/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: sv_init.c * * desc: * */ #include "server.h" /* =============== SV_SetConfigstring =============== */ void SV_SetConfigstring( int index, const char *val ) { int len, i; int maxChunkSize = MAX_STRING_CHARS - 24; client_t *client; if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error( ERR_DROP, "SV_SetConfigstring: bad index %i\n", 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 ) { // SV_SendServerCommand( NULL, "cs %i \"%s\"\n", index, val ); // send the data to all relevent clients for ( i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++ ) { if ( client->state < CS_PRIMED ) { continue; } // do not always send server info to all clients if ( index == CS_SERVERINFO && client->gentity && ( client->gentity->r.svFlags & SVF_NOSERVERINFO ) ) { continue; } // RF, don't send to bot/AI if ( sv_gametype->integer == GT_SINGLE_PLAYER && client->gentity && ( client->gentity->r.svFlags & SVF_CASTAI ) ) { continue; } // SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val ); len = strlen( val ); 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, &val[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, val ); } } } } /* =============== 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\n", 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\n", 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\n", 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 ================ */ 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 =============== */ void SV_BoundMaxClients( int minimum ) { // get the current maxclients value #ifdef __MACOS__ Cvar_Get( "sv_maxclients", "16", 0 ); //DAJ HOG #else Cvar_Get( "sv_maxclients", "20", 0 ); // NERVE - SMF - changed to 20 from 8 #endif 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. =============== */ void SV_Startup( void ) { if ( svs.initialized ) { Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" ); } SV_BoundMaxClients( 1 ); // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" ); } //svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer ); if ( com_dedicated->integer ) { svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } svs.initialized = qtrue; Cvar_Set( "sv_running", "1" ); } /* ================== 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 ); free( svs.clients ); // RF, avoid trying to allocate large chunk on a fragmented zone // allocate new clients // RF, avoid trying to allocate large chunk on a fragmented zone svs.clients = calloc( sizeof( client_t ) * sv_maxclients->integer, 1 ); if ( !svs.clients ) { Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.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 * 64; } else { // we don't need nearly as many when playing locally svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64; } } /* ==================== SV_SetExpectedHunkUsage Sets com_expectedhunkusage, so the client knows how to draw the percentage bar ==================== */ void SV_SetExpectedHunkUsage( char *mapname ) { int handle; char *memlistfile = "hunkusage.dat"; char *buf; char *buftrav; char *token; int len; len = FS_FOpenFileByMode( memlistfile, &handle, FS_READ ); if ( len >= 0 ) { // the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value buf = (char *)Z_Malloc( len + 1 ); memset( buf, 0, len + 1 ); FS_Read( (void *)buf, len, handle ); FS_FCloseFile( handle ); // now parse the file, filtering out the current map buftrav = buf; while ( ( token = COM_Parse( &buftrav ) ) && token[0] ) { if ( !Q_strcasecmp( token, mapname ) ) { // found a match token = COM_Parse( &buftrav ); // read the size if ( token && token[0] ) { // this is the usage Cvar_Set( "com_expectedhunkusage", token ); Z_Free( buf ); return; } } } Z_Free( buf ); } // just set it to a negative number,so the cgame knows not to draw the percent bar Cvar_Set( "com_expectedhunkusage", "-1" ); } /* ================ SV_ClearServer ================ */ 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 ================ */ 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_TouchCGameDLL touch the cgame DLL so that a pure client (with DLL sv_pure support) can load do the correct checks ================ */ void SV_TouchCGameDLL( void ) { fileHandle_t f; char *filename; filename = Sys_GetDLLName( "cgame" ); FS_FOpenFileRead_Filtered( filename, &f, qfalse, FS_EXCLUDE_DIR ); 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[MAX_INFO_STRING]; 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(); // clear the whole hunk because we're (re)loading the server Hunk_Clear(); // clear collision map data // (SA) NOTE: TODO: used in missionpack CM_ClearMap(); // wipe the entire per-level structure SV_ClearServer(); // MrE: main zone should be pretty much emtpy at this point // except for file system data and cached renderer data Z_LogHeap(); // allocate empty config strings for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString( "" ); } // 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) ); // Ridah // DHM - Nerve :: We want to use the completion bar in multiplayer as well if ( sv_gametype->integer == GT_SINGLE_PLAYER || sv_gametype->integer >= GT_WOLF ) { SV_SetExpectedHunkUsage( va( "maps/%s.bsp", server ) ); } else { // just set it to a negative number,so the cgame knows not to draw the percent bar Cvar_Set( "com_expectedhunkusage", "-1" ); } // make sure we are not paused Cvar_Set( "cl_paused", "0" ); #if !defined( DO_LIGHT_DEDICATED ) // get a new checksum feed and restart the file system srand( Sys_Milliseconds() ); sv.checksumFeed = ( ( (int) rand() << 16 ) ^ rand() ) ^ Sys_Milliseconds(); // DO_LIGHT_DEDICATED // only comment out when you need a new pure checksum string and it's associated random feed //Com_DPrintf("SV_SpawnServer checksum feed: %p\n", sv.checksumFeed); #else // DO_LIGHT_DEDICATED implementation below // we are not able to randomize the checksum feed since the feed is used as key for pure_checksum computations // files.c 1776 : pack->pure_checksum = Com_BlockChecksumKey( fs_headerLongs, 4 * fs_numHeaderLongs, LittleLong(fs_checksumFeed) ); // we request a fake randomized feed, files.c knows the answer srand( Sys_Milliseconds() ); sv.checksumFeed = FS_RandChecksumFeed(); #endif 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; 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; Cvar_Set( "sv_serverRestarting", "1" ); // 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, svs.time ); SV_BotFrame( svs.time ); 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 || Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) { 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->nextSnapshotTime = svs.time; // 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, svs.time ); SV_BotFrame( svs.time ); 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 ); } 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 // NOTE: we consider the referencedPaks as 'required for operation' // we want the server to reference the mp_bin pk3 that the client is expected to load from SV_TouchCGameDLL(); 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; // NERVE - SMF SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) ); cvar_modifiedFlags &= ~CVAR_WOLFINFO; // 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(); Cvar_Set( "sv_serverRestarting", "0" ); Com_Printf( "-----------------------------------\n" ); } // DHM - Nerve :: Update Server #ifdef UPDATE_SERVER /* ==================== SV_ParseVersionMapping Reads versionmap.cfg which sets up a mapping of client version to installer to download ==================== */ void SV_ParseVersionMapping( void ) { int handle; char *filename = "versionmap.cfg"; char *buf; char *buftrav; char *token; int len; len = FS_SV_FOpenFileRead( filename, &handle ); if ( len >= 0 ) { // the file exists buf = (char *)Z_Malloc( len + 1 ); memset( buf, 0, len + 1 ); FS_Read( (void *)buf, len, handle ); FS_FCloseFile( handle ); // now parse the file, setting the version table info buftrav = buf; token = COM_Parse( &buftrav ); if ( strcmp( token, "RTCW-VersionMap" ) ) { Z_Free( buf ); Com_Error( ERR_FATAL, "invalid versionmap.cfg" ); return; } Com_Printf( "\n------------Update Server-------------\n\nParsing version map..." ); while ( ( token = COM_Parse( &buftrav ) ) && token[0] ) { // read the version number strcpy( versionMap[ numVersions ].version, token ); // read the platform token = COM_Parse( &buftrav ); if ( token && token[0] ) { strcpy( versionMap[ numVersions ].platform, token ); } else { Z_Free( buf ); Com_Error( ERR_FATAL, "error parsing versionmap.cfg, after %s", versionMap[ numVersions ].version ); return; } // read the installer name token = COM_Parse( &buftrav ); if ( token && token[0] ) { strcpy( versionMap[ numVersions ].installer, token ); } else { Z_Free( buf ); Com_Error( ERR_FATAL, "error parsing versionmap.cfg, after %s", versionMap[ numVersions ].platform ); return; } numVersions++; if ( numVersions >= MAX_UPDATE_VERSIONS ) { Z_Free( buf ); Com_Error( ERR_FATAL, "Exceeded maximum number of mappings(%d)", MAX_UPDATE_VERSIONS ); return; } } Com_Printf( " found %d mapping%c\n--------------------------------------\n\n", numVersions, numVersions > 1 ? 's' : ' ' ); Z_Free( buf ); } else { Com_Error( ERR_FATAL, "Couldn't open versionmap.cfg" ); } } #endif /* =============== SV_Init Only called at main exe startup, not for each game =============== */ void SV_BotInitBotLib( void ); void SV_Init( void ) { SV_AddOperatorCommands(); // serverinfo vars Cvar_Get( "dmflags", "0", /*CVAR_SERVERINFO*/ 0 ); Cvar_Get( "fraglimit", "0", /*CVAR_SERVERINFO*/ 0 ); Cvar_Get( "timelimit", "0", CVAR_SERVERINFO ); // DHM - Nerve :: default to GT_WOLF sv_gametype = Cvar_Get( "g_gametype", "5", CVAR_SERVERINFO | CVAR_LATCH ); // Rafael gameskill sv_gameskill = Cvar_Get( "g_gameskill", "3", CVAR_SERVERINFO | CVAR_LATCH ); // done Cvar_Get( "sv_keywords", "", CVAR_SERVERINFO ); Cvar_Get( "protocol", va( "%i", PROTOCOL_VERSION ), CVAR_SERVERINFO | CVAR_ROM ); 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", "WolfHost", CVAR_SERVERINFO | CVAR_ARCHIVE ); #ifdef __MACOS__ sv_maxclients = Cvar_Get( "sv_maxclients", "16", CVAR_SERVERINFO | CVAR_LATCH ); //DAJ HOG #else sv_maxclients = Cvar_Get( "sv_maxclients", "20", CVAR_SERVERINFO | CVAR_LATCH ); // NERVE - SMF - changed to 20 from 8 #endif sv_maxRate = Cvar_Get( "sv_maxRate", "0", 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 ); sv_allowAnonymous = Cvar_Get( "sv_allowAnonymous", "0", CVAR_SERVERINFO ); sv_friendlyFire = Cvar_Get( "g_friendlyFire", "1", CVAR_SERVERINFO | CVAR_ARCHIVE ); // NERVE - SMF sv_maxlives = Cvar_Get( "g_maxlives", "0", CVAR_ARCHIVE | CVAR_LATCH | CVAR_SERVERINFO ); // NERVE - SMF sv_tourney = Cvar_Get( "g_noTeamSwitching", "0", CVAR_ARCHIVE ); // NERVE - SMF // 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 ); 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 ); #ifndef UPDATE_SERVER sv_fps = Cvar_Get( "sv_fps", "20", CVAR_TEMP ); #else sv_fps = Cvar_Get( "sv_fps", "60", CVAR_TEMP ); // this allows faster downloads #endif sv_timeout = Cvar_Get( "sv_timeout", "240", CVAR_TEMP ); sv_zombietime = Cvar_Get( "sv_zombietime", "2", CVAR_TEMP ); Cvar_Get( "nextmap", "", CVAR_TEMP ); sv_allowDownload = Cvar_Get( "sv_allowDownload", "1", CVAR_ARCHIVE ); sv_master[0] = Cvar_Get( "sv_master1", "wolfmaster.idsoftware.com", 0 ); // NERVE - SMF - wolfMP master server sv_master[1] = Cvar_Get( "sv_master2", "", CVAR_ARCHIVE ); sv_master[2] = Cvar_Get( "sv_master3", "", CVAR_ARCHIVE ); sv_master[3] = Cvar_Get( "sv_master4", "", CVAR_ARCHIVE ); sv_master[4] = Cvar_Get( "sv_master5", "", 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 ); sv_onlyVisibleClients = Cvar_Get( "sv_onlyVisibleClients", "0", 0 ); // DHM - Nerve sv_showAverageBPS = Cvar_Get( "sv_showAverageBPS", "0", 0 ); // NERVE - SMF - net debugging // NERVE - SMF - create user set cvars Cvar_Get( "g_userTimeLimit", "0", 0 ); Cvar_Get( "g_userAlliedRespawnTime", "0", 0 ); Cvar_Get( "g_userAxisRespawnTime", "0", 0 ); Cvar_Get( "g_maxlives", "0", 0 ); Cvar_Get( "g_noTeamSwitching", "0", CVAR_ARCHIVE ); Cvar_Get( "g_altStopwatchMode", "0", CVAR_ARCHIVE ); Cvar_Get( "g_minGameClients", "8", CVAR_SERVERINFO ); Cvar_Get( "g_complaintlimit", "3", CVAR_ARCHIVE ); Cvar_Get( "gamestate", "-1", CVAR_WOLFINFO | CVAR_ROM ); Cvar_Get( "g_currentRound", "0", CVAR_WOLFINFO ); Cvar_Get( "g_nextTimeLimit", "0", CVAR_WOLFINFO ); // -NERVE - SMF // TTimo - some UI additions // NOTE: sucks to have this hardcoded really, I suppose this should be in UI Cvar_Get( "g_axismaxlives", "0", 0 ); Cvar_Get( "g_alliedmaxlives", "0", 0 ); Cvar_Get( "g_fastres", "0", CVAR_ARCHIVE ); Cvar_Get( "g_fastResMsec", "1000", CVAR_ARCHIVE ); // ATVI Tracker Wolfenstein Misc #273 Cvar_Get( "g_voteFlags", "255", CVAR_ARCHIVE | CVAR_SERVERINFO ); // ATVI Tracker Wolfenstein Misc #263 Cvar_Get( "g_antilag", "0", CVAR_ARCHIVE | CVAR_SERVERINFO ); // TTimo - autodownload speed tweaks #ifndef UPDATE_SERVER // the download netcode tops at 18/20 kb/s, no need to make you think you can go above sv_dl_maxRate = Cvar_Get( "sv_dl_maxRate", "42000", CVAR_ARCHIVE ); #else // the update server is on steroids, sv_fps 60 and no snapshotMsec limitation, it can go up to 30 kb/s sv_dl_maxRate = Cvar_Get( "sv_dl_maxRate", "60000", CVAR_ARCHIVE ); #endif // 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(); // DHM - Nerve #ifdef UPDATE_SERVER SV_Startup(); SV_ParseVersionMapping(); // serverid should be different each time sv.serverId = com_frameTime + 100; 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 ) ); Cvar_Set( "mapname", "Update" ); // allocate empty config strings { int i; for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString( "" ); } } #endif } /* ================== 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\"", message ); SV_SendServerCommand( cl, "disconnect" ); } // force a snapshot to be sent cl->nextSnapshotTime = -1; 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 -----\n" ); 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 ) { //Z_Free( svs.clients ); free( svs.clients ); // RF, avoid trying to allocate large chunk on a fragmented zone } memset( &svs, 0, sizeof( svs ) ); Cvar_Set( "sv_running", "0" ); Com_Printf( "---------------------------\n" ); // disconnect any local clients CL_Disconnect( qfalse ); }