ref: 4a40fbd789b5308e3904cb73b164f3f8f270c4d0
dir: /sv_main.c/
#include "quakedef.h" enum { MAX_SIGNON_SIZE = 32000, }; server_t sv; server_static_t svs; cvar_t developer = {"developer", "0"}; // show extra messages // we can't just change protocol mid-game, so it's saved here first static protocol_t *sv_protocol = &protos[PROTO_RMQ]; static char localmodels[MAX_MODELS][8]; // inline model names for precache static void SV_AllocSignon(void); static sizebuf_t * signon_overflow_sb(sizebuf_t *s) { int frame; if(s == sv.signon){ frame = sv.signon_frame; SV_AllocSignon(); SZ_Write(sv.signon, s->data + frame, s->cursize - frame); s->cursize = frame; } return sv.signon; } static void SV_AllocSignon(void) { if(sv.numsignons == 256) Host_Error("too many signons"); sv.signon = sv.signons[sv.numsignons++] = Hunk_Alloc(sizeof(*sv.signon) + MAX_SIGNON_SIZE); sv.signon->data = (byte*)(sv.signon + 1); sv.signon->maxsize = MAX_SIGNON_SIZE; sv.signon->name = "sv.signon"; sv.signon->overflow_cb = signon_overflow_sb; sv.signon_frame = 0; } void SV_SignonFrame(void) { sv.signon_frame = sv.signon->cursize; } //============================================================================ static void SV_Protocol_f(void) { int i, n; i = Cmd_Argc(); if(i == 1) Con_Printf("\"sv_protocol\" is \"%d\" (%s)\n", sv_protocol->version, sv_protocol->name); else if(i == 2){ n = atoi(Cmd_Argv(1)); for(i = 0; i < PROTO_NUM && n != protos[i].version; i++); if(i >= PROTO_NUM){ Con_Printf("sv_protocol must be of values:"); for(i = 0; i < PROTO_NUM; i++) Con_Printf(" %d", protos[i].version); Con_Printf("\n"); }else{ sv_protocol = &protos[i]; if(sv.active) Con_Printf("changes will take effect on the next game\n"); } }else Con_Printf("usage: sv_protocol <protocol>\n"); } /* =============== SV_Init =============== */ void SV_Init (void) { int i; extern cvar_t sv_maxvelocity; extern cvar_t sv_gravity; extern cvar_t sv_nostep; extern cvar_t sv_friction; extern cvar_t sv_edgefriction; extern cvar_t sv_stopspeed; extern cvar_t sv_maxspeed; extern cvar_t sv_accelerate; extern cvar_t sv_idealpitchscale; extern cvar_t sv_nouse; extern cvar_t sv_aim; Cvar_RegisterVariable (&sv_maxvelocity); Cvar_RegisterVariable (&sv_gravity); Cvar_RegisterVariable (&sv_friction); Cvar_RegisterVariable (&sv_edgefriction); Cvar_RegisterVariable (&sv_stopspeed); Cvar_RegisterVariable (&sv_maxspeed); Cvar_RegisterVariable (&sv_accelerate); Cvar_RegisterVariable (&sv_idealpitchscale); Cvar_RegisterVariable (&sv_aim); Cvar_RegisterVariable (&sv_nostep); Cvar_RegisterVariable (&sv_nouse); Cvar_RegisterVariable (&developer); Cmd_AddCommand("sv_protocol", SV_Protocol_f); for (i=0 ; i<MAX_MODELS ; i++) sprint (localmodels[i], "*%d", i); } /* ============================================================================= EVENT MESSAGES ============================================================================= */ /* ================== SV_StartParticle Make sure the event gets sent to all clients ================== */ void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count) { int i, v; if(sv.datagram.cursize > MAX_DATAGRAM-(1+3*4+3*1+1+1)) return; MSG_WriteByte(&sv.datagram, svc_particle); MSG_WriteVec(*sv.protocol, &sv.datagram, org); for (i=0 ; i<3 ; i++) { v = dir[i]*16; if (v > 127) v = 127; else if (v < -128) v = -128; MSG_WriteChar (&sv.datagram, v); } MSG_WriteByte (&sv.datagram, count); MSG_WriteByte (&sv.datagram, color); } /* ================== SV_StartSound Each entity can have eight independant sound sources, like voice, weapon, feet, etc. Channel 0 is an auto-allocate channel, the others override anything already running on that entity/channel pair. An attenuation of 0 will play full volume everywhere in the level. Larger attenuations will drop off. (max 4 attenuation) ================== */ void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation) { int sound_num; int field_mask; int i; int ent; if (sv.datagram.cursize > MAX_DATAGRAM-(1+1+1+1+2+1+2+3*4)) return; // find precache number for sound for (sound_num=1 ; sound_num<MAX_SOUNDS && sv.sound_precache[sound_num] ; sound_num++) if (!strcmp(sample, sv.sound_precache[sound_num])) break; if ( sound_num == MAX_SOUNDS || !sv.sound_precache[sound_num] ) { Con_Printf ("SV_StartSound: %s not precacheed\n", sample); return; } volume = clamp(volume, 0, 255); attenuation = clamp(attenuation, 0, 4); channel = max(channel, 0); ent = NUM_FOR_EDICT(sv.pr, entity); if(ent >= sv.protocol->limit_entity || channel >= sv.protocol->limit_channel || sound_num >= sv.protocol->limit_sound) return; field_mask = 0; if(ent >= sv.protocol->large_entity || channel >= sv.protocol->large_channel) field_mask |= sv.protocol->fl_large_entity | sv.protocol->fl_large_channel; if(sound_num >= sv.protocol->large_sound) field_mask |= sv.protocol->fl_large_sound; if(volume != Spktvol) field_mask |= SND_VOLUME; if(attenuation != Spktatt) field_mask |= SND_ATTENUATION; // directed messages go only to the entity the are targeted on MSG_WriteByte(&sv.datagram, svc_sound); MSG_WriteByte(&sv.datagram, field_mask); if(field_mask & SND_VOLUME) MSG_WriteByte(&sv.datagram, volume); if(field_mask & SND_ATTENUATION) MSG_WriteByte(&sv.datagram, attenuation*64); if(field_mask & (sv.protocol->fl_large_entity | sv.protocol->fl_large_channel)){ MSG_WriteShort(&sv.datagram, ent); MSG_WriteByte(&sv.datagram, channel); }else{ MSG_WriteShort(&sv.datagram, ent<<3 | channel); } if(field_mask & sv.protocol->fl_large_sound) MSG_WriteShort(&sv.datagram, sound_num); else MSG_WriteByte(&sv.datagram, sound_num); for (i=0 ; i<3 ; i++) sv.protocol->MSG_WriteCoord (&sv.datagram, entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i])); } /* ============================================================================== CLIENT SPAWNING ============================================================================== */ /* ================ SV_SendServerinfo Sends the first message from the server to a connected client. This will be sent on the initial connection and upon each server load. ================ */ static void SV_SendServerinfo(client_t *client) { char **s; int n; char tmp[64]; MSG_WriteByte (&client->message, svc_print); snprint(tmp, sizeof(tmp), "%c\nqk1 %4.2f SERVER (%ud CRC)\n", 2, VERSION, crcn); MSG_WriteString (&client->message, tmp); MSG_WriteByte (&client->message, svc_serverinfo); MSG_WriteLong (&client->message, sv.protocol->version); sv.protocol->MSG_WriteProtocolInfo(&client->message, sv.protocol); MSG_WriteByte (&client->message, svs.maxclients); MSG_WriteByte (&client->message, (!coop.value && deathmatch.value) ? GAME_DEATHMATCH : GAME_COOP); MSG_WriteString (&client->message, PR_Str(sv.pr, sv.pr->edicts->v.message)); for (n = 1, s = sv.model_precache+1 ; *s && n < sv.protocol->limit_model ; s++) MSG_WriteString(&client->message, *s); MSG_WriteByte(&client->message, 0); for (n = 1, s = sv.sound_precache+1 ; *s && n < sv.protocol->limit_sound ; s++) MSG_WriteString(&client->message, *s); MSG_WriteByte(&client->message, 0); // send music MSG_WriteByte (&client->message, svc_cdtrack); MSG_WriteByte (&client->message, sv.pr->edicts->v.sounds); MSG_WriteByte (&client->message, sv.pr->edicts->v.sounds); // set view MSG_WriteByte (&client->message, svc_setview); MSG_WriteShort (&client->message, NUM_FOR_EDICT(sv.pr, client->edict)); MSG_WriteByte (&client->message, svc_signonnum); MSG_WriteByte (&client->message, 1); client->signon.state = SIGNON_KICK; client->spawned = false; // need prespawn, spawn, etc } /* ================ SV_ConnectClient Initializes a client_t for a new net connection. This will only be called once for a player each game, not once for each level change. ================ */ static void SV_ConnectClient(int clientnum) { int i, edictnum; float spawn_parms[Nparms]; edict_t *ent; client_t *client; struct qsocket_s *netconnection; client = svs.clients + clientnum; Con_DPrintf("client %s connected\n", client->netconnection->address); edictnum = clientnum+1; ent = EDICT_NUM(sv.pr, edictnum); // set up the client_t netconnection = client->netconnection; if(sv.loadgame) memmove(spawn_parms, client->spawn_parms, sizeof spawn_parms); memset(client, 0, sizeof *client); client->netconnection = netconnection; strcpy(client->name, "unconnected"); client->active = true; client->spawned = false; client->edict = ent; client->message.data = client->msgbuf; client->message.maxsize = sizeof client->msgbuf; client->message.allowoverflow = true; // we can catch it client->message.name = "client.message"; if(sv.loadgame) memmove(client->spawn_parms, spawn_parms, sizeof spawn_parms); else{ // call the progs to get default spawn parms for the new client PR_ExecuteProgram(sv.pr, sv.pr->global_struct->SetNewParms); for(i=0; i<Nparms; i++) client->spawn_parms[i] = (&sv.pr->global_struct->parm1)[i]; } SV_SendServerinfo(client); } /* =================== SV_CheckForNewClients =================== */ void SV_CheckForNewClients (void) { struct qsocket_s *ret; int i; // check for new connections while (1) { ret = NET_CheckNewConnections (); if (!ret) break; // init a new client structure for (i=0 ; i<svs.maxclients ; i++) if (!svs.clients[i].active) break; if (i == svs.maxclients) fatal ("Host_CheckForNewClients: no free clients"); svs.clients[i].netconnection = ret; SV_ConnectClient (i); net_activeconnections++; } } /* =============================================================================== FRAME UPDATES =============================================================================== */ /* ================== SV_ClearDatagram ================== */ void SV_ClearDatagram (void) { SZ_Clear (&sv.datagram); } /* ============================================================================= The PVS must include a small area around the client to allow head bobbing or other small motion on the client side. Otherwise, a bob might cause an entity that should be visible to not show up, especially when the bob crosses a waterline. ============================================================================= */ static int fatbytes; static byte *fatpvs; static int fatpvs_size; static void SV_AddToFatPVS(vec3_t org, mnode_t *node, model_t *m) { int i, sz; byte *pvs; mplane_t *plane; float d; while (1) { // if this is a leaf, accumulate the pvs bits if (node->contents < 0) { if (node->contents != CONTENTS_SOLID) { pvs = Mod_LeafPVS ( (mleaf_t *)node, m, &sz); for (i=0 ; i<fatbytes && i<sz ; i++) fatpvs[i] |= pvs[i]; } return; } plane = node->plane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_AddToFatPVS (org, node->children[0], m); node = node->children[1]; } } } /* ============= SV_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ static byte * SV_FatPVS(vec3_t org, model_t *m) { fatbytes = (m->numleafs+31)>>3; if(fatpvs == nil || fatbytes > fatpvs_size){ fatpvs = realloc(fatpvs, fatbytes); fatpvs_size = fatbytes; } memset(fatpvs, 0, fatbytes); SV_AddToFatPVS(org, m->nodes, m); return fatpvs; } //============================================================================= /* ============= SV_WriteEntitiesToClient ============= */ static void SV_WriteEntitiesToClient(edict_t *clent, sizebuf_t *msg) { u32int bits; int e, i, model, alpha; eval_t *v; byte *pvs; vec3_t org; float miss; edict_t *ent; // find the client's PVS VectorAdd (clent->v.origin, clent->v.view_ofs, org); pvs = SV_FatPVS (org, sv.worldmodel); // send over all entities (excpet the client) that touch the pvs ent = NEXT_EDICT(sv.pr, sv.pr->edicts); for (e=1 ; e<sv.pr->num_edicts ; e++, ent = NEXT_EDICT(sv.pr, ent)) { // ignore if not touching a PV leaf model = ent->v.modelindex; v = GetEdictFieldValue(sv.pr, ent, "alpha"); alpha = v ? f2alpha(v->_float) : DEFAULT_ALPHA; if (ent != clent) // clent is ALWAYS sent { if((int)ent->v.effects == EF_NODRAW) continue; // ignore ents without visible models if(!model || !*PR_Str(sv.pr, ent->v.model)) continue; if(model >= sv.protocol->limit_model) continue; if(!SV_FindTouchedLeafs(ent, sv.worldmodel->nodes, pvs)) continue; if((int)ent->v.effects == 0 && zeroalpha(alpha)) continue; } if (msg->cursize + 32 > msg->maxsize){ Con_Printf ("packet overflow\n"); return; } // send an update bits = 0; for (i=0 ; i<3 ; i++) { miss = ent->v.origin[i] - ent->baseline.origin[i]; if ( miss < -0.1 || miss > 0.1 ) bits |= U_ORIGIN1<<i; } if (ent->v.angles[0] != ent->baseline.angles[0]) bits |= U_ANGLE1; if (ent->v.angles[1] != ent->baseline.angles[1]) bits |= U_ANGLE2; if (ent->v.angles[2] != ent->baseline.angles[2]) bits |= U_ANGLE3; if (ent->v.movetype == MOVETYPE_STEP) bits |= U_NOLERP; // don't mess up the step animation if (ent->v.colormap != ent->baseline.colormap) bits |= U_COLORMAP; if (ent->v.skin != ent->baseline.skin) bits |= U_SKIN; if (ent->v.frame != ent->baseline.frame) bits |= U_FRAME; if (((int)ent->v.effects & 0xff) != (ent->baseline.effects & 0xff)) bits |= U_EFFECTS; if (model != ent->baseline.modelindex) bits |= U_MODEL; if (alpha != ent->baseline.alpha) bits |= sv.protocol->fl_alpha; if (e >= 256) bits |= U_LONGENTITY; if(bits & U_FRAME){ if(ent->v.frame >= sv.protocol->limit_frame) bits ^= U_FRAME; else if(ent->v.frame >= sv.protocol->large_frame) bits |= sv.protocol->fl_large_frame; } if(bits & U_MODEL){ if(model >= sv.protocol->limit_model) bits ^= U_MODEL; else if(model >= sv.protocol->large_model) bits |= sv.protocol->fl_large_model; } if(bits >= (1<<8)){ bits |= U_MOREBITS; if(bits >= (1<<16)){ bits |= U_MOREBITS2; if(bits >= (1<<24)) bits |= U_MOREBITS3; } } // write the message MSG_WriteByte (msg, bits | U_SIGNAL); if (bits & U_MOREBITS){ MSG_WriteByte(msg, bits>>8); if (bits & U_MOREBITS2){ MSG_WriteByte(msg, bits>>16); if(bits & U_MOREBITS3) MSG_WriteByte(msg, bits>>24); } } ((bits & U_LONGENTITY) ? MSG_WriteShort : MSG_WriteByte)(msg, e); if (bits & U_MODEL) MSG_WriteByte(msg, model); if (bits & U_FRAME) MSG_WriteByte(msg, ent->v.frame); if (bits & U_COLORMAP) MSG_WriteByte(msg, ent->v.colormap); if (bits & U_SKIN) MSG_WriteByte(msg, ent->v.skin); if (bits & U_EFFECTS) MSG_WriteByte(msg, ent->v.effects); if (bits & U_ORIGIN1) sv.protocol->MSG_WriteCoord(msg, ent->v.origin[0]); if (bits & U_ANGLE1) sv.protocol->MSG_WriteAngle(msg, ent->v.angles[0]); if (bits & U_ORIGIN2) sv.protocol->MSG_WriteCoord (msg, ent->v.origin[1]); if (bits & U_ANGLE2) sv.protocol->MSG_WriteAngle(msg, ent->v.angles[1]); if (bits & U_ORIGIN3) sv.protocol->MSG_WriteCoord(msg, ent->v.origin[2]); if (bits & U_ANGLE3) sv.protocol->MSG_WriteAngle(msg, ent->v.angles[2]); if (bits & sv.protocol->fl_alpha) MSG_WriteByte(msg, alpha); if (bits & sv.protocol->fl_large_frame) MSG_WriteByte(msg, (int)ent->v.frame>>8); if (bits & sv.protocol->fl_large_model) MSG_WriteByte(msg, model>>8); } } /* ============= SV_CleanupEnts ============= */ static void SV_CleanupEnts(void) { int e; edict_t *ent; ent = NEXT_EDICT(sv.pr, sv.pr->edicts); for (e=1 ; e<sv.pr->num_edicts ; e++, ent = NEXT_EDICT(sv.pr, ent)) { ent->v.effects = (int)ent->v.effects & ~EF_MUZZLEFLASH; } } /* ================== SV_WriteClientdataToMessage ================== */ void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg) { u32int bits; int i; edict_t *other; int items, weaponmodel; eval_t *val; // send a damage message if (ent->v.dmg_take || ent->v.dmg_save) { if(msg->cursize + 3+3*4 > msg->maxsize){ Con_Printf ("packet overflow\n"); return; } other = PROG_TO_EDICT(sv.pr, ent->v.dmg_inflictor); MSG_WriteByte (msg, svc_damage); MSG_WriteByte (msg, ent->v.dmg_save); MSG_WriteByte (msg, ent->v.dmg_take); for (i=0 ; i<3 ; i++) sv.protocol->MSG_WriteCoord (msg, other->v.origin[i] + 0.5*(other->v.mins[i] + other->v.maxs[i])); ent->v.dmg_take = 0; ent->v.dmg_save = 0; } // send the current viewpos offset from the view entity SV_SetIdealPitch (); // how much to look up / down ideally // a fixangle might get lost in a dropped packet. Oh well. if(ent->v.fixangle ){ if(msg->cursize + 1+3*2 > msg->maxsize){ Con_Printf ("packet overflow\n"); return; } MSG_WriteByte (msg, svc_setangle); for (i=0 ; i < 3 ; i++) sv.protocol->MSG_WriteAngle (msg, ent->v.angles[i]); ent->v.fixangle = 0; } if(msg->cursize + 64 > msg->maxsize){ Con_Printf("packet overflow\n"); return; } bits = SU_ITEMS | SU_WEAPON; if (ent->v.view_ofs[2] != DEFAULT_VIEWHEIGHT) bits |= SU_VIEWHEIGHT; if (ent->v.idealpitch) bits |= SU_IDEALPITCH; // stuff the sigil bits into the high bits of items for sbar, or else // mix in items2 val = GetEdictFieldValue(sv.pr, ent, "items2"); items = (int)ent->v.items | (val ? ((int)val->_float << 23) : ((int)sv.pr->global_struct->serverflags << 28)); weaponmodel = SV_ModelIndex(PR_Str(sv.pr, ent->v.weaponmodel)); if ((int)ent->v.flags & FL_ONGROUND) bits |= SU_ONGROUND; if (ent->v.waterlevel >= 2) bits |= SU_INWATER; for (i=0 ; i<3 ; i++) { if (ent->v.punchangle[i]) bits |= SU_PUNCH1<<i; if (ent->v.velocity[i]) bits |= SU_VELOCITY1<<i; } if (bits & SU_WEAPON){ if(weaponmodel >= sv.protocol->limit_model) bits ^= SU_WEAPON; // yikes. else if(weaponmodel >= sv.protocol->large_model) bits |= sv.protocol->fl_large_weaponmodel; if(!defalpha(ent->alpha)) bits |= sv.protocol->fl_weapon_alpha; } if (ent->v.weaponframe){ bits |= SU_WEAPONFRAME; if((int)ent->v.weaponframe >= sv.protocol->limit_frame) bits ^= SU_WEAPONFRAME; else if((int)ent->v.weaponframe >= sv.protocol->large_frame) bits |= sv.protocol->fl_large_weaponframe; } if (ent->v.armorvalue) bits |= SU_ARMOR; if(bits >= (1<<16)){ bits |= SU_MOREBITS; if(bits >= (1<<24)) bits |= SU_MOREBITS2; } // send the data MSG_WriteByte (msg, svc_clientdata); MSG_WriteShort (msg, bits); if(bits & SU_MOREBITS){ MSG_WriteByte(msg, bits>>16); if(bits & SU_MOREBITS2) MSG_WriteByte(msg, bits>>24); } if (bits & SU_VIEWHEIGHT) MSG_WriteChar (msg, ent->v.view_ofs[2]); if (bits & SU_IDEALPITCH) MSG_WriteChar (msg, ent->v.idealpitch); for (i=0 ; i<3 ; i++) { if (bits & (SU_PUNCH1<<i)) MSG_WriteChar (msg, ent->v.punchangle[i]); if (bits & (SU_VELOCITY1<<i)) MSG_WriteChar (msg, ent->v.velocity[i]/16); } // [always sent] if (bits & SU_ITEMS) MSG_WriteLong (msg, items); if (bits & SU_WEAPONFRAME) MSG_WriteByte (msg, ent->v.weaponframe); if (bits & SU_ARMOR) MSG_WriteByte (msg, ent->v.armorvalue); if (bits & SU_WEAPON) MSG_WriteByte (msg, weaponmodel); MSG_WriteShort (msg, ent->v.health); MSG_WriteByte (msg, ent->v.currentammo); MSG_WriteByte (msg, ent->v.ammo_shells); MSG_WriteByte (msg, ent->v.ammo_nails); MSG_WriteByte (msg, ent->v.ammo_rockets); MSG_WriteByte (msg, ent->v.ammo_cells); if (standard_quake) { MSG_WriteByte (msg, ent->v.weapon); } else { for(i=0;i<32;i++) { if ( ((int)ent->v.weapon) & (1<<i) ) { MSG_WriteByte (msg, i); break; } } } if(bits & sv.protocol->fl_large_weaponmodel) MSG_WriteByte(msg, weaponmodel>>8); if(bits & sv.protocol->fl_large_weaponframe) MSG_WriteByte(msg, (int)ent->v.weaponframe>>8); if(bits & sv.protocol->fl_weapon_alpha) MSG_WriteByte(msg, ent->alpha); } /* ======================= SV_SendClientDatagram ======================= */ static bool SV_SendClientDatagram(client_t *client) { static byte buf[MAX_DATAGRAM_LOCAL]; sizebuf_t msg; msg.data = buf; // allow big messages locally, but otherwise (real world) we're forced to use 1400 at most msg.maxsize = client->netconnection->local ? MAX_DATAGRAM_LOCAL : MAX_DATAGRAM; msg.cursize = 0; msg.name = "client datagram"; MSG_WriteByte (&msg, svc_time); MSG_WriteFloat (&msg, sv.time); // add the client specific data to the datagram SV_WriteClientdataToMessage (client->edict, &msg); SV_WriteEntitiesToClient (client->edict, &msg); // copy the server datagram if there is space if (msg.cursize + sv.datagram.cursize < msg.maxsize) SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize); // send the datagram if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) { SV_DropClient (true);// if the message couldn't send, kick off return false; } return true; } /* ======================= SV_UpdateToReliableMessages ======================= */ static void SV_UpdateToReliableMessages(void) { int i, j; client_t *client; // check for changes to be sent over the reliable streams for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) { if (host_client->old_frags != host_client->edict->v.frags) { for (j=0, client = svs.clients ; j<svs.maxclients ; j++, client++) { if (!client->active) continue; MSG_WriteByte (&client->message, svc_updatefrags); MSG_WriteByte (&client->message, i); MSG_WriteShort (&client->message, host_client->edict->v.frags); } host_client->old_frags = host_client->edict->v.frags; } } for (j=0, client = svs.clients ; j<svs.maxclients ; j++, client++) { if (!client->active) continue; SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize); } SZ_Clear (&sv.reliable_datagram); } /* ======================= SV_SendNop Send a nop message without trashing or sending the accumulated client message buffer ======================= */ static void SV_SendNop(client_t *client) { sizebuf_t msg; byte buf[4]; msg.data = buf; msg.maxsize = sizeof buf; msg.cursize = 0; msg.name = "nop"; MSG_WriteChar (&msg, svc_nop); if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) SV_DropClient (true); // if the message couldn't send, kick off client->last_message = realtime; } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages (void) { int i; sizebuf_t *s; // update frags, names, etc SV_UpdateToReliableMessages (); // build individual updates for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) { if (!host_client->active) continue; if (host_client->spawned) { if (!SV_SendClientDatagram (host_client)) continue; } else { // the player isn't totally in the game yet // send small keepalive messages if too much time has passed // send a full message when the next signon stage has been requested // some other message data (name changes, etc) may accumulate // between signon stages if(host_client->signon.state == SIGNON_INIT){ if(realtime - host_client->last_message > 5) SV_SendNop (host_client); continue; // don't send out non-signon messages } if(host_client->signon.state == SIGNON_SENDING){ if(host_client->signon.id < sv.numsignons){ s = sv.signons[host_client->signon.id]; if(host_client->message.cursize+s->cursize <= host_client->message.maxsize){ SZ_Write(&host_client->message, s->data, s->cursize); host_client->signon.id++; } } if(host_client->signon.id == sv.numsignons) host_client->signon.state = SIGNON_DONE; } if(host_client->signon.state == SIGNON_DONE && host_client->message.cursize+2 < host_client->message.maxsize){ MSG_WriteByte(&host_client->message, svc_signonnum); MSG_WriteByte(&host_client->message, 2); host_client->signon.state = SIGNON_KICK; } } // check for an overflowed message. Should only happen // on a very fucked up connection that backs up a lot, then // changes level if (host_client->message.overflowed) { SV_DropClient (true); host_client->message.overflowed = false; continue; } if (host_client->message.cursize || host_client->dropasap) { if (!NET_CanSendMessage (host_client->netconnection)) { //I_Printf ("can't write\n"); continue; } if (host_client->dropasap) SV_DropClient (false); // went to another level else { if(NET_SendMessage(host_client->netconnection, &host_client->message) < 0) SV_DropClient(true); // if the message couldn't send, kick off SZ_Clear(&host_client->message); host_client->last_message = realtime; if(host_client->signon.state == SIGNON_KICK) host_client->signon.state = SIGNON_INIT; } } } // clear muzzle flashes SV_CleanupEnts (); } /* ============================================================================== SERVER SPAWNING ============================================================================== */ /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i=0 ; i<MAX_MODELS && sv.model_precache[i] ; i++) if (!strcmp(sv.model_precache[i], name)) return i; if (i==MAX_MODELS || !sv.model_precache[i]) fatal ("SV_ModelIndex: model %s not precached", name); return i; } /* ================ SV_CreateBaseline ================ */ static void SV_CreateBaseline(void) { u32int bits; int i; edict_t *svent; int entnum; for (entnum = 0; entnum < sv.pr->num_edicts ; entnum++) { // get the current server version svent = EDICT_NUM(sv.pr, entnum); if (svent->free) continue; if (entnum > svs.maxclients && !svent->v.modelindex) continue; // create entity baseline VectorCopy (svent->v.origin, svent->baseline.origin); VectorCopy (svent->v.angles, svent->baseline.angles); svent->baseline.frame = svent->v.frame; svent->baseline.skin = svent->v.skin; if (entnum > 0 && entnum <= svs.maxclients) { svent->baseline.colormap = entnum; svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl"); svent->baseline.alpha = DEFAULT_ALPHA; } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex(PR_Str(sv.pr, svent->v.model)); svent->baseline.alpha = svent->alpha; } bits = 0; if(svent->baseline.modelindex >= sv.protocol->limit_model) svent->baseline.modelindex = 0; // yikes. else if(svent->baseline.modelindex >= sv.protocol->large_model) bits |= sv.protocol->fl_large_baseline_model; if(svent->baseline.frame >= sv.protocol->limit_frame) svent->baseline.frame = 0; // yikes. else if(svent->baseline.frame >= sv.protocol->large_frame) bits |= sv.protocol->fl_large_baseline_frame; if(!defalpha(svent->baseline.alpha)) bits |= sv.protocol->fl_baseline_alpha; if(((int)svent->baseline.effects & 0xff) != 0) bits |= sv.protocol->fl_baseline_effects; // add to the message SV_SignonFrame(); MSG_WriteByte(sv.signon, bits ? svc_spawnbaseline2 : svc_spawnbaseline); MSG_WriteShort(sv.signon, entnum); if(bits != 0) MSG_WriteByte(sv.signon, bits); ((bits & sv.protocol->fl_large_baseline_model) ? MSG_WriteShort : MSG_WriteByte) (sv.signon, svent->baseline.modelindex); ((bits & sv.protocol->fl_large_baseline_frame) ? MSG_WriteShort : MSG_WriteByte) (sv.signon, svent->baseline.frame); MSG_WriteByte(sv.signon, svent->baseline.colormap); MSG_WriteByte(sv.signon, svent->baseline.skin); for(i = 0; i < 3; i++){ sv.protocol->MSG_WriteCoord(sv.signon, svent->baseline.origin[i]); sv.protocol->MSG_WriteAngle(sv.signon, svent->baseline.angles[i]); } if(bits & sv.protocol->fl_baseline_alpha) MSG_WriteByte(sv.signon, svent->baseline.alpha); if(bits & sv.protocol->fl_baseline_effects) MSG_WriteByte(sv.signon, svent->baseline.effects); } } /* ================ SV_SendReconnect Tell all the clients that the server is changing levels ================ */ static void SV_SendReconnect(void) { byte data[128]; sizebuf_t msg; msg.data = data; msg.cursize = 0; msg.maxsize = sizeof data; msg.name = "reconnect"; MSG_WriteChar (&msg, svc_stufftext); MSG_WriteString (&msg, "reconnect\n"); NET_SendToAll (&msg, 5); if (cls.state != ca_dedicated) Cmd_ExecuteString ("reconnect\n", src_command); } /* ================ SV_SaveSpawnparms Grabs the current state of each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; svs.serverflags = sv.pr->global_struct->serverflags; for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) { if (!host_client->active) continue; // call the progs to get default spawn parms for the new client sv.pr->global_struct->self = EDICT_TO_PROG(sv.pr, host_client->edict); PR_ExecuteProgram(sv.pr, sv.pr->global_struct->SetChangeParms); for (j=0 ; j<Nparms ; j++) host_client->spawn_parms[j] = (&sv.pr->global_struct->parm1)[j]; } } /* ================ SV_SpawnServer This is called at the start of each level ================ */ extern float scr_centertime_off; void SV_SpawnServer (char *server) { edict_t *ent; static char dummy[8] = {0}; int i; // let's not have any servers with no name if (hostname.string[0] == 0) setcvar ("hostname", "UNNAMED"); scr_centertime_off = 0; Con_DPrintf("SV_SpawnServer: %s\n", server); svs.changelevel_issued = false; // now safe to issue another // tell all connected clients that we are going to a new level if (sv.active) { SV_SendReconnect (); } // make cvars consistant if (coop.value) setcvarv ("deathmatch", 0); current_skill = (int)(skill.value + 0.5); if (current_skill < 0) current_skill = 0; if (current_skill > 3) current_skill = 3; setcvarv ("skill", (float)current_skill); // set up the new server Host_ClearMemory (); memset(&sv, 0, sizeof sv); strcpy(sv.name, server); sv.protocol = sv_protocol; // load progs to get entity field count sv.pr = PR_LoadProgs("progs.dat"); // allocate server memory sv.datagram.maxsize = sizeof sv.datagram_buf; sv.datagram.cursize = 0; sv.datagram.data = sv.datagram_buf; sv.datagram.name = "sv.datagram"; sv.reliable_datagram.maxsize = sizeof sv.reliable_datagram_buf; sv.reliable_datagram.cursize = 0; sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.reliable_datagram.name = "sv.reliable_datagram"; SV_AllocSignon(); // leave slots at start for clients only sv.pr->num_edicts = svs.maxclients+1; for (i=0 ; i<svs.maxclients ; i++) { ent = EDICT_NUM(sv.pr, i+1); svs.clients[i].edict = ent; } sv.state = ss_loading; sv.paused = false; sv.time = 1.0; strcpy (sv.name, server); sprint (sv.modelname,"maps/%s.bsp", server); sv.worldmodel = Mod_ForName (sv.modelname, false); if (!sv.worldmodel) { Con_Printf ("Couldn't spawn server %s\n", sv.modelname); sv.active = false; return; } sv.models[1] = sv.worldmodel; // clear world interaction links SV_ClearWorld (); sv.sound_precache[0] = dummy; sv.model_precache[0] = dummy; sv.model_precache[1] = sv.modelname; for (i=1 ; i<sv.worldmodel->numsubmodels ; i++) { sv.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], false); } // load the rest of the entities ent = EDICT_NUM(sv.pr, 0); memset(&ent->v, 0, sv.pr->entityfields * 4); ent->free = false; ent->v.model = PR_SetStr(sv.pr, sv.worldmodel->name); ent->v.modelindex = 1; // world model ent->v.solid = SOLID_BSP; ent->v.movetype = MOVETYPE_PUSH; if (coop.value) sv.pr->global_struct->coop = coop.value; else sv.pr->global_struct->deathmatch = deathmatch.value; sv.pr->global_struct->mapname = PR_SetStr(sv.pr, sv.name); // serverflags are for cross level information (sigils) sv.pr->global_struct->serverflags = svs.serverflags; ED_LoadFromFile(sv.pr, sv.worldmodel->entities); sv.active = true; // all setup is completed, any further precache statements are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = 0.1; SV_Physics (); SV_Physics (); // create a baseline for more efficient communications SV_CreateBaseline (); UDP_Listen(svs.maxclients > 1); // send serverinfo to all connected clients for (i=0,host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) if (host_client->active) SV_SendServerinfo (host_client); IN_Grabm(1); Con_DPrintf("server spawned\n"); }