shithub: qk3

ref: 761946b93cf45a3b9e47868a704fb165af760333
dir: /code/server/sv_ccmds.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
===========================================================================
*/

#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
}