIB_AI_PUSH_GOAL:
botlib_export->ai.BotPushGoal( args[1], VMA(2) );
return 0;
case BOTLIB_AI_POP_GOAL:
botlib_export->ai.BotPopGoal( args[1] );
return 0;
case BOTLIB_AI_EMPTY_GOAL_STACK:
botlib_export->ai.BotEmptyGoalStack( args[1] );
return 0;
case BOTLIB_AI_DUMP_AVOID_GOALS:
botlib_export->ai.BotDumpAvoidGoals( args[1] );
return 0;
case BOTLIB_AI_DUMP_GOAL_STACK:
botlib_export->ai.BotDumpGoalStack( args[1] );
return 0;
case BOTLIB_AI_GOAL_NAME:
botlib_export->ai.BotGoalName( args[1], VMA(2), args[3] );
return 0;
case BOTLIB_AI_GET_TOP_GOAL:
return botlib_export->ai.BotGetTopGoal( args[1], VMA(2) );
case BOTLIB_AI_GET_SECOND_GOAL:
return botlib_export->ai.BotGetSecondGoal( args[1], VMA(2) );
case BOTLIB_AI_CHOOSE_LTG_ITEM:
return botlib_export->ai.BotChooseLTGItem( args[1], VMA(2), VMA(3), args[4] );
case BOTLIB_AI_CHOOSE_NBG_ITEM:
return botlib_export->ai.BotChooseNBGItem( args[1], VMA(2), VMA(3), args[4], VMA(5), VMF(6) );
case BOTLIB_AI_TOUCHING_GOAL:
return botlib_export->ai.BotTouchingGoal( VMA(1), VMA(2) );
case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
return botlib_export->ai.BotItemGoalInVisButNotVisible( args[1], VMA(2), VMA(3), VMA(4) );
case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
return botlib_export->ai.BotGetLevelItemGoal( args[1], VMA(2), VMA(3) );
case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
return botlib_export->ai.BotGetNextCampSpotGoal( args[1], VMA(2) );
case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
return botlib_export->ai.BotGetMapLocationGoal( VMA(1), VMA(2) );
case BOTLIB_AI_AVOID_GOAL_TIME:
return FloatAsInt( botlib_export->ai.BotAvoidGoalTime( args[1], args[2] ) );
case BOTLIB_AI_SET_AVOID_GOAL_TIME:
botlib_export->ai.BotSetAvoidGoalTime( args[1], args[2], VMF(3));
return 0;
case BOTLIB_AI_INIT_LEVEL_ITEMS:
botlib_export->ai.BotInitLevelItems();
return 0;
case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
botlib_export->ai.BotUpdateEntityItems();
return 0;
case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
return botlib_export->ai.BotLoadItemWeights( args[1], VMA(2) );
case BOTLIB_AI_FREE_ITEM_WEIGHTS:
botlib_export->ai.BotFreeItemWeights( args[1] );
return 0;
case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
botlib_export->ai.BotInterbreedGoalFuzzyLogic( args[1], args[2], args[3] );
return 0;
case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
botlib_export->ai.BotSaveGoalFuzzyLogic( args[1], VMA(2) );
return 0;
case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
botlib_export->ai.BotMutateGoalFuzzyLogic( args[1], VMF(2) );
return 0;
case BOTLIB_AI_ALLOC_GOAL_STATE:
return botlib_export->ai.BotAllocGoalState( args[1] );
case BOTLIB_AI_FREE_GOAL_STATE:
botlib_export->ai.BotFreeGoalState( args[1] );
return 0;
case BOTLIB_AI_RESET_MOVE_STATE:
botlib_export->ai.BotResetMoveState( args[1] );
return 0;
case BOTLIB_AI_ADD_AVOID_SPOT:
botlib_export->ai.BotAddAvoidSpot( args[1], VMA(2), VMF(3), args[4] );
return 0;
case BOTLIB_AI_MOVE_TO_GOAL:
botlib_export->ai.BotMoveToGoal( VMA(1), args[2], VMA(3), args[4] );
return 0;
case BOTLIB_AI_MOVE_IN_DIRECTION:
return botlib_export->ai.BotMoveInDirection( args[1], VMA(2), VMF(3), args[4] );
case BOTLIB_AI_RESET_AVOID_REACH:
botlib_export->ai.BotResetAvoidReach( args[1] );
return 0;
case BOTLIB_AI_RESET_LAST_AVOID_REACH:
botlib_export->ai.BotResetLastAvoidReach( args[1] );
return 0;
case BOTLIB_AI_REACHABILITY_AREA:
return botlib_export->ai.BotReachabilityArea( VMA(1), args[2] );
case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
return botlib_export->ai.BotMovementViewTarget( args[1], VMA(2), args[3], VMF(4), VMA(5) );
case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
return botlib_export->ai.BotPredictVisiblePosition( VMA(1), args[2], VMA(3), args[4], VMA(5) );
case BOTLIB_AI_ALLOC_MOVE_STATE:
return botlib_export->ai.BotAllocMoveState();
case BOTLIB_AI_FREE_MOVE_STATE:
botlib_export->ai.BotFreeMoveState( args[1] );
return 0;
case BOTLIB_AI_INIT_MOVE_STATE:
botlib_export->ai.BotInitMoveState( args[1], VMA(2) );
return 0;
case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
return botlib_export->ai.BotChooseBestFightWeapon( args[1], VMA(2) );
case BOTLIB_AI_GET_WEAPON_INFO:
botlib_export->ai.BotGetWeaponInfo( args[1], args[2], VMA(3) );
return 0;
case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
return botlib_export->ai.BotLoadWeaponWeights( args[1], VMA(2) );
case BOTLIB_AI_ALLOC_WEAPON_STATE:
return botlib_export->ai.BotAllocWeaponState();
case BOTLIB_AI_FREE_WEAPON_STATE:
botlib_export->ai.BotFreeWeaponState( args[1] );
return 0;
case BOTLIB_AI_RESET_WEAPON_STATE:
botlib_export->ai.BotResetWeaponState( args[1] );
return 0;
case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
return botlib_export->ai.GeneticParentsAndChildSelection(args[1], VMA(2), VMA(3), VMA(4), VMA(5));
case TRAP_MEMSET:
Com_Memset( VMA(1), args[2], args[3] );
return 0;
case TRAP_MEMCPY:
Com_Memcpy( VMA(1), VMA(2), args[3] );
return 0;
case TRAP_STRNCPY:
return (int)strncpy( VMA(1), VMA(2), args[3] );
case TRAP_SIN:
return FloatAsInt( sin( VMF(1) ) );
case TRAP_COS:
return FloatAsInt( cos( VMF(1) ) );
case TRAP_ATAN2:
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
case TRAP_SQRT:
return FloatAsInt( sqrt( VMF(1) ) );
case TRAP_MATRIXMULTIPLY:
MatrixMultiply( VMA(1), VMA(2), VMA(3) );
return 0;
case TRAP_ANGLEVECTORS:
AngleVectors( VMA(1), VMA(2), VMA(3), VMA(4) );
return 0;
case TRAP_PERPENDICULARVECTOR:
PerpendicularVector( VMA(1), VMA(2) );
return 0;
case TRAP_FLOOR:
return FloatAsInt( floor( VMF(1) ) );
case TRAP_CEIL:
return FloatAsInt( ceil( VMF(1) ) );
default:
Com_Error( ERR_DROP, "Bad game system trap: %i", args[0] );
}
return -1;
}
/*
===============
SV_ShutdownGameProgs
Called every time a map changes
===============
*/
void SV_ShutdownGameProgs( void ) {
if ( !gvm ) {
return;
}
VM_Call( gvm, GAME_SHUTDOWN, qfalse );
VM_Free( gvm );
gvm = NULL;
}
/*
==================
SV_InitGameVM
Called for both a full init and a restart
==================
*/
static void SV_InitGameVM( qboolean restart ) {
int i;
// start the entity parsing at the beginning
sv.entityParsePoint = CM_EntityString();
// clear all gentity pointers that might still be set from
// a previous level
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
// now done before GAME_INIT call
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
svs.clients[i].gentity = NULL;
}
// use the current msec count for a random seed
// init for this gamestate
VM_Call( gvm, GAME_INIT, svs.time, Com_Milliseconds(), restart );
}
/*
===================
SV_RestartGameProgs
Called on a map_restart, but not on a normal map change
===================
*/
void SV_RestartGameProgs( void ) {
if ( !gvm ) {
return;
}
VM_Call( gvm, GAME_SHUTDOWN, qtrue );
// do a restart instead of a free
gvm = VM_Restart( gvm );
if ( !gvm ) { // bk001212 - as done below
Com_Error( ERR_FATAL, "VM_Restart on game failed" );
}
SV_InitGameVM( qtrue );
}
/*
===============
SV_InitGameProgs
Called on a normal map change, not on a map_restart
===============
*/
void SV_InitGameProgs( void ) {
cvar_t *var;
//FIXME these are temp while I make bots run in vm
extern int bot_enable;
var = Cvar_Get( "bot_enable", "1", CVAR_LATCH );
if ( var ) {
bot_enable = var->integer;
}
else {
bot_enable = 0;
}
// load the dll or bytecode
gvm = VM_Create( "qagame", SV_GameSystemCalls, Cvar_VariableValue( "vm_game" ) );
if ( !gvm ) {
Com_Error( ERR_FATAL, "VM_Create on game failed" );
}
SV_InitGameVM( qfalse );
}
/*
====================
SV_GameCommand
See if the current console command is claimed by the game
====================
*/
qboolean SV_GameCommand( void ) {
if ( sv.state != SS_GAME ) {
return qfalse;
}
return VM_Call( gvm, GAME_CONSOLE_COMMAND );
}

695
code/server/sv_init.c Normal file
View file

@ -0,0 +1,695 @@
/*
===========================================================================
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 );
}

855
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/*
===========================================================================
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"
serverStatic_t svs; // persistant server info
server_t sv; // local server
vm_t *gvm = NULL; // game virtual machine // bk001212 init
cvar_t *sv_fps; // time rate for running non-clients
cvar_t *sv_timeout; // seconds without any message
cvar_t *sv_zombietime; // seconds to sink messages after disconnect
cvar_t *sv_rconPassword; // password for remote server commands
cvar_t *sv_privatePassword; // password for the privateClient slots
cvar_t *sv_allowDownload;
cvar_t *sv_maxclients;
cvar_t *sv_privateClients; // number of clients reserved for password
cvar_t *sv_hostname;
cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
cvar_t *sv_showloss; // report when usercmds are lost
cvar_t *sv_padPackets; // add nop bytes to messages
cvar_t *sv_killserver; // menu system can set to 1 to shut server down
cvar_t *sv_mapname;
cvar_t *sv_mapChecksum;
cvar_t *sv_serverid;
cvar_t *sv_maxRate;
cvar_t *sv_minPing;
cvar_t *sv_maxPing;
cvar_t *sv_gametype;
cvar_t *sv_pure;
cvar_t *sv_floodProtect;
cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
cvar_t *sv_strictAuth;
/*
=============================================================================
EVENT MESSAGES
=============================================================================
*/
/*
===============
SV_ExpandNewlines
Converts newlines to "\n" so a line prints nicer
===============
*/
char *SV_ExpandNewlines( char *in ) {
static char string[1024];
int l;
l = 0;
while ( *in && l < sizeof(string) - 3 ) {
if ( *in == '\n' ) {
string[l++] = '\\';
string[l++] = 'n';
} else {
string[l++] = *in;
}
in++;
}
string[l] = 0;
return string;
}
/*
======================
SV_ReplacePendingServerCommands
This is ugly
======================
*/
int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
int i, index, csnum1, csnum2;
for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
index = i & ( MAX_RELIABLE_COMMANDS - 1 );
//
if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
sscanf(cmd, "cs %i", &csnum1);
sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
if ( csnum1 == csnum2 ) {
Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
/*
if ( client->netchan.remoteAddress.type != NA_BOT ) {
Com_Printf( "WARNING: client %i removed double pending config string %i: %s\n", client-svs.clients, csnum1, cmd );
}
*/
return qtrue;
}
}
}
return qfalse;
}
/*
======================
SV_AddServerCommand
The given command will be transmitted to the client, and is guaranteed to
not have future snapshot_t executed before it is executed
======================
*/
void SV_AddServerCommand( client_t *client, const char *cmd ) {
int index, i;
// this is very ugly but it's also a waste to for instance send multiple config string updates
// for the same config string index in one snapshot
// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
// return;
// }
client->reliableSequence++;
// if we would be losing an old command that hasn't been acknowledged,
// we must drop the connection
// we check == instead of >= so a broadcast print added by SV_DropClient()
// doesn't cause a recursive drop client
if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
Com_Printf( "===== pending server commands =====\n" );
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
Com_Printf( "cmd %5d: %s\n", i, cmd );
SV_DropClient( client, "Server command overflow" );
return;
}
index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
}
/*
=================
SV_SendServerCommand
Sends a reliable command string to be interpreted by
the client game module: "cp", "print", "chat", etc
A NULL client will broadcast to all clients
=================
*/
void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
va_list argptr;
byte message[MAX_MSGLEN];
client_t *client;
int j;
va_start (argptr,fmt);
Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
va_end (argptr);
if ( cl != NULL ) {
SV_AddServerCommand( cl, (char *)message );
return;
}
// hack to echo broadcast prints to console
if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
}
// send the data to all relevent clients
for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
if ( client->state < CS_PRIMED ) {
continue;
}
SV_AddServerCommand( client, (char *)message );
}
}
/*
==============================================================================
MASTER SERVER FUNCTIONS
==============================================================================
*/
/*
================
SV_MasterHeartbeat
Send a message to the masters every few minutes to
let it know we are alive, and log information.
We will also have a heartbeat sent when a server
changes from empty to non-empty, and full to non-full,
but not on every player enter or exit.
================
*/
#define HEARTBEAT_MSEC 300*1000
#define HEARTBEAT_GAME "QuakeArena-1"
void SV_MasterHeartbeat( void ) {
static netadr_t adr[MAX_MASTER_SERVERS];
int i;
// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
if ( !com_dedicated || com_dedicated->integer != 2 ) {
return; // only dedicated servers send heartbeats
}
// if not time yet, don't send anything
if ( svs.time < svs.nextHeartbeatTime ) {
return;
}
svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
// send to group masters
for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
if ( !sv_master[i]->string[0] ) {
continue;
}
// see if we haven't already resolved the name
// resolving usually causes hitches on win95, so only
// do it when needed
if ( sv_master[i]->modified ) {
sv_master[i]->modified = qfalse;
Com_Printf( "Resolving %s\n", sv_master[i]->string );
if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
// if the address failed to resolve, clear it
// so we don't take repeated dns hits
Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
Cvar_Set( sv_master[i]->name, "" );
sv_master[i]->modified = qfalse;
continue;
}
if ( !strstr( ":", sv_master[i]->string ) ) {
adr[i].port = BigShort( PORT_MASTER );
}
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
BigShort( adr[i].port ) );
}
Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
// this command should be changed if the server info / status format
// ever incompatably changes
NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", HEARTBEAT_GAME );
}
}
/*
=================
SV_MasterShutdown
Informs all masters that this server is going down
=================
*/
void SV_MasterShutdown( void ) {
// send a hearbeat right now
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat();
// send it again to minimize chance of drops
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat();
// when the master tries to poll the server, it won't respond, so
// it will be removed from the list
}
/*
==============================================================================
CONNECTIONLESS COMMANDS
==============================================================================
*/
/*
================
SVC_Status
Responds with all the info that qplug or qspy can see about the server
and all connected players. Used for getting detailed information after
the simple info query.
================
*/
void SVC_Status( netadr_t from ) {
char player[1024];
char status[MAX_MSGLEN];
int i;
client_t *cl;
playerState_t *ps;
int statusLength;
int playerLength;
char infostring[MAX_INFO_STRING];
// ignore if we are in single player
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {
return;
}
strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
// echo back the parameter to status. so master servers can use it as a challenge
// to prevent timed spoofed reply packets that add ghost servers
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
// add "demo" to the sv_keywords if restricted
if ( Cvar_VariableValue( "fs_restrict" ) ) {
char keywords[MAX_INFO_STRING];
Com_sprintf( keywords, sizeof( keywords ), "demo %s",
Info_ValueForKey( infostring, "sv_keywords" ) );
Info_SetValueForKey( infostring, "sv_keywords", keywords );
}
status[0] = 0;
statusLength = 0;
for (i=0 ; i < sv_maxclients->integer ; i++) {
cl = &svs.clients[i];
if ( cl->state >= CS_CONNECTED ) {
ps = SV_GameClientNum( i );
Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
ps->persistant[PERS_SCORE], cl->ping, cl->name);
playerLength = strlen(player);
if (statusLength + playerLength >= sizeof(status) ) {
break; // can't hold any more
}
strcpy (status + statusLength, player);
statusLength += playerLength;
}
}
NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
}
/*
================
SVC_Info
Responds with a short info message that should be enough to determine
if a user is interested in a server to do a full status
================
*/
void SVC_Info( netadr_t from ) {
int i, count;
char *gamedir;
char infostring[MAX_INFO_STRING];
// ignore if we are in single player
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
return;
}
// don't count privateclients
count = 0;
for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
count++;
}
}
infostring[0] = 0;
// echo back the parameter to status. so servers can use it as a challenge
// to prevent timed spoofed reply packets that add ghost servers
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
Info_SetValueForKey( infostring, "clients", va("%i", count) );
Info_SetValueForKey( infostring, "sv_maxclients",
va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
Info_SetValueForKey( infostring, "gametype", va("%i", sv_gametype->integer ) );
Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
if( sv_minPing->integer ) {
Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
}
if( sv_maxPing->integer ) {
Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
}
gamedir = Cvar_VariableString( "fs_game" );
if( *gamedir ) {
Info_SetValueForKey( infostring, "game", gamedir );
}
NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
}
/*
================
SVC_FlushRedirect
================
*/
void SV_FlushRedirect( char *outputbuf ) {
NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
}
/*
===============
SVC_RemoteCommand
An rcon packet arrived from the network.
Shift down the remaining args
Redirect all printfs
===============
*/
void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
qboolean valid;
unsigned int time;
char remaining[1024];
// TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
// (OOB messages are the bottleneck here)
#define SV_OUTPUTBUF_LENGTH (1024 - 16)
char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
static unsigned int lasttime = 0;
char *cmd_aux;
// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
time = Com_Milliseconds();
if (time<(lasttime+500)) {
return;
}
lasttime = time;
if ( !strlen( sv_rconPassword->string ) ||
strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
valid = qfalse;
Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
} else {
valid = qtrue;
Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
}
// start redirecting all print outputs to the packet
svs.redirectAddress = from;
Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
if ( !strlen( sv_rconPassword->string ) ) {
Com_Printf ("No rconpassword set on the server.\n");
} else if ( !valid ) {
Com_Printf ("Bad rconpassword.\n");
} else {
remaining[0] = 0;
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
// get the command directly, "rcon <pass> <command>" to avoid quoting issues
// extract the command by walking
// since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
cmd_aux = Cmd_Cmd();
cmd_aux+=4;
while(cmd_aux[0]==' ')
cmd_aux++;
while(cmd_aux[0] && cmd_aux[0]!=' ') // password
cmd_aux++;
while(cmd_aux[0]==' ')
cmd_aux++;
Q_strcat( remaining, sizeof(remaining), cmd_aux);
Cmd_ExecuteString (remaining);
}
Com_EndRedirect ();
}
/*
=================
SV_ConnectionlessPacket
A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
char *s;
char *c;
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // skip the -1 marker
if (!Q_strncmp("connect", &msg->data[4], 7)) {
Huff_Decompress(msg, 12);
}
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv(0);
Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
if (!Q_stricmp(c, "getstatus")) {
SVC_Status( from );
} else if (!Q_stricmp(c, "getinfo")) {
SVC_Info( from );
} else if (!Q_stricmp(c, "getchallenge")) {
SV_GetChallenge( from );
} else if (!Q_stricmp(c, "connect")) {
SV_DirectConnect( from );
} else if (!Q_stricmp(c, "ipAuthorize")) {
SV_AuthorizeIpPacket( from );
} else if (!Q_stricmp(c, "rcon")) {
SVC_RemoteCommand( from, msg );
} else if (!Q_stricmp(c, "disconnect")) {
// if a client starts up a local server, we may see some spurious
// server disconnect messages when their new server sees our final
// sequenced messages to the old client
} else {
Com_DPrintf ("bad connectionless packet from %s:\n%s\n"
, NET_AdrToString (from), s);
}
}
//============================================================================
/*
=================
SV_ReadPackets
=================
*/
void SV_PacketEvent( netadr_t from, msg_t *msg ) {
int i;
client_t *cl;
int qport;
// check for connectionless packet (0xffffffff) first
if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
SV_ConnectionlessPacket( from, msg );
return;
}
// read the qport out of the message so we can fix up
// stupid address translating routers
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // sequence number
qport = MSG_ReadShort( msg ) & 0xffff;
// find which client the message is from
for (i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if (cl->state == CS_FREE) {
continue;
}
if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
continue;
}
// it is possible to have multiple clients from a single IP
// address, so they are differentiated by the qport variable
if (cl->netchan.qport != qport) {
continue;
}
// the IP port can't be used to differentiate them, because
// some address translating routers periodically change UDP
// port assignments
if (cl->netchan.remoteAddress.port != from.port) {
Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
cl->netchan.remoteAddress.port = from.port;
}
// make sure it is a valid, in sequence packet
if (SV_Netchan_Process(cl, msg)) {
// zombie clients still need to do the Netchan_Process
// to make sure they don't need to retransmit the final
// reliable message, but they don't do any other processing
if (cl->state != CS_ZOMBIE) {
cl->lastPacketTime = svs.time; // don't timeout
SV_ExecuteClientMessage( cl, msg );
}
}
return;
}
// if we received a sequenced packet from an address we don't recognize,
// send an out of band disconnect packet to it
NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
}
/*
===================
SV_CalcPings
Updates the cl->ping variables
===================
*/
void SV_CalcPings( void ) {
int i, j;
client_t *cl;
int total, count;
int delta;
playerState_t *ps;
for (i=0 ; i < sv_maxclients->integer ; i++) {
cl = &svs.clients[i];
if ( cl->state != CS_ACTIVE ) {
cl->ping = 999;
continue;
}
if ( !cl->gentity ) {
cl->ping = 999;
continue;
}
if ( cl->gentity->r.svFlags & SVF_BOT ) {
cl->ping = 0;
continue;
}
total = 0;
count = 0;
for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
if ( cl->frames[j].messageAcked <= 0 ) {
continue;
}
delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
count++;
total += delta;
}
if (!count) {
cl->ping = 999;
} else {
cl->ping = total/count;
if ( cl->ping > 999 ) {
cl->ping = 999;
}
}
// let the game dll know about the ping
ps = SV_GameClientNum( i );
ps->ping = cl->ping;
}
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout->integer
seconds, drop the conneciton. Server time is used instead of
realtime to avoid dropping the local client while debugging.
When a client is normally dropped, the client_t goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
==================
*/
void SV_CheckTimeouts( void ) {
int i;
client_t *cl;
int droppoint;
int zombiepoint;
droppoint = svs.time - 1000 * sv_timeout->integer;
zombiepoint = svs.time - 1000 * sv_zombietime->integer;
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
// message times may be wrong across a changelevel
if (cl->lastPacketTime > svs.time) {
cl->lastPacketTime = svs.time;
}
if (cl->state == CS_ZOMBIE
&& cl->lastPacketTime < zombiepoint) {
// using the client id cause the cl->name is empty at this point
Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
cl->state = CS_FREE; // can now be reused
continue;
}
if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
// wait several frames so a debugger session doesn't
// cause a timeout
if ( ++cl->timeoutCount > 5 ) {
SV_DropClient (cl, "timed out");
cl->state = CS_FREE; // don't bother with zombie state
}
} else {
cl->timeoutCount = 0;
}
}
}
/*
==================
SV_CheckPaused
==================
*/
qboolean SV_CheckPaused( void ) {
int count;
client_t *cl;
int i;
if ( !cl_paused->integer ) {
return qfalse;
}
// only pause if there is just a single client connected
count = 0;
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if ( cl->state >= CS_CONNECTED && cl->netchan.remoteAddress.type != NA_BOT ) {
count++;
}
}
if ( count > 1 ) {
// don't pause
if (sv_paused->integer)
Cvar_Set("sv_paused", "0");
return qfalse;
}
if (!sv_paused->integer)
Cvar_Set("sv_paused", "1");
return qtrue;
}
/*
==================
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.\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 ) {
SV_Shutdown( "Restarting server due to time wrapping" );
Cbuf_AddText( "vstr nextmap\n" );
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( "vstr nextmap\n" );
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;
}
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
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
}
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();
}
//============================================================================

207
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/*
===========================================================================
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 "../game/q_shared.h"
#include "../qcommon/qcommon.h"
#include "server.h"
/*
==============
SV_Netchan_Encode
// first four bytes of the data are always:
long reliableAcknowledge;
==============
*/
static void SV_Netchan_Encode( client_t *client, msg_t *msg ) {
long reliableAcknowledge, i, index;
byte key, *string;
int srdc, sbit, soob;
if ( msg->cursize < SV_ENCODE_START ) {
return;
}
srdc = msg->readcount;
sbit = msg->bit;
soob = msg->oob;
msg->bit = 0;
msg->readcount = 0;
msg->oob = 0;
reliableAcknowledge = MSG_ReadLong(msg);
msg->oob = soob;
msg->bit = sbit;
msg->readcount = srdc;
string = (byte *)client->lastClientCommandString;
index = 0;
// xor the client challenge with the netchan sequence number
key = client->challenge ^ client->netchan.outgoingSequence;
for (i = SV_ENCODE_START; i < msg->cursize; i++) {
// modify the key with the last received and with this message acknowledged client command
if (!string[index])
index = 0;
if (string[index] > 127 || string[index] == '%') {
key ^= '.' << (i & 1);
}
else {
key ^= string[index] << (i & 1);
}
index++;
// encode the data with this key
*(msg->data + i) = *(msg->data + i) ^ key;
}
}
/*
==============
SV_Netchan_Decode
// first 12 bytes of the data are always:
long serverId;
long messageAcknowledge;
long reliableAcknowledge;
==============
*/
static void SV_Netchan_Decode( client_t *client, msg_t *msg ) {
int serverId, messageAcknowledge, reliableAcknowledge;
int i, index, srdc, sbit, soob;
byte key, *string;
srdc = msg->readcount;
sbit = msg->bit;
soob = msg->oob;
msg->oob = 0;
serverId = MSG_ReadLong(msg);
messageAcknowledge = MSG_ReadLong(msg);
reliableAcknowledge = MSG_ReadLong(msg);
msg->oob = soob;
msg->bit = sbit;
msg->readcount = srdc;
string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ];
index = 0;
//
key = client->challenge ^ serverId ^ messageAcknowledge;
for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) {
// modify the key with the last sent and acknowledged server command
if (!string[index])
index = 0;
if (string[index] > 127 || string[index] == '%') {
key ^= '.' << (i & 1);
}
else {
key ^= string[index] << (i & 1);
}
index++;
// decode the data with this key
*(msg->data + i) = *(msg->data + i) ^ key;
}
}
/*
=================
SV_Netchan_TransmitNextFragment
=================
*/
void SV_Netchan_TransmitNextFragment( client_t *client ) {
Netchan_TransmitNextFragment( &client->netchan );
if (!client->netchan.unsentFragments)
{
// make sure the netchan queue has been properly initialized (you never know)
if (!client->netchan_end_queue) {
Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n");
}
// the last fragment was transmitted, check wether we have queued messages
if (client->netchan_start_queue) {
netchan_buffer_t *netbuf;
Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n");
netbuf = client->netchan_start_queue;
SV_Netchan_Encode( client, &netbuf->msg );
Netchan_Transmit( &client->netchan, netbuf->msg.cursize, netbuf->msg.data );
// pop from queue
client->netchan_start_queue = netbuf->next;
if (!client->netchan_start_queue) {
Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n");
client->netchan_end_queue = &client->netchan_start_queue;
}
else
Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n");
Z_Free(netbuf);
}
}
}
/*
===============
SV_Netchan_Transmit
TTimo
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
if there are some unsent fragments (which may happen if the snapshots
and the gamestate are fragmenting, and collide on send for instance)
then buffer them and make sure they get sent in correct order
================
*/
void SV_Netchan_Transmit( client_t *client, msg_t *msg) { //int length, const byte *data ) {
MSG_WriteByte( msg, svc_EOF );
if (client->netchan.unsentFragments) {
netchan_buffer_t *netbuf;
Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n");
netbuf = (netchan_buffer_t *)Z_Malloc(sizeof(netchan_buffer_t));
// store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending
MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg);
netbuf->next = NULL;
// insert it in the queue, the message will be encoded and sent later
*client->netchan_end_queue = netbuf;
client->netchan_end_queue = &(*client->netchan_end_queue)->next;
// emit the next fragment of the current message for now
Netchan_TransmitNextFragment(&client->netchan);
} else {
SV_Netchan_Encode( client, msg );
Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
}
}
/*
=================
Netchan_SV_Process
=================
*/
qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) {
int ret;
ret = Netchan_Process( &client->netchan, msg );
if (!ret)
return qfalse;
SV_Netchan_Decode( client, msg );
return qtrue;
}

1537
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/*
===========================================================================
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"
/*
=============================================================================
Delta encode a client frame onto the network channel
A normal server packet will look like:
4 sequence number (high bit set if an oversize fragment)
<optional reliable commands>
1 svc_snapshot
4 last client reliable command
4 serverTime
1 lastframe for delta compression
1 snapFlags
1 areaBytes
<areabytes>
<playerstate>
<packetentities>
=============================================================================
*/
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entityState_t list to the message.
=============
*/
static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) {
entityState_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
// generate the delta update
if ( !from ) {
from_num_entities = 0;
} else {
from_num_entities = from->num_entities;
}
newent = NULL;
oldent = NULL;
newindex = 0;
oldindex = 0;
while ( newindex < to->num_entities || oldindex < from_num_entities ) {
if ( newindex >= to->num_entities ) {
newnum = 9999;
} else {
newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
newnum = newent->number;
}
if ( oldindex >= from_num_entities ) {
oldnum = 9999;
} else {
oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
oldnum = oldent->number;
}
if ( newnum == oldnum ) {
// delta update from old position
// because the force parm is qfalse, this will not result
// in any bytes being emited if the entity has not changed at all
MSG_WriteDeltaEntity (msg, oldent, newent, qfalse );
oldindex++;
newindex++;
continue;
}
if ( newnum < oldnum ) {
// this is a new entity, send it from the baseline
MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue );
newindex++;
continue;
}
if ( newnum > oldnum ) {
// the old entity isn't present in the new message
MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue );
oldindex++;
continue;
}
}
MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
}
/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
clientSnapshot_t *frame, *oldframe;
int lastframe;
int i;
int snapFlags;
// this is the snapshot we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
// try to use a previous frame as the source for delta compressing the snapshot
if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
// client is asking for a retransmit
oldframe = NULL;
lastframe = 0;
} else if ( client->netchan.outgoingSequence - client->deltaMessage
>= (PACKET_BACKUP - 3) ) {
// client hasn't gotten a good message through in a long time
Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
oldframe = NULL;
lastframe = 0;
} else {
// we have a valid snapshot to delta from
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
// the snapshot's entities may still have rolled off the buffer, though
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
}
MSG_WriteByte (msg, svc_snapshot);
// NOTE, MRE: now sent at the start of every message from server to client
// let the client know which reliable clientCommands we have received
//MSG_WriteLong( msg, client->lastClientCommand );
// send over the current server time so the client can drift
// its view of time to try to match
MSG_WriteLong (msg, svs.time);
// what we are delta'ing from
MSG_WriteByte (msg, lastframe);
snapFlags = svs.snapFlagServerBit;
if ( client->rateDelayed ) {
snapFlags |= SNAPFLAG_RATE_DELAYED;
}
if ( client->state != CS_ACTIVE ) {
snapFlags |= SNAPFLAG_NOT_ACTIVE;
}
MSG_WriteByte (msg, snapFlags);
// send over the areabits
MSG_WriteByte (msg, frame->areabytes);
MSG_WriteData (msg, frame->areabits, frame->areabytes);
// delta encode the playerstate
if ( oldframe ) {
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
} else {
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
}
// delta encode the entities
SV_EmitPacketEntities (oldframe, frame, msg);
// padding for rate debugging
if ( sv_padPackets->integer ) {
for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
MSG_WriteByte (msg, svc_nop);
}
}
}
/*
==================
SV_UpdateServerCommandsToClient
(re)send all server commands the client hasn't acknowledged yet
==================
*/
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
int i;
// write any unacknowledged serverCommands
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
MSG_WriteByte( msg, svc_serverCommand );
MSG_WriteLong( msg, i );
MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
client->reliableSent = client->reliableSequence;
}
/*
=============================================================================
Build a client snapshot structure
=============================================================================
*/
#define MAX_SNAPSHOT_ENTITIES 1024
typedef struct {
int numSnapshotEntities;
int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
} snapshotEntityNumbers_t;
/*
=======================
SV_QsortEntityNumbers
=======================
*/
static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) {
int *ea, *eb;
ea = (int *)a;
eb = (int *)b;
if ( *ea == *eb ) {
Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
}
if ( *ea < *eb ) {
return -1;
}
return 1;
}
/*
===============
SV_AddEntToSnapshot
===============
*/
static void SV_AddEntToSnapshot( svEntity_t *svEnt, sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums ) {
// if we have already added this entity to this snapshot, don't add again
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
return;
}
svEnt->snapshotCounter = sv.snapshotCounter;
// if we are full, silently discard entities
if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
return;
}
eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
eNums->numSnapshotEntities++;
}
/*
===============
SV_AddEntitiesVisibleFromPoint
===============
*/
static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame,
snapshotEntityNumbers_t *eNums, qboolean portal ) {
int e, i;
sharedEntity_t *ent;
svEntity_t *svEnt;
int l;
int clientarea, clientcluster;
int leafnum;
int c_fullsend;
byte *clientpvs;
byte *bitvector;
// during an error shutdown message we may need to transmit
// the shutdown message after the server has shutdown, so
// specfically check for it
if ( !sv.state ) {
return;
}
leafnum = CM_PointLeafnum (origin);
clientarea = CM_LeafArea (leafnum);
clientcluster = CM_LeafCluster (leafnum);
// calculate the visible areas
frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
clientpvs = CM_ClusterPVS (clientcluster);
c_fullsend = 0;
for ( e = 0 ; e < sv.num_entities ; e++ ) {
ent = SV_GentityNum(e);
// never send entities that aren't linked in
if ( !ent->r.linked ) {
continue;
}
if (ent->s.number != e) {
Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
ent->s.number = e;
}
// entities can be flagged to explicitly not be sent to the client
if ( ent->r.svFlags & SVF_NOCLIENT ) {
continue;
}
// entities can be flagged to be sent to only one client
if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
if ( ent->r.singleClient != frame->ps.clientNum ) {
continue;
}
}
// entities can be flagged to be sent to everyone but one client
if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
if ( ent->r.singleClient == frame->ps.clientNum ) {
continue;
}
}
// entities can be flagged to be sent to a given mask of clients
if ( ent->r.svFlags & SVF_CLIENTMASK ) {
if (frame->ps.clientNum >= 32)
Com_Error( ERR_DROP, "SVF_CLIENTMASK: cientNum > 32\n" );
if (~ent->r.singleClient & (1 << frame->ps.clientNum))
continue;
}
svEnt = SV_SvEntityForGentity( ent );
// don't double add an entity through portals
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
continue;
}
// broadcast entities are always sent
if ( ent->r.svFlags & SVF_BROADCAST ) {
SV_AddEntToSnapshot( svEnt, ent, eNums );
continue;
}
// ignore if not touching a PV leaf
// check area
if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
// doors can legally straddle two areas, so
// we may need to check another one
if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
continue; // blocked by a door
}
}
bitvector = clientpvs;
// check individual leafs
if ( !svEnt->numClusters ) {
continue;
}
l = 0;
for ( i=0 ; i < svEnt->numClusters ; i++ ) {
l = svEnt->clusternums[i];
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
break;
}
}
// if we haven't found it to be visible,
// check overflow clusters that coudln't be stored
if ( i == svEnt->numClusters ) {
if ( svEnt->lastCluster ) {
for ( ; l <= svEnt->lastCluster ; l++ ) {
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
break;
}
}
if ( l == svEnt->lastCluster ) {
continue; // not visible
}
} else {
continue;
}
}
// add it
SV_AddEntToSnapshot( svEnt, ent, eNums );
// if its a portal entity, add everything visible from its camera position
if ( ent->r.svFlags & SVF_PORTAL ) {
if ( ent->s.generic1 ) {
vec3_t dir;
VectorSubtract(ent->s.origin, origin, dir);
if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) {
continue;
}
}
SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
}
}
}
/*
=============
SV_BuildClientSnapshot
Decides which entities are going to be visible to the client, and
copies off the playerstate and areabits.
This properly handles multiple recursive portals, but the render
currently doesn't.
For viewing through other player's eyes, clent can be something other than client->gentity
=============
*/
static void SV_BuildClientSnapshot( client_t *client ) {
vec3_t org;
clientSnapshot_t *frame;
snapshotEntityNumbers_t entityNumbers;
int i;
sharedEntity_t *ent;
entityState_t *state;
svEntity_t *svEnt;
sharedEntity_t *clent;
int clientNum;
playerState_t *ps;
// bump the counter used to prevent double adding
sv.snapshotCounter++;
// this is the frame we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
// clear everything in this snapshot
entityNumbers.numSnapshotEntities = 0;
Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
frame->num_entities = 0;
clent = client->gentity;
if ( !clent || client->state == CS_ZOMBIE ) {
return;
}
// grab the current playerState_t
ps = SV_GameClientNum( client - svs.clients );
frame->ps = *ps;
// never send client's own entity, because it can
// be regenerated from the playerstate
clientNum = frame->ps.clientNum;
if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
}
svEnt = &sv.svEntities[ clientNum ];
svEnt->snapshotCounter = sv.snapshotCounter;
// find the client's viewpoint
VectorCopy( ps->origin, org );
org[2] += ps->viewheight;
// add all the entities directly visible to the eye, which
// may include portal entities that merge other viewpoints
SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
// if there were portals visible, there may be out of order entities
// in the list which will need to be resorted for the delta compression
// to work correctly. This also catches the error condition
// of an entity being included twice.
qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
// now that all viewpoint's areabits have been OR'd together, invert
// all of them to make it a mask vector, which is what the renderer wants
for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
}
// copy the entity states out
frame->num_entities = 0;
frame->first_entity = svs.nextSnapshotEntities;
for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
*state = ent->s;
svs.nextSnapshotEntities++;
// this should never hit, map should always be restarted first in SV_Frame
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
}
frame->num_entities++;
}
}
/*
====================
SV_RateMsec
Return the number of msec a given size message is supposed
to take to clear, based on the current rate
====================
*/
#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead
static int SV_RateMsec( client_t *client, int messageSize ) {
int rate;
int rateMsec;
// individual messages will never be larger than fragment size
if ( messageSize > 1500 ) {
messageSize = 1500;
}
rate = client->rate;
if ( sv_maxRate->integer ) {
if ( sv_maxRate->integer < 1000 ) {
Cvar_Set( "sv_MaxRate", "1000" );
}
if ( sv_maxRate->integer < rate ) {
rate = sv_maxRate->integer;
}
}
rateMsec = ( messageSize + HEADER_RATE_BYTES ) * 1000 / rate;
return rateMsec;
}
/*
=======================
SV_SendMessageToClient
Called by SV_SendClientSnapshot and SV_SendClientGameState
=======================
*/
void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
int rateMsec;
// record information about the message
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;
// send the datagram
SV_Netchan_Transmit( client, msg ); //msg->cursize, msg->data );
// set nextSnapshotTime based on rate and requested number of updates
// local clients get snapshots every frame
// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
// added sv_lanForceRate check
if ( client->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress (client->netchan.remoteAddress)) ) {
client->nextSnapshotTime = svs.time - 1;
return;
}
// normal rate / snapshotMsec calculation
rateMsec = SV_RateMsec( client, msg->cursize );
if ( rateMsec < client->snapshotMsec ) {
// never send more packets than this, no matter what the rate is at
rateMsec = client->snapshotMsec;
client->rateDelayed = qfalse;
} else {
client->rateDelayed = qtrue;
}
client->nextSnapshotTime = svs.time + rateMsec;
// don't pile up empty snapshots while connecting
if ( client->state != CS_ACTIVE ) {
// a gigantic connection message may have already put the nextSnapshotTime
// more than a second away, so don't shorten it
// do shorten if client is downloading
if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
client->nextSnapshotTime = svs.time + 1000;
}
}
}
/*
=======================
SV_SendClientSnapshot
Also called by SV_FinalMessage
=======================
*/
void SV_SendClientSnapshot( client_t *client ) {
byte msg_buf[MAX_MSGLEN];
msg_t msg;
// build the snapshot
SV_BuildClientSnapshot( client );
// bots need to have their snapshots build, but
// the query them directly without needing to be sent
if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
return;
}
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
msg.allowoverflow = qtrue;
// NOTE, MRE: all server->client messages now acknowledge
// let the client know which reliable clientCommands we have received
MSG_WriteLong( &msg, client->lastClientCommand );
// (re)send any reliable server commands
SV_UpdateServerCommandsToClient( client, &msg );
// send over all the relevant entityState_t
// and the playerState_t
SV_WriteSnapshotToClient( client, &msg );
// Add any download data if the client is downloading
SV_WriteDownloadToClient( client, &msg );
// check for overflow
if ( msg.overflowed ) {
Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
MSG_Clear (&msg);
}
SV_SendMessageToClient( &msg, client );
}
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void ) {
int i;
client_t *c;
// send a message to each connected client
for (i=0, c = svs.clients ; i < sv_maxclients->integer ; i++, c++) {
if (!c->state) {
continue; // not connected
}
if ( svs.time < c->nextSnapshotTime ) {
continue; // not time yet
}
// send additional message fragments if the last message
// was too large to send at once
if ( c->netchan.unsentFragments ) {
c->nextSnapshotTime = svs.time +
SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart );
SV_Netchan_TransmitNextFragment( c );
continue;
}
// generate and send a new message
SV_SendClientSnapshot( c );
}
}

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/*
===========================================================================
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
===========================================================================
*/
// world.c -- world query functions
#include "server.h"
/*
================
SV_ClipHandleForEntity
Returns a headnode that can be used for testing or clipping to a
given entity. If the entity is a bsp model, the headnode will
be returned, otherwise a custom box tree will be constructed.
================
*/
clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {
if ( ent->r.bmodel ) {
// explicit hulls in the BSP model
return CM_InlineModel( ent->s.modelindex );
}
if ( ent->r.svFlags & SVF_CAPSULE ) {
// create a temp capsule from bounding box sizes
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );
}
// create a temp tree from bounding box sizes
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );
}
/*
===============================================================================
ENTITY CHECKING
To avoid linearly searching through lists of entities during environment testing,
the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
are kept in chains either at the final leafs, or at the first node that splits
them, which prevents having to deal with multiple fragments of a single entity.
===============================================================================
*/
typedef struct worldSector_s {
int axis; // -1 = leaf node
float dist;
struct worldSector_s *children[2];
svEntity_t *entities;
} worldSector_t;
#define AREA_DEPTH 4
#define AREA_NODES 64
worldSector_t sv_worldSectors[AREA_NODES];
int sv_numworldSectors;
/*
===============
SV_SectorList_f
===============
*/
void SV_SectorList_f( void ) {
int i, c;
worldSector_t *sec;
svEntity_t *ent;
for ( i = 0 ; i < AREA_NODES ; i++ ) {
sec = &sv_worldSectors[i];
c = 0;
for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
c++;
}
Com_Printf( "sector %i: %i entities\n", i, c );
}
}
/*
===============
SV_CreateworldSector
Builds a uniformly subdivided tree for the given world size
===============
*/
worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
worldSector_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_worldSectors[sv_numworldSectors];
sv_numworldSectors++;
if (depth == AREA_DEPTH) {
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
VectorSubtract (maxs, mins, size);
if (size[0] > size[1]) {
anode->axis = 0;
} else {
anode->axis = 1;
}
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy (mins, mins1);
VectorCopy (mins, mins2);
VectorCopy (maxs, maxs1);
VectorCopy (maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = SV_CreateworldSector (depth+1, mins2, maxs2);
anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld( void ) {
clipHandle_t h;
vec3_t mins, maxs;
Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
sv_numworldSectors = 0;
// get world map bounds
h = CM_InlineModel( 0 );
CM_ModelBounds( h, mins, maxs );
SV_CreateworldSector( 0, mins, maxs );
}
/*
===============
SV_UnlinkEntity
===============
*/
void SV_UnlinkEntity( sharedEntity_t *gEnt ) {
svEntity_t *ent;
svEntity_t *scan;
worldSector_t *ws;
ent = SV_SvEntityForGentity( gEnt );
gEnt->r.linked = qfalse;
ws = ent->worldSector;
if ( !ws ) {
return; // not linked in anywhere
}
ent->worldSector = NULL;
if ( ws->entities == ent ) {
ws->entities = ent->nextEntityInWorldSector;
return;
}
for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
if ( scan->nextEntityInWorldSector == ent ) {
scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
return;
}
}
Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
}
/*
===============
SV_LinkEntity
===============
*/
#define MAX_TOTAL_ENT_LEAFS 128
void SV_LinkEntity( sharedEntity_t *gEnt ) {
worldSector_t *node;
int leafs[MAX_TOTAL_ENT_LEAFS];
int cluster;
int num_leafs;
int i, j, k;
int area;
int lastLeaf;
float *origin, *angles;
svEntity_t *ent;
ent = SV_SvEntityForGentity( gEnt );
if ( ent->worldSector ) {
SV_UnlinkEntity( gEnt ); // unlink from old position
}
// encode the size into the entityState_t for client prediction
if ( gEnt->r.bmodel ) {
gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
// assume that x/y are equal and symetric
i = gEnt->r.maxs[0];
if (i<1)
i = 1;
if (i>255)
i = 255;
// z is not symetric
j = (-gEnt->r.mins[2]);
if (j<1)
j = 1;
if (j>255)
j = 255;
// and z maxs can be negative...
k = (gEnt->r.maxs[2]+32);
if (k<1)
k = 1;
if (k>255)
k = 255;
gEnt->s.solid = (k<<16) | (j<<8) | i;
} else {
gEnt->s.solid = 0;
}
// get the position
origin = gEnt->r.currentOrigin;
angles = gEnt->r.currentAngles;
// set the abs box
if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
// expand for rotation
float max;
int i;
max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
for (i=0 ; i<3 ; i++) {
gEnt->r.absmin[i] = origin[i] - max;
gEnt->r.absmax[i] = origin[i] + max;
}
} else {
// normal
VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin);
VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
gEnt->r.absmin[0] -= 1;
gEnt->r.absmin[1] -= 1;
gEnt->r.absmin[2] -= 1;
gEnt->r.absmax[0] += 1;
gEnt->r.absmax[1] += 1;
gEnt->r.absmax[2] += 1;
// link to PVS leafs
ent->numClusters = 0;
ent->lastCluster = 0;
ent->areanum = -1;
ent->areanum2 = -1;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if ( !num_leafs ) {
return;
}
// set areas, even from clusters that don't fit in the entity array
for (i=0 ; i<num_leafs ; i++) {
area = CM_LeafArea (leafs[i]);
if (area != -1) {
// doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum != -1 && ent->areanum != area) {
if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
gEnt->s.number,
gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);
}
ent->areanum2 = area;
} else {
ent->areanum = area;
}
}
}
// store as many explicit clusters as we can
ent->numClusters = 0;
for (i=0 ; i < num_leafs ; i++) {
cluster = CM_LeafCluster( leafs[i] );
if ( cluster != -1 ) {
ent->clusternums[ent->numClusters++] = cluster;
if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
break;
}
}
}
// store off a last cluster if we need to
if ( i != num_leafs ) {
ent->lastCluster = CM_LeafCluster( lastLeaf );
}
gEnt->r.linkcount++;
// find the first world sector node that the ent's box crosses
node = sv_worldSectors;
while (1)
{
if (node->axis == -1)
break;
if ( gEnt->r.absmin[node->axis] > node->dist)
node = node->children[0];
else if ( gEnt->r.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
ent->worldSector = node;
ent->nextEntityInWorldSector = node->entities;
node->entities = ent;
gEnt->r.linked = qtrue;
}
/*
============================================================================
AREA QUERY
Fills in a list of all entities who's absmin / absmax intersects the given
bounds. This does NOT mean that they actually touch in the case of bmodels.
============================================================================
*/
typedef struct {
const float *mins;
const float *maxs;
int *list;
int count, maxcount;
} areaParms_t;
/*
====================
SV_AreaEntities_r
====================
*/
void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
svEntity_t *check, *next;
sharedEntity_t *gcheck;
int count;
count = 0;
for ( check = node->entities ; check ; check = next ) {
next = check->nextEntityInWorldSector;
gcheck = SV_GEntityForSvEntity( check );
if ( gcheck->r.absmin[0] > ap->maxs[0]
|| gcheck->r.absmin[1] > ap->maxs[1]
|| gcheck->r.absmin[2] > ap->maxs[2]
|| gcheck->r.absmax[0] < ap->mins[0]
|| gcheck->r.absmax[1] < ap->mins[1]
|| gcheck->r.absmax[2] < ap->mins[2]) {
continue;
}
if ( ap->count == ap->maxcount ) {
Com_Printf ("SV_AreaEntities: MAXCOUNT\n");
return;
}
ap->list[ap->count] = check - sv.svEntities;
ap->count++;
}
if (node->axis == -1) {
return; // terminal node
}
// recurse down both sides
if ( ap->maxs[node->axis] > node->dist ) {
SV_AreaEntities_r ( node->children[0], ap );
}
if ( ap->mins[node->axis] < node->dist ) {
SV_AreaEntities_r ( node->children[1], ap );
}
}
/*
================
SV_AreaEntities
================
*/
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) {
areaParms_t ap;
ap.mins = mins;
ap.maxs = maxs;
ap.list = entityList;
ap.count = 0;
ap.maxcount = maxcount;
SV_AreaEntities_r( sv_worldSectors, &ap );
return ap.count;
}
//===========================================================================
typedef struct {
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
const float *mins;
const float *maxs; // size of the moving object
const float *start;
vec3_t end;
trace_t trace;
int passEntityNum;
int contentmask;
int capsule;
} moveclip_t;
/*
====================
SV_ClipToEntity
====================
*/
void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule ) {
sharedEntity_t *touch;
clipHandle_t clipHandle;
float *origin, *angles;
touch = SV_GentityNum( entityNum );
Com_Memset(trace, 0, sizeof(trace_t));
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( contentmask & touch->r.contents ) ) {
trace->fraction = 1.0;
return;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity (touch);
origin = touch->r.currentOrigin;
angles = touch->r.currentAngles;
if ( !touch->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
CM_TransformedBoxTrace ( trace, (float *)start, (float *)end,
(float *)mins, (float *)maxs, clipHandle, contentmask,
origin, angles, capsule);
if ( trace->fraction < 1 ) {
trace->entityNum = touch->s.number;
}
}
/*
====================
SV_ClipMoveToEntities
====================
*/
void SV_ClipMoveToEntities( moveclip_t *clip ) {
int i, num;
int touchlist[MAX_GENTITIES];
sharedEntity_t *touch;
int passOwnerNum;
trace_t trace;
clipHandle_t clipHandle;
float *origin, *angles;
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
if ( passOwnerNum == ENTITYNUM_NONE ) {
passOwnerNum = -1;
}
} else {
passOwnerNum = -1;
}
for ( i=0 ; i<num ; i++ ) {
if ( clip->trace.allsolid ) {
return;
}
touch = SV_GentityNum( touchlist[i] );
// see if we should ignore this entity
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
if ( touchlist[i] == clip->passEntityNum ) {
continue; // don't clip against the pass entity
}
if ( touch->r.ownerNum == clip->passEntityNum ) {
continue; // don't clip against own missiles
}
if ( touch->r.ownerNum == passOwnerNum ) {
continue; // don't clip against other missiles from our owner
}
}
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( clip->contentmask & touch->r.contents ) ) {
continue;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity (touch);
origin = touch->r.currentOrigin;
angles = touch->r.currentAngles;
if ( !touch->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
(float *)clip->mins, (float *)clip->maxs, clipHandle, clip->contentmask,
origin, angles, clip->capsule);
if ( trace.allsolid ) {
clip->trace.allsolid = qtrue;
trace.entityNum = touch->s.number;
} else if ( trace.startsolid ) {
clip->trace.startsolid = qtrue;
trace.entityNum = touch->s.number;
}
if ( trace.fraction < clip->trace.fraction ) {
qboolean oldStart;
// make sure we keep a startsolid from a previous trace
oldStart = clip->trace.startsolid;
trace.entityNum = touch->s.number;
clip->trace = trace;
clip->trace.startsolid |= oldStart;
}
}
}
/*
==================
SV_Trace
Moves the given mins/maxs volume through the world from start to end.
passEntityNum and entities owned by passEntityNum are explicitly not checked.
==================
*/
void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ) {
moveclip_t clip;
int i;
if ( !mins ) {
mins = vec3_origin;
}
if ( !maxs ) {
maxs = vec3_origin;
}
Com_Memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, capsule );
clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if ( clip.trace.fraction == 0 ) {
*results = clip.trace;
return; // blocked immediately by the world
}
clip.contentmask = contentmask;
clip.start = start;
// VectorCopy( clip.trace.endpos, clip.end );
VectorCopy( end, clip.end );
clip.mins = mins;
clip.maxs = maxs;
clip.passEntityNum = passEntityNum;
clip.capsule = capsule;
// create the bounding box of the entire move
// we can limit it to the part of the move not
// already clipped off by the world, which can be
// a significant savings for line of sight and shot traces
for ( i=0 ; i<3 ; i++ ) {
if ( end[i] > start[i] ) {
clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1;
} else {
clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1;
}
}
// clip to other solid entities
SV_ClipMoveToEntities ( &clip );
*results = clip.trace;
}
/*
=============
SV_PointContents
=============
*/
int SV_PointContents( const vec3_t p, int passEntityNum ) {
int touch[MAX_GENTITIES];
sharedEntity_t *hit;
int i, num;
int contents, c2;
clipHandle_t clipHandle;
float *angles;
// get base contents from world
contents = CM_PointContents( p, 0 );
// or in contents from all the other entities
num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );
for ( i=0 ; i<num ; i++ ) {
if ( touch[i] == passEntityNum ) {
continue;
}
hit = SV_GentityNum( touch[i] );
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity( hit );
angles = hit->s.angles;
if ( !hit->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles);
contents |= c2;
}
return contents;
}