ref: 8070f221ed04c1e5adf9e0c2475c8ddf80ef772e
dir: /qw/sv_init.c/
#include "quakedef.h" server_static_t svs; // persistant server info server_t sv; // local server char localmodels[MAX_MODELS][8]; // inline model names for precache char localinfo[MAX_LOCALINFO_STRING+1]; // local game info /* ================ 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]) SV_Error ("SV_ModelIndex: model %s not precached", name); return i; } /* ================ SV_FlushSignon Moves to the next signon buffer if needed ================ */ void SV_FlushSignon (void) { if (sv.signon.cursize < sv.signon.maxsize - 512) return; if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1) SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1"); sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize; sv.signon.data = sv.signon_buffers[sv.num_signon_buffers]; sv.num_signon_buffers++; sv.signon.cursize = 0; } /* ================ SV_CreateBaseline Entity baselines are used to compress the update messages to the clients -- only the fields that differ from the baseline will be transmitted ================ */ void SV_CreateBaseline (void) { int i; edict_t *svent; int entnum; for (entnum = 0; entnum < sv.num_edicts ; entnum++) { svent = EDICT_NUM(entnum); if (svent->free) continue; // create baselines for all player slots, // and any other edict that has a visible model if (entnum > MAX_CLIENTS && !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.skinnum = svent->v.skin; if (entnum > 0 && entnum <= MAX_CLIENTS) { svent->baseline.colormap = entnum; svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl"); } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex(PR_GetString(svent->v.model)); } // // flush the signon message out to a seperate buffer if // nearly full // SV_FlushSignon (); // // add to the message // MSG_WriteByte (&sv.signon,svc_spawnbaseline); MSG_WriteShort (&sv.signon,entnum); MSG_WriteByte (&sv.signon, svent->baseline.modelindex); MSG_WriteByte (&sv.signon, svent->baseline.frame); MSG_WriteByte (&sv.signon, svent->baseline.colormap); MSG_WriteByte (&sv.signon, svent->baseline.skinnum); for (i=0 ; i<3 ; i++) { MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]); MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]); } } } /* ================ SV_SaveSpawnparms Grabs the current state of the progs serverinfo flags and each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; if (!sv.state) return; // no progs loaded yet // serverflags is the only game related thing maintained svs.serverflags = pr_global_struct->serverflags; for (i=0, host_client = svs.clients ; i<MAX_CLIENTS ; i++, host_client++) { if (host_client->state != cs_spawned) continue; // needs to reconnect host_client->state = cs_connected; // call the progs to get default spawn parms for the new client pr_global_struct->self = EDICT_TO_PROG(host_client->edict); PR_ExecuteProgram (pr_global_struct->SetChangeParms); for (j=0 ; j<NUM_SPAWN_PARMS ; j++) host_client->spawn_parms[j] = (&pr_global_struct->parm1)[j]; } } /* ================ SV_CalcPHS Expands the PVS and calculates the PHS (Potentially Hearable Set) ================ */ void SV_CalcPHS (void) { int rowbytes, rowwords; int i, j, k, l, index, num; int bitbyte; unsigned *dest, *src; byte *scan; int count, vcount; Con_Printf ("Building PHS...\n"); num = sv.worldmodel->numleafs; rowwords = (num+31)>>5; rowbytes = rowwords*4; sv.pvs = Hunk_Alloc (rowbytes*num); scan = sv.pvs; vcount = 0; for (i=0 ; i<num ; i++, scan+=rowbytes) { memmove (scan, Mod_LeafPVS(sv.worldmodel->leafs+i, sv.worldmodel), rowbytes); if (i == 0) continue; for (j=0 ; j<num ; j++) { if ( scan[j>>3] & (1<<(j&7)) ) { vcount++; } } } sv.phs = Hunk_Alloc (rowbytes*num); count = 0; scan = sv.pvs; dest = (unsigned *)sv.phs; for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes) { memmove (dest, scan, rowbytes); for (j=0 ; j<rowbytes ; j++) { bitbyte = scan[j]; if (!bitbyte) continue; for (k=0 ; k<8 ; k++) { if (! (bitbyte & (1<<k)) ) continue; // or this pvs row into the phs // +1 because pvs is 1 based index = ((j<<3)+k+1); if (index >= num) continue; src = (unsigned *)sv.pvs + index*rowwords; for (l=0 ; l<rowwords ; l++) dest[l] |= src[l]; } } if (i == 0) continue; for (j=0 ; j<num ; j++) if ( ((byte *)dest)[j>>3] & (1<<(j&7)) ) count++; } Con_Printf ("Average leafs visible / hearable / total: %d / %d / %d\n" , vcount/num, count/num, num); } unsigned SV_CheckModel(char *mdl) { byte stackbuf[1024]; // avoid dirtying the cache heap byte *buf; unsigned short crc; // int len; buf = (byte *)COM_LoadStackFile (mdl, stackbuf, sizeof(stackbuf)); crc = CRC_Block(buf, com_filesize); // for (len = com_filesize; len; len--, buf++) // CRC_ProcessByte(&crc, *buf); return crc; } /* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. This is only called from the SV_Map_f() function. ================ */ void SV_SpawnServer (char *server) { edict_t *ent; int i; Con_DPrintf ("SpawnServer: %s\n",server); SV_SaveSpawnparms (); svs.spawncount++; // any partially connected client will be // restarted sv.state = ss_dead; Mod_ClearAll (); Hunk_FreeToLowMark (host_hunklevel); // wipe the entire per-level structure memset (&sv, 0, sizeof(sv)); sv.datagram.maxsize = sizeof(sv.datagram_buf); sv.datagram.data = sv.datagram_buf; sv.datagram.allowoverflow = true; sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf); sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.multicast.maxsize = sizeof(sv.multicast_buf); sv.multicast.data = sv.multicast_buf; sv.master.maxsize = sizeof(sv.master_buf); sv.master.data = sv.master_buf; sv.signon.maxsize = sizeof(sv.signon_buffers[0]); sv.signon.data = sv.signon_buffers[0]; sv.num_signon_buffers = 1; strcpy (sv.name, server); // load progs to get entity field count // which determines how big each edict is PR_LoadProgs (); // allocate edicts sv.edicts = Hunk_AllocName (MAX_EDICTS*pr_edict_size, "edicts"); // leave slots at start for clients only sv.num_edicts = MAX_CLIENTS+1; for (i=0 ; i<MAX_CLIENTS ; i++) { ent = EDICT_NUM(i+1); svs.clients[i].edict = ent; //ZOID - make sure we update frags right svs.clients[i].old_frags = 0; } sv.time = 1.0; strcpy (sv.name, server); sprintf (sv.modelname,"maps/%s.bsp", server); sv.worldmodel = Mod_ForName (sv.modelname, true); SV_CalcPHS (); // // clear physics interaction links // SV_ClearWorld (); sv.sound_precache[0] = pr_strings; sv.model_precache[0] = pr_strings; sv.model_precache[1] = sv.modelname; sv.models[1] = sv.worldmodel; for (i=1 ; i<sv.worldmodel->numsubmodels ; i++) { sv.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], false); } //check player/eyes models for hacks sv.model_player_checksum = SV_CheckModel("progs/player.mdl"); sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl"); // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; ent = EDICT_NUM(0); ent->free = false; ent->v.model = PR_SetString(sv.worldmodel->name); ent->v.modelindex = 1; // world model ent->v.solid = SOLID_BSP; ent->v.movetype = MOVETYPE_PUSH; pr_global_struct->mapname = PR_SetString(sv.name); // serverflags are for cross level information (sigils) pr_global_struct->serverflags = svs.serverflags; // run the frame start qc function to let progs check cvars SV_ProgStartFrame (); // load and spawn all other entities ED_LoadFromFile (sv.worldmodel->entities); // look up some model indexes for specialized message compression SV_FindModelNumbers (); // all spawning is completed, any further precache statements // or prog writes to the signon message are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = 0.1; SV_Physics (); SV_Physics (); // save movement vars SV_SetMoveVars(); // create a baseline for more efficient communications SV_CreateBaseline (); sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize; Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING); Con_DPrintf ("Server spawned.\n"); }