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- // leave this as first line for PCH reasons...
- //
- #include "../server/exe_headers.h"
- #include "server.h"
- /*
- Ghoul2 Insert Start
- */
- #if !defined (MINIHEAP_H_INC)
- #include "../qcommon/miniheap.h"
- #endif
- /*
- Ghoul2 Insert End
- */
- serverStatic_t svs; // persistant server info
- server_t sv; // local server
- game_export_t *ge;
- cvar_t *sv_fps; // time rate for running non-clients
- cvar_t *sv_timeout; // seconds without any message
- cvar_t *sv_zombietime; // seconds to sink messages after disconnect
- cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
- cvar_t *sv_showloss; // report when usercmds are lost
- cvar_t *sv_killserver; // menu system can set to 1 to shut server down
- cvar_t *sv_mapname;
- cvar_t *sv_spawntarget;
- cvar_t *sv_mapChecksum;
- cvar_t *sv_serverid;
- cvar_t *sv_testsave; // Run the savegame enumeration every game frame
- cvar_t *sv_compress_saved_games; // compress the saved games on the way out (only affect saver, loader can read both)
- /*
- =============================================================================
- EVENT MESSAGES
- =============================================================================
- */
- /*
- ===============
- SV_ExpandNewlines
- Converts newlines to "\n" so a line prints nicer
- ===============
- */
- char *SV_ExpandNewlines( char *in ) {
- static char string[1024];
- int l;
- l = 0;
- while ( *in && l < sizeof(string) - 3 ) {
- if ( *in == '\n' ) {
- string[l++] = '\\';
- string[l++] = 'n';
- } else {
- string[l++] = *in;
- }
- in++;
- }
- string[l] = 0;
- return string;
- }
- /*
- ======================
- SV_AddServerCommand
- The given command will be transmitted to the client, and is guaranteed to
- not have future snapshot_t executed before it is executed
- ======================
- */
- void SV_AddServerCommand( client_t *client, const char *cmd ) {
- int index;
- // if we would be losing an old command that hasn't been acknowledged,
- // we must drop the connection
- if ( client->reliableSequence - client->reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
- SV_DropClient( client, "Server command overflow" );
- return;
- }
- client->reliableSequence++;
- index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
- if ( client->reliableCommands[ index ] ) {
- Z_Free( client->reliableCommands[ index ] );
- }
- client->reliableCommands[ index ] = CopyString( cmd );
- }
- /*
- =================
- SV_SendServerCommand
- Sends a reliable command string to be interpreted by
- the client game module: "cp", "print", "chat", etc
- A NULL client will broadcast to all clients
- =================
- */
- void SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
- va_list argptr;
- byte message[MAX_MSGLEN];
- int len;
- client_t *client;
- int j;
-
- message[0] = svc_serverCommand;
- va_start (argptr,fmt);
- vsprintf ((char *)message+1, fmt,argptr);
- va_end (argptr);
- len = strlen( (char *)message ) + 1;
- if ( cl != NULL ) {
- SV_AddServerCommand( cl, (char *)message );
- return;
- }
- // send the data to all relevent clients
- for (j = 0, client = svs.clients; j < 1 ; j++, client++) {
- if ( client->state < CS_PRIMED ) {
- continue;
- }
- SV_AddServerCommand( client, (char *)message );
- }
- }
- /*
- ==============================================================================
- CONNECTIONLESS COMMANDS
- ==============================================================================
- */
- /*
- ================
- SVC_Status
- Responds with all the info that qplug or qspy can see about the server
- and all connected players. Used for getting detailed information after
- the simple info query.
- ================
- */
- void SVC_Status( netadr_t from ) {
- char player[1024];
- char status[MAX_MSGLEN];
- int i;
- client_t *cl;
- int statusLength;
- int playerLength;
- int score;
- char infostring[MAX_INFO_STRING];
- strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
- // echo back the parameter to status. so servers can use it as a challenge
- // to prevent timed spoofed reply packets that add ghost servers
- Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
- status[0] = 0;
- statusLength = 0;
- for (i=0 ; i < 1 ; i++) {
- cl = &svs.clients[i];
- if ( cl->state >= CS_CONNECTED ) {
- if ( cl->gentity && cl->gentity->client ) {
- score = cl->gentity->client->persistant[PERS_SCORE];
- } else {
- score = 0;
- }
- Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
- score, cl->ping, cl->name);
- playerLength = strlen(player);
- if (statusLength + playerLength >= sizeof(status) ) {
- break; // can't hold any more
- }
- strcpy (status + statusLength, player);
- statusLength += playerLength;
- }
- }
- NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
- }
- /*
- ================
- SVC_Info
- Responds with a short info message that should be enough to determine
- if a user is interested in a server to do a full status
- ================
- */
- static void SVC_Info( netadr_t from ) {
- int i, count;
- char infostring[MAX_INFO_STRING];
- count = 0;
- for ( i = 0 ; i < 1 ; i++ ) {
- if ( svs.clients[i].state >= CS_CONNECTED ) {
- count++;
- }
- }
- infostring[0] = 0;
- // echo back the parameter to status. so servers can use it as a challenge
- // to prevent timed spoofed reply packets that add ghost servers
- Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
- Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
- //Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
- Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
- Info_SetValueForKey( infostring, "clients", va("%i", count) );
- Info_SetValueForKey( infostring, "sv_maxclients", va("%i", 1) );
- NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
- }
- /*
- =================
- SV_ConnectionlessPacket
- A connectionless packet has four leading 0xff
- characters to distinguish it from a game channel.
- Clients that are in the game can still send
- connectionless packets.
- =================
- */
- static void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
- char *s;
- char *c;
- MSG_BeginReading( msg );
- MSG_ReadLong( msg ); // skip the -1 marker
- s = MSG_ReadStringLine( msg );
- Cmd_TokenizeString( s );
- c = Cmd_Argv(0);
- Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
- if (!strcmp(c,"getstatus")) {
- SVC_Status( from );
- } else if (!strcmp(c,"getinfo")) {
- SVC_Info( from );
- } else if (!strcmp(c,"connect")) {
- SV_DirectConnect( from );
- } else if (!strcmp(c,"disconnect")) {
- // if a client starts up a local server, we may see some spurious
- // server disconnect messages when their new server sees our final
- // sequenced messages to the old client
- } else {
- Com_DPrintf ("bad connectionless packet from %s:\n%s\n"
- , NET_AdrToString (from), s);
- }
- }
- //============================================================================
- /*
- =================
- SV_ReadPackets
- =================
- */
- void SV_PacketEvent( netadr_t from, msg_t *msg ) {
- int i;
- client_t *cl;
- int qport;
- // check for connectionless packet (0xffffffff) first
- if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
- SV_ConnectionlessPacket( from, msg );
- return;
- }
- // read the qport out of the message so we can fix up
- // stupid address translating routers
- MSG_BeginReading( msg );
- MSG_ReadLong( msg ); // sequence number
- MSG_ReadLong( msg ); // sequence number
- qport = MSG_ReadShort( msg ) & 0xffff;
- // find which client the message is from
- for (i=0, cl=svs.clients ; i < 1 ; i++,cl++) {
- if (cl->state == CS_FREE) {
- continue;
- }
- if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
- continue;
- }
- // it is possible to have multiple clients from a single IP
- // address, so they are differentiated by the qport variable
- if (cl->netchan.qport != qport) {
- continue;
- }
- // the IP port can't be used to differentiate them, because
- // some address translating routers periodically change UDP
- // port assignments
- if (cl->netchan.remoteAddress.port != from.port) {
- Com_Printf( "SV_ReadPackets: fixing up a translated port\n" );
- cl->netchan.remoteAddress.port = from.port;
- }
- // make sure it is a valid, in sequence packet
- if (Netchan_Process(&cl->netchan, msg)) {
- // zombie clients stil neet to do the Netchan_Process
- // to make sure they don't need to retransmit the final
- // reliable message, but they don't do any other processing
- if (cl->state != CS_ZOMBIE) {
- cl->lastPacketTime = sv.time; // don't timeout
- cl->frames[ cl->netchan.incomingAcknowledged & PACKET_MASK ]
- .messageAcked = sv.time;
- SV_ExecuteClientMessage( cl, msg );
- }
- }
- return;
- }
-
- // if we received a sequenced packet from an address we don't reckognize,
- // send an out of band disconnect packet to it
- NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
- }
- /*
- ===================
- SV_CalcPings
- Updates the cl->ping variables
- ===================
- */
- void SV_CalcPings (void) {
- int i, j;
- client_t *cl;
- int total, count;
- int delta;
- for (i=0 ; i < 1 ; i++) {
- cl = &svs.clients[i];
- if ( cl->state != CS_ACTIVE ) {
- continue;
- }
- if ( cl->gentity->svFlags & SVF_BOT ) {
- continue;
- }
- total = 0;
- count = 0;
- for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
- delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
- if ( delta >= 0 ) {
- count++;
- total += delta;
- }
- }
- if (!count) {
- cl->ping = 999;
- } else {
- cl->ping = total/count;
- if ( cl->ping > 999 ) {
- cl->ping = 999;
- }
- }
- // let the game dll know about the ping
- cl->gentity->client->ping = cl->ping;
- }
- }
- /*
- ==================
- SV_CheckTimeouts
- If a packet has not been received from a client for timeout->integer
- seconds, drop the conneciton. Server time is used instead of
- realtime to avoid dropping the local client while debugging.
- When a client is normally dropped, the client_t goes into a zombie state
- for a few seconds to make sure any final reliable message gets resent
- if necessary
- ==================
- */
- void SV_CheckTimeouts( void ) {
- int i;
- client_t *cl;
- int droppoint;
- int zombiepoint;
- droppoint = sv.time - 1000 * sv_timeout->integer;
- zombiepoint = sv.time - 1000 * sv_zombietime->integer;
- for (i=0,cl=svs.clients ; i < 1 ; i++,cl++) {
- // message times may be wrong across a changelevel
- if (cl->lastPacketTime > sv.time) {
- cl->lastPacketTime = sv.time;
- }
- if (cl->state == CS_ZOMBIE
- && cl->lastPacketTime < zombiepoint) {
- cl->state = CS_FREE; // can now be reused
- continue;
- }
- if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
- // wait several frames so a debugger session doesn't
- // cause a timeout
- if ( ++cl->timeoutCount > 5 ) {
- SV_DropClient (cl, "timed out");
- cl->state = CS_FREE; // don't bother with zombie state
- }
- } else {
- cl->timeoutCount = 0;
- }
- }
- }
- /*
- ==================
- SV_CheckPaused
- ==================
- */
- qboolean SV_CheckPaused( void ) {
- if ( !cl_paused->integer ) {
- return qfalse;
- }
- sv_paused->integer = 1;
- return qtrue;
- }
- /*
- This wonderful hack is needed to avoid rendering frames until several camera related things
- have wended their way through the network. The problem is basically that the server asks the
- client where the camera is to decide what entities down to the client. However right after
- certain transitions the client tends to give a wrong answer. CGCam_Disable is one such time/
- When this happens we want to dump all rendered frame until these things have happened, in
- order:
- 0) (This state will mean that we are awaiting state 1)
- 1) The server has run a frame and built a packet
- 2) The client has computed a camera position
- 3) The server has run a frame and built a packet
- 4) The client has recieved a packet (This state also means the game is running normally).
- We will keep track of this here:
- */
- /*
- ==================
- SV_Frame
- Player movement occurs as a result of packet events, which
- happen before SV_Frame is called
- ==================
- */
- extern cvar_t *cl_newClock;
- void SV_Frame( int msec,float fractionMsec ) {
- int frameMsec;
- int startTime=0;
-
- // the menu kills the server with this cvar
- if ( sv_killserver->integer ) {
- SV_Shutdown ("Server was killed.\n");
- Cvar_Set( "sv_killserver", "0" );
- return;
- }
- if ( !com_sv_running->integer ) {
- return;
- }
- extern void SE_CheckForLanguageUpdates(void);
- SE_CheckForLanguageUpdates(); // will fast-return else load different language if menu changed it
- // allow pause if only the local client is connected
- if ( SV_CheckPaused() ) {
- return;
- }
- // go ahead and let time slip if the server really hitched badly
- if ( msec > 1000 ) {
- Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000\n", msec );
- msec = 1000;
- }
- // if it isn't time for the next frame, do nothing
- if ( sv_fps->integer < 1 ) {
- Cvar_Set( "sv_fps", "10" );
- }
- frameMsec = 1000 / sv_fps->integer ;
- sv.timeResidual += msec;
- sv.timeResidualFraction+=fractionMsec;
- if (sv.timeResidualFraction>=1.0f)
- {
- sv.timeResidualFraction-=1.0f;
- if (cl_newClock&&cl_newClock->integer)
- {
- sv.timeResidual++;
- }
- }
- if ( sv.timeResidual < frameMsec ) {
- return;
- }
- // if time is about to hit the 32nd bit, restart the
- // level, which will force the time back to zero, rather
- // than checking for negative time wraparound everywhere.
- // 2giga-milliseconds = 23 days, so it won't be too often
- if ( sv.time > 0x70000000 ) {
- SV_Shutdown( "Restarting server due to time wrapping" );
- Com_Printf("You win. if you can play this long and not die, you deserve to win.\n");
- return;
- }
- // update infostrings if anything has been changed
- if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
- SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
- cvar_modifiedFlags &= ~CVAR_SERVERINFO;
- }
- if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
- SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
- cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
- }
- if ( com_speeds->integer ) {
- startTime = Sys_Milliseconds ();
- }
- // SV_BotFrame( sv.time );
- // run the game simulation in chunks
- while ( sv.timeResidual >= frameMsec ) {
- sv.timeResidual -= frameMsec;
- sv.time += frameMsec;
- G2API_SetTime(sv.time,G2T_SV_TIME);
- // let everything in the world think and move
- ge->RunFrame( sv.time );
- }
- if ( com_speeds->integer ) {
- time_game = Sys_Milliseconds () - startTime;
- }
- SG_TestSave(); // returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code
- // check timeouts
- SV_CheckTimeouts ();
- // update ping based on the last known frame from all clients
- SV_CalcPings ();
- // send messages back to the clients
- SV_SendClientMessages ();
- }
- //============================================================================
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