The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
This commit is contained in:
commit
dbe4ddb103
1409 changed files with 806066 additions and 0 deletions
695
code/server/sv_init.c
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695
code/server/sv_init.c
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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/*
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===============
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SV_SetConfigstring
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===============
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*/
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void SV_SetConfigstring (int index, const char *val) {
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int len, i;
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int maxChunkSize = MAX_STRING_CHARS - 24;
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client_t *client;
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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// don't bother broadcasting an update if no change
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if ( !strcmp( val, sv.configstrings[ index ] ) ) {
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return;
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}
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// change the string in sv
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Z_Free( sv.configstrings[index] );
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sv.configstrings[index] = CopyString( val );
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// send it to all the clients if we aren't
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// spawning a new server
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if ( sv.state == SS_GAME || sv.restarting ) {
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// send the data to all relevent clients
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for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
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continue;
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}
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len = strlen( val );
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if( len >= maxChunkSize ) {
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int sent = 0;
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int remaining = len;
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char *cmd;
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char buf[MAX_STRING_CHARS];
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while (remaining > 0 ) {
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if ( sent == 0 ) {
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cmd = "bcs0";
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}
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else if( remaining < maxChunkSize ) {
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cmd = "bcs2";
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}
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else {
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cmd = "bcs1";
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}
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Q_strncpyz( buf, &val[sent], maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );
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sent += (maxChunkSize - 1);
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remaining -= (maxChunkSize - 1);
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}
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} else {
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// standard cs, just send it
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SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
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}
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}
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}
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}
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/*
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===============
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SV_GetConfigstring
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===============
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*/
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void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
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}
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if ( !sv.configstrings[index] ) {
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buffer[0] = 0;
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return;
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}
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Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
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}
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/*
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===============
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SV_SetUserinfo
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===============
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*/
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void SV_SetUserinfo( int index, const char *val ) {
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
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Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
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}
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/*
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===============
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SV_GetUserinfo
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===============
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*/
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void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
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}
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Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress non-delta messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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void SV_CreateBaseline( void ) {
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sharedEntity_t *svent;
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int entnum;
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for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
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svent = SV_GentityNum(entnum);
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if (!svent->r.linked) {
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continue;
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}
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
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sv.svEntities[entnum].baseline = svent->s;
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}
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}
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/*
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===============
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SV_BoundMaxClients
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===============
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*/
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void SV_BoundMaxClients( int minimum ) {
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// get the current maxclients value
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Cvar_Get( "sv_maxclients", "8", 0 );
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sv_maxclients->modified = qfalse;
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if ( sv_maxclients->integer < minimum ) {
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Cvar_Set( "sv_maxclients", va("%i", minimum) );
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} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
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Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
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}
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}
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/*
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===============
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SV_Startup
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Called when a host starts a map when it wasn't running
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one before. Successive map or map_restart commands will
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NOT cause this to be called, unless the game is exited to
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the menu system first.
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===============
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*/
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void SV_Startup( void ) {
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if ( svs.initialized ) {
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Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
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}
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SV_BoundMaxClients( 1 );
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svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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svs.initialized = qtrue;
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Cvar_Set( "sv_running", "1" );
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}
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/*
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==================
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SV_ChangeMaxClients
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==================
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*/
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void SV_ChangeMaxClients( void ) {
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int oldMaxClients;
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int i;
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client_t *oldClients;
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int count;
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// get the highest client number in use
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count = 0;
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for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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if (i > count)
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count = i;
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}
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}
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count++;
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oldMaxClients = sv_maxclients->integer;
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// never go below the highest client number in use
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SV_BoundMaxClients( count );
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// if still the same
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if ( sv_maxclients->integer == oldMaxClients ) {
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return;
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}
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oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
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// copy the clients to hunk memory
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for ( i = 0 ; i < count ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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oldClients[i] = svs.clients[i];
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}
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else {
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Com_Memset(&oldClients[i], 0, sizeof(client_t));
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}
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}
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// free old clients arrays
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Z_Free( svs.clients );
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// allocate new clients
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svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
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// copy the clients over
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for ( i = 0 ; i < count ; i++ ) {
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if ( oldClients[i].state >= CS_CONNECTED ) {
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svs.clients[i] = oldClients[i];
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}
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}
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// free the old clients on the hunk
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Hunk_FreeTempMemory( oldClients );
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// allocate new snapshot entities
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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}
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/*
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================
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SV_ClearServer
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================
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*/
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void SV_ClearServer(void) {
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int i;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( sv.configstrings[i] ) {
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Z_Free( sv.configstrings[i] );
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}
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}
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Com_Memset (&sv, 0, sizeof(sv));
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}
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/*
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================
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SV_TouchCGame
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touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
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================
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*/
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void SV_TouchCGame(void) {
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fileHandle_t f;
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char filename[MAX_QPATH];
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Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
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FS_FOpenFileRead( filename, &f, qfalse );
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if ( f ) {
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FS_FCloseFile( f );
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}
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}
|
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|
||||
/*
|
||||
================
|
||||
SV_SpawnServer
|
||||
|
||||
Change the server to a new map, taking all connected
|
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clients along with it.
|
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This is NOT called for map_restart
|
||||
================
|
||||
*/
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void SV_SpawnServer( char *server, qboolean killBots ) {
|
||||
int i;
|
||||
int checksum;
|
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qboolean isBot;
|
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char systemInfo[16384];
|
||||
const char *p;
|
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|
||||
// shut down the existing game if it is running
|
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SV_ShutdownGameProgs();
|
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Com_Printf ("------ Server Initialization ------\n");
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Com_Printf ("Server: %s\n",server);
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// if not running a dedicated server CL_MapLoading will connect the client to the server
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// also print some status stuff
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CL_MapLoading();
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// make sure all the client stuff is unloaded
|
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CL_ShutdownAll();
|
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|
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// clear the whole hunk because we're (re)loading the server
|
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Hunk_Clear();
|
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|
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// clear collision map data
|
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CM_ClearMap();
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// init client structures and svs.numSnapshotEntities
|
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if ( !Cvar_VariableValue("sv_running") ) {
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SV_Startup();
|
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} else {
|
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// check for maxclients change
|
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if ( sv_maxclients->modified ) {
|
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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 );
|
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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 );
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue