Files
illusion-arena-engine/code/server/sv_init.c
leilei- 513c538fba A bunch of things
- s_interrupt - allows sounds to be interrupted by the same sound or entity channel
- new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures)
- rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values
- rgbMod shader command allowing new vertex color effects
- removed deprecated R_ParseStageSimple, it never worked as intended
- r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
- Spring cleaning of old deprecated/broken post-process GLSL experiments
- r_anime broke in 2015
- r_tvMode - well, shaderglass exists now
- r_motionblur - Bad technique, too much memory
- t_pslettize - slow, relies on shader's lookup of a vector table
- r_film - bad on well-lit maps
- r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x
- cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier
- cl_consoleColor also affects the line at the bottom. Also new default colors
- If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console.
- Generic'd the red/blue team names.  We will not be having missionpack clans.
- SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit
- s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs)
- fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue #96
- suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer.
- deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now
- r_shadeMethod will be something else (and not shader-based)
- r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior).
- r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2
- r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors
- dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now
- raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy
- Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them
- jettisoning old proposed mme particle system that was never ever hooked up properly.
- other small warning cleanup
- r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3
- r_monolightmaps : refactor - goes to the light data instead of the calculations and images
- removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader
- environment mapping refactor, rewrite and cleanup
- removed a lot of deprecated rgbGens
- removed r_texdump (it never worked)
- remove a few leftover broken postprocess things
- Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2.
- r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
2025-05-20 06:30:51 -04:00

788 lines
21 KiB
C

/*
===========================================================================
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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "server.h"
/*
===============
SV_SendConfigstring
Creates and sends the server command necessary to update the CS index for the
given client
===============
*/
static void SV_SendConfigstring(client_t *client, int index)
{
int maxChunkSize = MAX_STRING_CHARS - 24;
int len;
len = strlen(sv.configstrings[index]);
if( len >= maxChunkSize ) {
int sent = 0;
int remaining = len;
char *cmd;
char buf[MAX_STRING_CHARS];
while (remaining > 0 ) {
if ( sent == 0 ) {
cmd = "bcs0";
}
else if( remaining < maxChunkSize ) {
cmd = "bcs2";
}
else {
cmd = "bcs1";
}
Q_strncpyz( buf, &sv.configstrings[index][sent],
maxChunkSize );
SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
index, buf );
sent += (maxChunkSize - 1);
remaining -= (maxChunkSize - 1);
}
} else {
// standard cs, just send it
SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
sv.configstrings[index] );
}
}
/*
===============
SV_UpdateConfigstrings
Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
Configstring indexes that have changed while the client was in CS_PRIMED
===============
*/
void SV_UpdateConfigstrings(client_t *client)
{
int index;
for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
// if the CS hasn't changed since we went to CS_PRIMED, ignore
if(!client->csUpdated[index])
continue;
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity &&
(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
client->csUpdated[index] = qfalse;
}
}
/*
===============
SV_SetConfigstring
===============
*/
void SV_SetConfigstring (int index, const char *val) {
int i;
client_t *client;
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i", index);
}
if ( !val ) {
val = "";
}
// don't bother broadcasting an update if no change
if ( !strcmp( val, sv.configstrings[ index ] ) ) {
return;
}
// change the string in sv
Z_Free( sv.configstrings[index] );
sv.configstrings[index] = CopyString( val );
// send it to all the clients if we aren't
// spawning a new server
if ( sv.state == SS_GAME || sv.restarting ) {
// send the data to all relevent clients
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if ( client->state < CS_ACTIVE ) {
if ( client->state == CS_PRIMED )
client->csUpdated[ index ] = qtrue;
continue;
}
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
}
}
}
/*
===============
SV_GetConfigstring
===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i", index);
}
if ( !sv.configstrings[index] ) {
buffer[0] = 0;
return;
}
Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
}
/*
===============
SV_SetUserinfo
===============
*/
void SV_SetUserinfo( int index, const char *val ) {
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i", index);
}
if ( !val ) {
val = "";
}
Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
}
/*
===============
SV_GetUserinfo
===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i", index);
}
Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
static void SV_CreateBaseline( void ) {
sharedEntity_t *svent;
int entnum;
for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
svent = SV_GentityNum(entnum);
if (!svent->r.linked) {
continue;
}
svent->s.number = entnum;
//
// take current state as baseline
//
sv.svEntities[entnum].baseline = svent->s;
}
}
/*
===============
SV_BoundMaxClients
===============
*/
static void SV_BoundMaxClients( int minimum ) {
// get the current maxclients value
Cvar_Get( "sv_maxclients", "8", 0 );
sv_maxclients->modified = qfalse;
if ( sv_maxclients->integer < minimum ) {
Cvar_Set( "sv_maxclients", va("%i", minimum) );
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
}
}
/*
===============
SV_Startup
Called when a host starts a map when it wasn't running
one before. Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
static void SV_Startup( void ) {
if ( svs.initialized ) {
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
}
SV_BoundMaxClients( 1 );
svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
svs.initialized = qtrue;
// Don't respect sv_killserver unless a server is actually running
if ( sv_killserver->integer ) {
Cvar_Set( "sv_killserver", "0" );
}
Cvar_Set( "sv_running", "1" );
// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
NET_JoinMulticast6();
}
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i;
client_t *oldClients;
int count;
// get the highest client number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients arrays
Z_Free( svs.clients );
// allocate new clients
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
for ( i = 0 ; i < count ; i++ ) {
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
}
}
// free the old clients on the hunk
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
}
/*
================
SV_ClearServer
================
*/
static void SV_ClearServer(void) {
int i;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( sv.configstrings[i] ) {
Z_Free( sv.configstrings[i] );
}
}
Com_Memset (&sv, 0, sizeof(sv));
}
/*
================
SV_TouchCGame
touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
================
*/
static void SV_TouchCGame(void) {
fileHandle_t f;
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
}
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots ) {
int i;
int checksum;
qboolean isBot;
char systemInfo[16384];
const char *p;
// shut down the existing game if it is running
SV_ShutdownGameProgs();
Com_Printf ("------ Server Initialization ------\n");
Com_Printf ("Server: %s\n",server);
// if not running a dedicated server CL_MapLoading will connect the client to the server
// also print some status stuff
CL_MapLoading();
// make sure all the client stuff is unloaded
CL_ShutdownAll(qfalse);
// clear the whole hunk because we're (re)loading the server
Hunk_Clear();
// clear collision map data
CM_ClearMap();
// init client structures and svs.numSnapshotEntities
if ( !Cvar_VariableValue("sv_running") ) {
SV_Startup();
} else {
// check for maxclients change
if ( sv_maxclients->modified ) {
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 );
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) );
for (i=0 ; i<sv_maxclients->integer ; i++) {
// save when the server started for each client already connected
if (svs.clients[i].state >= CS_CONNECTED) {
svs.clients[i].oldServerTime = sv.time;
}
}
// 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
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, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
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->lastSnapshotTime = 0; // 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, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
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();
#ifndef DEDICATED
if ( com_dedicated->integer ) {
// restart renderer in order to show console for dedicated servers
// launched through the regular binary
CL_StartHunkUsers( qtrue );
}
#endif
Com_Printf ("-----------------------------------\n");
}
/*
===============
SV_Init
Only called at main exe startup, not for each game
===============
*/
void SV_Init (void)
{
int index;
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 );
sv_dorestart = Cvar_Get ("sv_dorestart", "0",0);
Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
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_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_dlRate = Cvar_Get("sv_dlRate", "100", 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 );
sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
#ifdef USE_VOIP
sv_voip = Cvar_Get("sv_voip", "1", CVAR_SYSTEMINFO | CVAR_LATCH);
Cvar_CheckRange(sv_voip, 0, 1, qtrue);
#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);
Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE);
sv_master[0] = Cvar_Get("sv_master1", MASTER_SERVER_NAME, 0);
for(index = 1; index < MAX_MASTER_SERVERS; index++)
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", 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 );
#ifndef STANDALONE
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
#endif
sv_public = Cvar_Get( "sv_public", "0", 0);
sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", 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();
// Load saved bans
Cbuf_AddText("rehashbans\n");
}
/*
==================
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\n\"\n", message );
SV_SendServerCommand( cl, "disconnect \"%s\"", message );
}
// force a snapshot to be sent
cl->lastSnapshotTime = 0;
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 (%s) -----\n", finalmsg );
NET_LeaveMulticast6();
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)
{
int index;
for(index = 0; index < sv_maxclients->integer; index++)
SV_FreeClient(&svs.clients[index]);
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
if( sv_killserver->integer != 2 )
CL_Disconnect( qfalse );
}