Xash3D FWGS engine.
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/*
sv_main.c - server main loop
Copyright (C) 2007 Uncle Mike
This program 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.
This program 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.
*/
#include "common.h"
#include "server.h"
#include "net_encode.h"
#include "platform/platform.h"
// server cvars
CVAR_DEFINE_AUTO( sv_lan, "0", 0, "server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc." );
CVAR_DEFINE_AUTO( sv_lan_rate, "20000.0", 0, "rate for lan server" );
CVAR_DEFINE_AUTO( sv_nat, "0", 0, "enable NAT bypass for this server" );
CVAR_DEFINE_AUTO( sv_aim, "1", FCVAR_ARCHIVE|FCVAR_SERVER, "auto aiming option" );
CVAR_DEFINE_AUTO( sv_unlag, "1", 0, "allow lag compensation on server-side" );
CVAR_DEFINE_AUTO( sv_maxunlag, "0.5", 0, "max latency value which can be interpolated (by default ping should not exceed 500 units)" );
CVAR_DEFINE_AUTO( sv_unlagpush, "0.0", 0, "interpolation bias for unlag time" );
CVAR_DEFINE_AUTO( sv_unlagsamples, "1", 0, "max samples to interpolate" );
CVAR_DEFINE_AUTO( rcon_password, "", FCVAR_PROTECTED | FCVAR_PRIVILEGED, "remote connect password" );
CVAR_DEFINE_AUTO( rcon_enable, "1", FCVAR_PROTECTED, "enable accepting remote commands on server" );
CVAR_DEFINE_AUTO( sv_filterban, "1", 0, "filter banned users" );
CVAR_DEFINE_AUTO( sv_cheats, "0", FCVAR_SERVER, "allow cheats on server" );
CVAR_DEFINE_AUTO( sv_instancedbaseline, "1", 0, "allow to use instanced baselines to saves network overhead" );
CVAR_DEFINE_AUTO( sv_contact, "", FCVAR_ARCHIVE|FCVAR_SERVER, "server techincal support contact address or web-page" );
CVAR_DEFINE_AUTO( sv_minupdaterate, "25.0", FCVAR_ARCHIVE, "minimal value for 'cl_updaterate' window" );
CVAR_DEFINE_AUTO( sv_maxupdaterate, "60.0", FCVAR_ARCHIVE, "maximal value for 'cl_updaterate' window" );
CVAR_DEFINE_AUTO( sv_minrate, "5000", FCVAR_SERVER, "min bandwidth rate allowed on server, 0 == unlimited" );
CVAR_DEFINE_AUTO( sv_maxrate, "50000", FCVAR_SERVER, "max bandwidth rate allowed on server, 0 == unlimited" );
CVAR_DEFINE_AUTO( sv_logrelay, "0", FCVAR_ARCHIVE, "allow log messages from remote machines to be logged on this server" );
CVAR_DEFINE_AUTO( sv_newunit, "0", 0, "clear level-saves from previous SP game chapter to help keep .sav file size as minimum" );
CVAR_DEFINE_AUTO( sv_clienttrace, "1", FCVAR_SERVER, "0 = big box(Quake), 0.5 = halfsize, 1 = normal (100%), otherwise it's a scaling factor" );
CVAR_DEFINE_AUTO( sv_timeout, "65", 0, "after this many seconds without a message from a client, the client is dropped" );
CVAR_DEFINE_AUTO( sv_failuretime, "0.5", 0, "after this long without a packet from client, don't send any more until client starts sending again" );
CVAR_DEFINE_AUTO( sv_password, "", FCVAR_SERVER|FCVAR_PROTECTED, "server password for entry into multiplayer games" );
CVAR_DEFINE_AUTO( sv_proxies, "1", FCVAR_SERVER, "maximum count of allowed proxies for HLTV spectating" );
CVAR_DEFINE_AUTO( sv_send_logos, "1", 0, "send custom decal logo to other players so they can view his too" );
CVAR_DEFINE_AUTO( sv_send_resources, "1", 0, "allow to download missed resources for players" );
CVAR_DEFINE_AUTO( sv_logbans, "0", 0, "print into the server log info about player bans" );
CVAR_DEFINE_AUTO( sv_allow_upload, "1", FCVAR_SERVER, "allow uploading custom resources on a server" );
CVAR_DEFINE( sv_allow_download, "sv_allowdownload", "1", FCVAR_SERVER, "allow downloading custom resources to the client" );
static CVAR_DEFINE_AUTO( sv_allow_dlfile, "1", 0, "compatibility cvar, does nothing" );
CVAR_DEFINE_AUTO( sv_uploadmax, "0.5", FCVAR_SERVER, "max size to upload custom resources (500 kB as default)" );
CVAR_DEFINE_AUTO( sv_downloadurl, "", FCVAR_PROTECTED, "location from which clients can download missing files" );
CVAR_DEFINE( sv_consistency, "mp_consistency", "1", FCVAR_SERVER, "enbale consistency check in multiplayer" );
CVAR_DEFINE_AUTO( mp_logecho, "1", 0, "log multiplayer frags to server logfile" );
CVAR_DEFINE_AUTO( mp_logfile, "1", 0, "log multiplayer frags to console" );
CVAR_DEFINE_AUTO( sv_log_singleplayer, "0", FCVAR_ARCHIVE, "allows logging in singleplayer games" );
CVAR_DEFINE_AUTO( sv_log_onefile, "0", FCVAR_ARCHIVE, "logs server information to only one file" );
CVAR_DEFINE_AUTO( sv_trace_messages, "0", FCVAR_LATCH, "enable server usermessages tracing (good for developers)" );
CVAR_DEFINE_AUTO( sv_master_response_timeout, "4", FCVAR_ARCHIVE, "master server heartbeat response timeout in seconds" );
CVAR_DEFINE_AUTO( sv_autosave, "1", FCVAR_ARCHIVE|FCVAR_SERVER|FCVAR_PRIVILEGED, "enable autosaving" );
CVAR_DEFINE_AUTO( sv_speedhack_kick, "10", FCVAR_ARCHIVE, "number of speedhack warns before automatic kick (0 to disable)" );
// game-related cvars
CVAR_DEFINE_AUTO( mapcyclefile, "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" );
CVAR_DEFINE_AUTO( motdfile, "motd.txt", 0, "name of 'message of the day' file" );
CVAR_DEFINE_AUTO( logsdir, "logs", 0, "place to store multiplayer logs" );
CVAR_DEFINE_AUTO( bannedcfgfile, "banned.cfg", 0, "name of list of banned users" );
CVAR_DEFINE_AUTO( deathmatch, "0", 0, "deathmatch mode in multiplayer game" );
CVAR_DEFINE_AUTO( coop, "0", 0, "cooperative mode in multiplayer game" );
CVAR_DEFINE_AUTO( teamplay, "0", 0, "team mode in multiplayer game" );
CVAR_DEFINE_AUTO( skill, "1", 0, "skill level in singleplayer game" );
CVAR_DEFINE_AUTO( temp1, "0", 0, "temporary cvar that used by some mods" );
CVAR_DEFINE_AUTO( listipcfgfile, "listip.cfg", 0, "name of listip.cfg file" );
CVAR_DEFINE_AUTO( mapchangecfgfile, "", 0, "name of map change configuration file" );
// physic-related variables
CVAR_DEFINE_AUTO( sv_gravity, "800", FCVAR_MOVEVARS, "world gravity value" );
CVAR_DEFINE_AUTO( sv_stopspeed, "100", FCVAR_MOVEVARS, "how fast you come to a complete stop" );
CVAR_DEFINE_AUTO( sv_maxspeed, "320", FCVAR_MOVEVARS, "maximum speed a player can accelerate to when on ground" );
CVAR_DEFINE_AUTO( sv_spectatormaxspeed, "500", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "maximum speed a spectator can accelerate in air" );
CVAR_DEFINE_AUTO( sv_accelerate, "10", FCVAR_MOVEVARS, "rate at which a player accelerates to sv_maxspeed" );
CVAR_DEFINE_AUTO( sv_airaccelerate, "10", FCVAR_MOVEVARS, "rate at which a player accelerates to sv_maxspeed while in the air" );
CVAR_DEFINE_AUTO( sv_wateraccelerate, "10", FCVAR_MOVEVARS, "rate at which a player accelerates to sv_maxspeed while in the water" );
CVAR_DEFINE_AUTO( sv_friction, "4", FCVAR_MOVEVARS, "how fast you slow down" );
CVAR_DEFINE( sv_edgefriction, "edgefriction", "2", FCVAR_MOVEVARS, "how much you slow down when nearing a ledge you might fall off" );
CVAR_DEFINE_AUTO( sv_waterfriction, "1", FCVAR_MOVEVARS, "how fast you slow down in water" );
CVAR_DEFINE_AUTO( sv_bounce, "1", FCVAR_MOVEVARS, "bounce factor for entities with MOVETYPE_BOUNCE" );
CVAR_DEFINE_AUTO( sv_stepsize, "18", FCVAR_MOVEVARS, "how high you and NPS's can step up" );
CVAR_DEFINE_AUTO( sv_maxvelocity, "2000", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "max velocity for all things in the world" );
CVAR_DEFINE_AUTO( sv_zmax, "4096", FCVAR_MOVEVARS|FCVAR_SPONLY, "maximum viewable distance" );
CVAR_DEFINE_AUTO( sv_wateramp, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "world waveheight factor" );
CVAR_DEFINE( sv_footsteps, "mp_footsteps", "1", FCVAR_MOVEVARS, "world gravity value" );
CVAR_DEFINE_AUTO( sv_skyname, "desert", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skybox name (can be dynamically changed in-game)" );
CVAR_DEFINE_AUTO( sv_rollangle, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED|FCVAR_ARCHIVE, "how much to tilt the view when strafing" );
CVAR_DEFINE_AUTO( sv_rollspeed, "200", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "how much strafing is necessary to tilt the view" );
CVAR_DEFINE_AUTO( sv_skycolor_r, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight red component value" );
CVAR_DEFINE_AUTO( sv_skycolor_g, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight green component value" );
CVAR_DEFINE_AUTO( sv_skycolor_b, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight blue component value" );
CVAR_DEFINE_AUTO( sv_skyvec_x, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight direction by x-axis" );
CVAR_DEFINE_AUTO( sv_skyvec_y, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight direction by y-axis" );
CVAR_DEFINE_AUTO( sv_skyvec_z, "0", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "skylight direction by z-axis" );
CVAR_DEFINE_AUTO( sv_wateralpha, "1", FCVAR_MOVEVARS|FCVAR_UNLOGGED, "world surfaces water transparency factor. 1.0 - solid, 0.0 - fully transparent" );
CVAR_DEFINE_AUTO( sv_background_freeze, "1", FCVAR_ARCHIVE, "freeze player movement on background maps (e.g. to prevent falling)" );
CVAR_DEFINE_AUTO( showtriggers, "0", FCVAR_LATCH, "debug cvar shows triggers" );
CVAR_DEFINE_AUTO( sv_airmove, "1", FCVAR_SERVER, "obsolete, compatibility issues" );
CVAR_DEFINE_AUTO( sv_version, "", FCVAR_READ_ONLY, "engine version string" );
CVAR_DEFINE_AUTO( hostname, "", FCVAR_SERVER|FCVAR_PRINTABLEONLY, "name of current host" );
CVAR_DEFINE_AUTO( sv_fps, "0.0", FCVAR_SERVER, "server framerate" );
// gore-related cvars
CVAR_DEFINE_AUTO( violence_hblood, "1", 0, "draw human blood" );
CVAR_DEFINE_AUTO( violence_ablood, "1", 0, "draw alien blood" );
CVAR_DEFINE_AUTO( violence_hgibs, "1", 0, "show human gib entities" );
CVAR_DEFINE_AUTO( violence_agibs, "1", 0, "show alien gib entities" );
// voice chat
CVAR_DEFINE_AUTO( sv_voiceenable, "1", FCVAR_ARCHIVE|FCVAR_SERVER, "enable voice support" );
CVAR_DEFINE_AUTO( sv_voicequality, "3", FCVAR_ARCHIVE|FCVAR_SERVER, "voice chat quality level, from 0 to 5, higher is better" );
// enttools
CVAR_DEFINE_AUTO( sv_enttools_enable, "0", FCVAR_ARCHIVE|FCVAR_PROTECTED, "enable powerful and dangerous entity tools" );
CVAR_DEFINE_AUTO( sv_enttools_maxfire, "5", FCVAR_ARCHIVE|FCVAR_PROTECTED, "limit ent_fire actions count to prevent flooding" );
CVAR_DEFINE( public_server, "public", "0", 0, "change server type from private to public" );
CVAR_DEFINE_AUTO( sv_novis, "0", 0, "force to ignore server visibility" ); // disable server culling entities by vis
CVAR_DEFINE( sv_pausable, "pausable", "1", FCVAR_SERVER, "allow players to pause or not" );
static CVAR_DEFINE_AUTO( timeout, "125", FCVAR_SERVER, "connection timeout" ); // seconds without any message
CVAR_DEFINE( sv_lighting_modulate, "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
CVAR_DEFINE( sv_maxclients, "maxplayers", "1", FCVAR_LATCH, "server max capacity" );
CVAR_DEFINE_AUTO( sv_check_errors, "0", FCVAR_ARCHIVE, "check edicts for errors" );
CVAR_DEFINE_AUTO( sv_reconnect_limit, "3", FCVAR_ARCHIVE, "max reconnect attempts" ); // minimum seconds between connect messages
CVAR_DEFINE_AUTO( sv_validate_changelevel, "0", 0, "test change level for level-designer errors" );
CVAR_DEFINE( sv_hostmap, "hostmap", "", 0, "keep name of last entered map" );
static CVAR_DEFINE_AUTO( sv_allow_joystick, "1", FCVAR_ARCHIVE, "allow connect with joystick enabled" );
static CVAR_DEFINE_AUTO( sv_allow_mouse, "1", FCVAR_ARCHIVE, "allow connect with mouse" );
static CVAR_DEFINE_AUTO( sv_allow_touch, "1", FCVAR_ARCHIVE, "allow connect with touch controls" );
static CVAR_DEFINE_AUTO( sv_allow_vr, "1", FCVAR_ARCHIVE, "allow connect from vr version" );
static CVAR_DEFINE_AUTO( sv_allow_noinputdevices, "1", FCVAR_ARCHIVE, "allow connect from old versions without useragent" );
CVAR_DEFINE_AUTO( sv_userinfo_enable_penalty, "1", FCVAR_ARCHIVE, "enable penalty time for too fast userinfo updates(name, model, etc)" );
CVAR_DEFINE_AUTO( sv_userinfo_penalty_time, "0.3", FCVAR_ARCHIVE, "initial penalty time" );
CVAR_DEFINE_AUTO( sv_userinfo_penalty_multiplier, "2", FCVAR_ARCHIVE, "penalty time multiplier" );
CVAR_DEFINE_AUTO( sv_userinfo_penalty_attempts, "4", FCVAR_ARCHIVE, "if max attempts count was exceeded, penalty time will be increased" );
CVAR_DEFINE_AUTO( sv_fullupdate_penalty_time, "1", FCVAR_ARCHIVE, "allow fullupdate command only once in this timewindow (set 0 to disable)" );
CVAR_DEFINE_AUTO( sv_log_outofband, "0", FCVAR_ARCHIVE, "log out of band messages, can be useful for server admins and for engine debugging" );
//============================================================================
/*
================
SV_HasActivePlayers
returns true if server have spawned players
================
*/
qboolean SV_HasActivePlayers( void )
{
int i;
// server inactive
if( !svs.clients ) return false;
for( i = 0; i < svs.maxclients; i++ )
{
if( svs.clients[i].state == cs_spawned )
return true;
}
return false;
}
/*
===================
SV_UpdateMovevars
check movevars for changes every frame
send updates to client if changed
===================
*/
void SV_UpdateMovevars( qboolean initialize )
{
if( sv.state == ss_dead )
return;
if( !initialize && !host.movevars_changed )
return;
// check range
if( sv_zmax.value < 256.0f ) Cvar_SetValue( "sv_zmax", 256.0f );
// clamp it right
if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD ))
{
if( sv_zmax.value > 131070.0f )
Cvar_SetValue( "sv_zmax", 131070.0f );
}
else
{
if( sv_zmax.value > 32767.0f )
Cvar_SetValue( "sv_zmax", 32767.0f );
}
svgame.movevars.gravity = sv_gravity.value;
svgame.movevars.stopspeed = sv_stopspeed.value;
svgame.movevars.maxspeed = sv_maxspeed.value;
svgame.movevars.spectatormaxspeed = sv_spectatormaxspeed.value;
svgame.movevars.accelerate = sv_accelerate.value;
svgame.movevars.airaccelerate = sv_airaccelerate.value;
svgame.movevars.wateraccelerate = sv_wateraccelerate.value;
svgame.movevars.friction = sv_friction.value;
svgame.movevars.edgefriction = sv_edgefriction.value;
svgame.movevars.waterfriction = sv_waterfriction.value;
svgame.movevars.bounce = sv_bounce.value;
svgame.movevars.stepsize = sv_stepsize.value;
svgame.movevars.maxvelocity = sv_maxvelocity.value;
svgame.movevars.zmax = sv_zmax.value;
svgame.movevars.waveHeight = sv_wateramp.value;
Q_strncpy( svgame.movevars.skyName, sv_skyname.string, sizeof( svgame.movevars.skyName ));
svgame.movevars.footsteps = sv_footsteps.value;
svgame.movevars.rollangle = sv_rollangle.value;
svgame.movevars.rollspeed = sv_rollspeed.value;
svgame.movevars.skycolor_r = sv_skycolor_r.value;
svgame.movevars.skycolor_g = sv_skycolor_g.value;
svgame.movevars.skycolor_b = sv_skycolor_b.value;
svgame.movevars.skyvec_x = sv_skyvec_x.value;
svgame.movevars.skyvec_y = sv_skyvec_y.value;
svgame.movevars.skyvec_z = sv_skyvec_z.value;
svgame.movevars.wateralpha = sv_wateralpha.value;
svgame.movevars.features = host.features; // just in case. not really need
svgame.movevars.entgravity = 1.0f;
if( initialize ) return; // too early
if( MSG_WriteDeltaMovevars( &sv.reliable_datagram, &svgame.oldmovevars, &svgame.movevars ))
memcpy( &svgame.oldmovevars, &svgame.movevars, sizeof( movevars_t )); // oldstate changed
host.movevars_changed = false;
}
/*
=================
SV_CheckCmdTimes
=================
*/
void SV_CheckCmdTimes( void )
{
sv_client_t *cl;
static double lastreset = 0;
float diff;
int i;
if( sv_fps.value != 0.0f )
{
if( sv_fps.value < MIN_FPS )
Cvar_SetValue( "sv_fps", MIN_FPS );
if( sv_fps.value > MAX_FPS )
Cvar_SetValue( "sv_fps", MAX_FPS );
}
if( Host_IsLocalGame( ))
return;
if(( host.realtime - lastreset ) < 1.0 )
return;
lastreset = host.realtime;
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state != cs_spawned )
continue;
if( cl->connecttime == 0.0 )
{
cl->connecttime = host.realtime;
}
diff = cl->connecttime + cl->cmdtime - host.realtime;
if( diff > net_clockwindow.value )
{
cl->ignorecmdtime = net_clockwindow.value + host.realtime;
cl->cmdtime = host.realtime - cl->connecttime;
}
else if( diff < -net_clockwindow.value )
{
cl->cmdtime = host.realtime - cl->connecttime;
}
}
}
/*
=================
SV_ProcessFile
process incoming file (customization)
=================
*/
void SV_ProcessFile( sv_client_t *cl, const char *filename )
{
customization_t *pList;
resource_t *resource;
resource_t *next;
byte md5[16];
qboolean bFound;
qboolean bError;
if( filename[0] != '!' )
{
Con_Printf( "Ignoring non-customization file upload of %s\n", filename );
return;
}
COM_HexConvert( filename + 4, 32, md5 );
for( resource = cl->resourcesneeded.pNext; resource != &cl->resourcesneeded; resource = next )
{
next = resource->pNext;
if( !memcmp( resource->rgucMD5_hash, md5, 16 ))
break;
}
if( resource == &cl->resourcesneeded )
{
Con_Printf( "SV_ProcessFile: Unrequested decal\n" );
return;
}
if( resource->nDownloadSize != cl->netchan.tempbuffersize )
{
Con_Printf( "Downloaded %i bytes for purported %i byte file\n", cl->netchan.tempbuffersize, resource->nDownloadSize );
return;
}
HPAK_AddLump( true, CUSTOM_RES_PATH, resource, cl->netchan.tempbuffer, NULL );
ClearBits( resource->ucFlags, RES_WASMISSING );
SV_MoveToOnHandList( cl, resource );
bError = false;
bFound = false;
for( pList = cl->customdata.pNext; pList; pList = pList->pNext )
{
if( !memcmp( pList->resource.rgucMD5_hash, resource->rgucMD5_hash, 16 ))
{
bFound = true;
break;
}
}
if( !bFound )
{
if( !COM_CreateCustomization( &cl->customdata, resource, -1, FCUST_FROMHPAK|FCUST_WIPEDATA|FCUST_IGNOREINIT, NULL, NULL ))
bError = true;
}
else
{
Con_DPrintf( "Duplicate resource received and ignored.\n" );
}
if( bError ) Con_Printf( S_ERROR "parsing custom decal from %s\n", cl->name );
}
/*
=================
SV_ReadPackets
=================
*/
void SV_ReadPackets( void )
{
sv_client_t *cl;
int i, qport;
size_t curSize;
while( NET_GetPacket( NS_SERVER, &net_from, net_message_buffer, &curSize ))
{
MSG_Init( &net_message, "ClientPacket", net_message_buffer, curSize );
// check for connectionless packet (0xffffffff) first
if( MSG_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 )
{
if( !svs.initialized )
{
char *args;
const char *c;
MSG_Clear( &net_message );
MSG_ReadLong( &net_message );// skip the -1 marker
args = MSG_ReadStringLine( &net_message );
Cmd_TokenizeString( args );
c = Cmd_Argv( 0 );
if( !Q_strcmp( c, "rcon" ))
SV_RemoteCommand( net_from, &net_message );
}
else SV_ConnectionlessPacket( net_from, &net_message );
continue;
}
// read the qport out of the message so we can fix up
// stupid address translating routers
MSG_Clear( &net_message );
MSG_ReadLong( &net_message ); // sequence number
MSG_ReadLong( &net_message ); // sequence number
qport = (int)MSG_ReadShort( &net_message ) & 0xffff;
// check for packets from connected clients
for( i = 0, sv.current_client = svs.clients; i < svs.maxclients; i++, sv.current_client++ )
{
cl = sv.current_client;
if( cl->state == cs_free || FBitSet( cl->flags, FCL_FAKECLIENT ))
continue;
if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address ))
continue;
if( cl->netchan.qport != qport )
continue;
if( cl->netchan.remote_address.port != net_from.port )
cl->netchan.remote_address.port = net_from.port;
if( Netchan_Process( &cl->netchan, &net_message ))
{
if(( svs.maxclients == 1 && !host_limitlocal.value ) || ( cl->state != cs_spawned ))
SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); // reply at end of frame
// this is a valid, sequenced packet, so process it
if( cl->frames != NULL && cl->state != cs_zombie )
{
SV_ExecuteClientMessage( cl, &net_message );
svgame.globals->frametime = sv.frametime;
svgame.globals->time = sv.time;
}
}
// fragmentation/reassembly sending takes priority over all game messages, want this in the future?
if( Netchan_IncomingReady( &cl->netchan ))
{
if( Netchan_CopyNormalFragments( &cl->netchan, &net_message, &curSize ))
{
MSG_Init( &net_message, "ClientPacket", net_message_buffer, curSize );
if(( svs.maxclients == 1 && !host_limitlocal.value ) || ( cl->state != cs_spawned ))
SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); // reply at end of frame
// this is a valid, sequenced packet, so process it
if( cl->frames != NULL && cl->state != cs_zombie )
{
SV_ExecuteClientMessage( cl, &net_message );
svgame.globals->frametime = sv.frametime;
svgame.globals->time = sv.time;
}
}
if( Netchan_CopyFileFragments( &cl->netchan, &net_message ))
{
SV_ProcessFile( cl, cl->netchan.incomingfilename );
}
}
break;
}
if( i != svs.maxclients )
continue;
}
sv.current_client = NULL;
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout.value
seconds, drop the conneciton. Server frames are used instead of
realtime to avoid dropping the local client while debugging.
When a client is normally dropped, the sv_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 )
{
sv_client_t *cl;
double droppoint;
int i, numclients = 0;
droppoint = host.realtime - timeout.value;
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state >= cs_connected )
{
if( cl->edict && !FBitSet( cl->edict->v.flags, FL_SPECTATOR|FL_FAKECLIENT ))
numclients++;
}
// fake clients do not timeout
if( FBitSet( cl->flags, FCL_FAKECLIENT ))
continue;
// FIXME: get rid of the zombie state
if( cl->state == cs_zombie )
{
cl->state = cs_free; // can now be reused
continue;
}
if(( cl->state == cs_connected || cl->state == cs_spawned ) && cl->netchan.last_received < droppoint )
{
if( !NET_IsLocalAddress( cl->netchan.remote_address ))
{
SV_BroadcastPrintf( NULL, "%s timed out\n", cl->name );
SV_DropClient( cl, false );
cl->state = cs_free; // don't bother with zombie state
}
}
}
if( svs.maxclients > 1 && sv.paused && !numclients )
{
// nobody left, unpause the server
SV_TogglePause( "Pause released since no players are left." );
}
}
/*
================
SV_PrepWorldFrame
This has to be done before the world logic, because
player processing happens outside RunWorldFrame
================
*/
void SV_PrepWorldFrame( void )
{
edict_t *ent;
int i;
for( i = 1; i < svgame.numEntities; i++ )
{
ent = EDICT_NUM( i );
if( ent->free ) continue;
ClearBits( ent->v.effects, EF_MUZZLEFLASH|EF_NOINTERP );
}
if( svgame.physFuncs.pfnPrepWorldFrame != NULL )
svgame.physFuncs.pfnPrepWorldFrame();
}
/*
=================
SV_IsSimulating
=================
*/
qboolean SV_IsSimulating( void )
{
if( sv.background && SV_Active() && CL_Active())
{
if( CL_IsInConsole( ))
return false;
return true; // force simulating for background map
}
if( Host_IsDedicated() )
return true; // always active for dedicated servers
if( !SV_HasActivePlayers( ))
return false;
// allow to freeze everything in singleplayer
if( svs.maxclients <= 1 && sv.playersonly )
return false;
if( !sv.paused && CL_IsInGame( ))
return true;
return false;
}
/*
=================
SV_RunGameFrame
=================
*/
qboolean SV_RunGameFrame( void )
{
sv.simulating = SV_IsSimulating();
if( !sv.simulating )
return true;
if( sv_fps.value != 0.0f )
{
double fps = (1.0 / (double)( sv_fps.value - 0.01f )); // FP issues
int numFrames = 0;
while( sv.time_residual >= fps )
{
sv.frametime = fps;
SV_Physics();
sv.time_residual -= fps;
sv.time += fps;
numFrames++;
}
return (numFrames != 0);
}
else
{
SV_Physics();
sv.time += sv.frametime;
return true;
}
}
static void SV_UpdateStatusLine( void )
{
#if XASH_PLATFORM_HAVE_STATUS
static double lasttime;
string status;
if( !Host_IsDedicated( ))
return;
// update only every 1/2 seconds
if(( host.realtime - lasttime ) < 0.5f )
return;
if( sv.state == ss_active )
{
int clients, bots;
SV_GetPlayerCount( &clients, &bots );
Q_snprintf( status, sizeof( status ),
"%.1f fps %2i/%2i on %16s",
1.f / sv.frametime,
clients, svs.maxclients, host.game.levelName );
}
else if( sv.state == ss_loading )
Q_strncpy( status, "Loading level", sizeof( status ));
else if( !svs.initialized )
Q_strncpy( status, "Server is not loaded", sizeof( status ));
// FIXME: unreachable branch
// else if( host.status == HOST_SHUTDOWN )
// Q_strncpy( status, "Shutting down...", sizeof( status ));
else Q_strncpy( status, "Unknown status", sizeof( status ));
Platform_SetStatus( status );
lasttime = host.realtime;
#endif // XASH_PLATFORM_HAVE_STATUS
}
/*
==================
Host_ServerFrame
==================
*/
void Host_ServerFrame( void )
{
// update dedicated server status line in console
SV_UpdateStatusLine ();
// if server is not active, do nothing
if( !svs.initialized ) return;
if( sv_fps.value != 0.0f && ( sv.simulating || sv.state != ss_active ))
sv.time_residual += host.frametime;
if( sv_fps.value == 0.0f )
sv.frametime = host.frametime;
svgame.globals->frametime = sv.frametime;
// check clients timewindow
SV_CheckCmdTimes ();
// read packets from clients
SV_ReadPackets ();
// refresh physic movevars on the client side
SV_UpdateMovevars ( false );
// request missing resources for clients
SV_RequestMissingResources();
// check timeouts
SV_CheckTimeouts ();
// let everything in the world think and move
if( !SV_RunGameFrame ()) return;
// send messages back to the clients that had packets read this frame
SV_SendClientMessages ();
// clear edict flags for next frame
SV_PrepWorldFrame ();
// send a heartbeat to the master if needed
NET_MasterHeartbeat ();
}
/*
==================
Host_SetServerState
==================
*/
void Host_SetServerState( int state )
{
Cvar_FullSet( "host_serverstate", va( "%i", state ), FCVAR_READ_ONLY );
sv.state = state;
}
//============================================================================
/*
=================
SV_AddToMaster
A server info answer to master server.
Master will validate challenge and this server to public list
=================
*/
void SV_AddToMaster( netadr_t from, sizebuf_t *msg )
{
uint challenge, challenge2, heartbeat_challenge;
char s[MAX_INFO_STRING] = "0\n"; // skip 2 bytes of header
int clients, bots;
double last_heartbeat;
const int len = sizeof( s );
if( !NET_GetMaster( from, &heartbeat_challenge, &last_heartbeat ))
{
Con_Printf( S_WARN "unexpected master server info query packet from %s\n", NET_AdrToString( from ));
return;
}
if( last_heartbeat + sv_master_response_timeout.value < host.realtime )
{
Con_Printf( S_WARN "unexpected master server info query packet (too late? try increasing sv_master_response_timeout value)\n");
return;
}
challenge = MSG_ReadDword( msg );
challenge2 = MSG_ReadDword( msg );
if( challenge2 != heartbeat_challenge )
{
Con_Printf( S_WARN "unexpected master server info query packet (wrong challenge!)\n" );
return;
}
SV_GetPlayerCount( &clients, &bots );
Info_SetValueForKeyf( s, "protocol", len, "%d", PROTOCOL_VERSION ); // protocol version
Info_SetValueForKeyf( s, "challenge", len, "%u", challenge ); // challenge number
Info_SetValueForKeyf( s, "players", len, "%d", clients ); // current player number, without bots
Info_SetValueForKeyf( s, "max", len, "%d", svs.maxclients ); // max_players
Info_SetValueForKeyf( s, "bots", len, "%d", bots ); // bot count
Info_SetValueForKey( s, "gamedir", GI->gamefolder, len ); // gamedir
Info_SetValueForKey( s, "map", sv.name, len ); // current map
Info_SetValueForKey( s, "type", (Host_IsDedicated()) ? "d" : "l", len ); // dedicated or local
Info_SetValueForKey( s, "password", "0", len ); // is password set
Info_SetValueForKey( s, "os", "w", len ); // Windows
Info_SetValueForKey( s, "secure", "0", len ); // server anti-cheat
Info_SetValueForKey( s, "lan", "0", len ); // LAN servers doesn't send info to master
Info_SetValueForKey( s, "version", XASH_VERSION, len ); // server region. 255 -- all regions
Info_SetValueForKey( s, "region", "255", len ); // server region. 255 -- all regions
Info_SetValueForKey( s, "product", GI->gamefolder, len ); // product? Where is the difference with gamedir?
Info_SetValueForKey( s, "nat", sv_nat.string, len ); // Server running under NAT, use reverse connection
NET_SendPacket( NS_SERVER, Q_strlen( s ), s, from );
}
/*
====================
SV_ProcessUserAgent
send error message and return false on wrong input devices
====================
*/
qboolean SV_ProcessUserAgent( netadr_t from, const char *useragent )
{
const char *input_devices_str = Info_ValueForKey( useragent, "d" );
const char *id = Info_ValueForKey( useragent, "uuid" );
if( !sv_allow_noinputdevices.value && ( !input_devices_str || !input_devices_str[0] ) )
{
SV_RejectConnection( from, "This server does not allow\nconnect without input devices list.\nPlease update your engine.\n" );
return false;
}
if( input_devices_str )
{
int input_devices = Q_atoi( input_devices_str );
if( !sv_allow_touch.value && ( input_devices & INPUT_DEVICE_TOUCH ) )
{
SV_RejectConnection( from, "This server does not allow touch\nDisable it (touch_enable 0)\nto play on this server\n" );
return false;
}
if( !sv_allow_mouse.value && ( input_devices & INPUT_DEVICE_MOUSE) )
{
SV_RejectConnection( from, "This server does not allow mouse\nDisable it(m_ignore 1)\nto play on this server\n" );
return false;
}
if( !sv_allow_joystick.value && ( input_devices & INPUT_DEVICE_JOYSTICK) )
{
SV_RejectConnection( from, "This server does not allow joystick\nDisable it(joy_enable 0)\nto play on this server\n" );
return false;
}
if( !sv_allow_vr.value && ( input_devices & INPUT_DEVICE_VR) )
{
SV_RejectConnection( from, "This server does not allow VR\n" );
return false;
}
}
if( id )
{
qboolean banned = SV_CheckID( id );
if( banned )
{
SV_RejectConnection( from, "You are banned!\n" );
return false;
}
}
return true;
}
//============================================================================
/*
===============
SV_Init
Only called at startup, not for each game
===============
*/
void SV_Init( void )
{
string versionString;
SV_InitHostCommands();
Cvar_Getf( "protocol", FCVAR_READ_ONLY, "displays server protocol version", "%i", PROTOCOL_VERSION );
Cvar_Get( "suitvolume", "0.25", FCVAR_ARCHIVE, "HEV suit volume" );
Cvar_Get( "sv_background", "0", FCVAR_READ_ONLY, "indicate what background map is running" );
Cvar_Get( "gamedir", GI->gamefolder, FCVAR_READ_ONLY, "game folder" );
Cvar_Get( "sv_alltalk", "1", 0, "allow to talking for all players (legacy, unused)" );
Cvar_Get( "sv_allow_PhysX", "1", FCVAR_ARCHIVE, "allow XashXT to usage PhysX engine" ); // XashXT cvar
Cvar_Get( "sv_precache_meshes", "1", FCVAR_ARCHIVE, "cache SOLID_CUSTOM meshes before level loading" ); // Paranoia 2 cvar
Cvar_Get( "servercfgfile", "server.cfg", 0, "name of dedicated server configuration file" );
Cvar_Get( "lservercfgfile", "listenserver.cfg", 0, "name of listen server configuration file" );
Cvar_RegisterVariable( &sv_zmax );
Cvar_RegisterVariable( &sv_wateramp );
Cvar_RegisterVariable( &sv_skycolor_r );
Cvar_RegisterVariable( &sv_skycolor_g );
Cvar_RegisterVariable( &sv_skycolor_b );
Cvar_RegisterVariable( &sv_skyvec_x );
Cvar_RegisterVariable( &sv_skyvec_y );
Cvar_RegisterVariable( &sv_skyvec_z );
Cvar_RegisterVariable( &sv_skyname );
Cvar_RegisterVariable( &sv_footsteps );
Cvar_RegisterVariable( &sv_wateralpha );
Cvar_RegisterVariable( &sv_minupdaterate );
Cvar_RegisterVariable( &sv_maxupdaterate );
Cvar_RegisterVariable( &sv_minrate );
Cvar_RegisterVariable( &sv_maxrate );
Cvar_RegisterVariable( &sv_cheats );
Cvar_RegisterVariable( &sv_airmove );
Cvar_RegisterVariable( &sv_fps );
Cvar_RegisterVariable( &showtriggers );
Cvar_RegisterVariable( &sv_aim );
Cvar_RegisterVariable( &deathmatch );
Cvar_RegisterVariable( &coop );
Cvar_RegisterVariable( &teamplay );
Cvar_RegisterVariable( &skill );
Cvar_RegisterVariable( &temp1 );
Cvar_RegisterVariable( &rcon_password );
Cvar_RegisterVariable( &rcon_enable );
Cvar_RegisterVariable( &sv_stepsize );
Cvar_RegisterVariable( &sv_newunit );
Cvar_RegisterVariable( &hostname );
Cvar_RegisterVariable( &timeout );
Cvar_RegisterVariable( &sv_pausable );
Cvar_RegisterVariable( &sv_validate_changelevel );
Cvar_RegisterVariable( &sv_clienttrace );
Cvar_RegisterVariable( &sv_bounce );
Cvar_RegisterVariable( &sv_spectatormaxspeed );
Cvar_RegisterVariable( &sv_waterfriction );
Cvar_RegisterVariable( &sv_wateraccelerate );
Cvar_RegisterVariable( &sv_rollangle );
Cvar_RegisterVariable( &sv_rollspeed );
Cvar_RegisterVariable( &sv_airaccelerate );
Cvar_RegisterVariable( &sv_maxvelocity );
Cvar_RegisterVariable( &sv_gravity );
Cvar_RegisterVariable( &sv_maxspeed );
Cvar_RegisterVariable( &sv_accelerate );
Cvar_RegisterVariable( &sv_friction );
Cvar_RegisterVariable( &sv_edgefriction );
Cvar_RegisterVariable( &sv_stopspeed );
Cvar_RegisterVariable( &sv_maxclients );
Cvar_RegisterVariable( &sv_check_errors );
Cvar_RegisterVariable( &public_server );
Cvar_RegisterVariable( &sv_lighting_modulate );
Cvar_RegisterVariable( &sv_reconnect_limit );
Cvar_RegisterVariable( &sv_failuretime );
Cvar_RegisterVariable( &sv_unlag );
Cvar_RegisterVariable( &sv_maxunlag );
Cvar_RegisterVariable( &sv_unlagpush );
Cvar_RegisterVariable( &sv_unlagsamples );
Cvar_RegisterVariable( &sv_allow_upload );
Cvar_RegisterVariable( &sv_allow_download );
Cvar_RegisterVariable( &sv_allow_dlfile );
Cvar_RegisterVariable( &sv_send_logos );
Cvar_RegisterVariable( &sv_send_resources );
Cvar_RegisterVariable( &sv_uploadmax );
Cvar_RegisterVariable( &sv_version );
Cvar_RegisterVariable( &sv_instancedbaseline );
Cvar_RegisterVariable( &sv_consistency );
Cvar_RegisterVariable( &sv_downloadurl );
Cvar_RegisterVariable( &sv_novis );
Cvar_RegisterVariable( &sv_hostmap );
Cvar_DirectSet( &sv_hostmap, GI->startmap );
Cvar_RegisterVariable( &sv_password );
Cvar_RegisterVariable( &sv_lan );
Cvar_RegisterVariable( &sv_nat );
Cvar_RegisterVariable( &violence_ablood );
Cvar_RegisterVariable( &violence_hblood );
Cvar_RegisterVariable( &violence_agibs );
Cvar_RegisterVariable( &violence_hgibs );
Cvar_RegisterVariable( &mp_logecho );
Cvar_RegisterVariable( &mp_logfile );
Cvar_RegisterVariable( &sv_log_onefile );
Cvar_RegisterVariable( &sv_log_singleplayer );
Cvar_RegisterVariable( &sv_master_response_timeout );
Cvar_RegisterVariable( &sv_background_freeze );
Cvar_RegisterVariable( &sv_autosave );
Cvar_RegisterVariable( &mapcyclefile );
Cvar_RegisterVariable( &motdfile );
Cvar_RegisterVariable( &logsdir );
Cvar_RegisterVariable( &bannedcfgfile );
Cvar_RegisterVariable( &listipcfgfile );
Cvar_RegisterVariable( &mapchangecfgfile );
Cvar_RegisterVariable( &sv_voiceenable );
Cvar_RegisterVariable( &sv_voicequality );
Cvar_RegisterVariable( &sv_trace_messages );
Cvar_RegisterVariable( &sv_enttools_enable );
Cvar_RegisterVariable( &sv_enttools_maxfire );
Cvar_RegisterVariable( &sv_speedhack_kick );
Cvar_RegisterVariable( &sv_allow_joystick );
Cvar_RegisterVariable( &sv_allow_mouse );
Cvar_RegisterVariable( &sv_allow_touch );
Cvar_RegisterVariable( &sv_allow_vr );
Cvar_RegisterVariable( &sv_allow_noinputdevices );
Cvar_RegisterVariable( &sv_userinfo_enable_penalty );
Cvar_RegisterVariable( &sv_userinfo_penalty_time );
Cvar_RegisterVariable( &sv_userinfo_penalty_multiplier );
Cvar_RegisterVariable( &sv_userinfo_penalty_attempts );
Cvar_RegisterVariable( &sv_fullupdate_penalty_time );
Cvar_RegisterVariable( &sv_log_outofband );
// when we in developer-mode automatically turn cheats on
if( host_developer.value ) Cvar_SetValue( "sv_cheats", 1.0f );
MSG_Init( &net_message, "NetMessage", net_message_buffer, sizeof( net_message_buffer ));
Q_snprintf( versionString, sizeof( versionString ), XASH_ENGINE_NAME ": " XASH_VERSION "-%s(%s-%s),%i,%i",
Q_buildcommit(), Q_buildos(), Q_buildarch(), PROTOCOL_VERSION, Q_buildnum() );
Cvar_FullSet( "sv_version", versionString, FCVAR_READ_ONLY );
SV_InitFilter();
SV_ClearGameState (); // delete all temporary *.hl files
SV_InitGame();
}
/*
==================
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( const char *message, qboolean reconnect )
{
byte msg_buf[1024];
sv_client_t *cl;
sizebuf_t msg;
int i;
MSG_Init( &msg, "FinalMessage", msg_buf, sizeof( msg_buf ));
if( COM_CheckString( message ))
{
MSG_BeginServerCmd( &msg, svc_print );
MSG_WriteString( &msg, message );
}
if( reconnect )
{
if( svs.maxclients <= 1 )
{
MSG_BeginServerCmd( &msg, svc_changing );
MSG_WriteOneBit( &msg, GameState->loadGame );
}
else SV_BuildReconnect( &msg );
}
else
{
MSG_BeginServerCmd( &msg, svc_disconnect );
}
// send it twice
// stagger the packets to crutch operating system limited buffers
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
if( cl->state >= cs_connected && !FBitSet( cl->flags, FCL_FAKECLIENT ))
Netchan_TransmitBits( &cl->netchan, MSG_GetNumBitsWritten( &msg ), MSG_GetData( &msg ));
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
if( cl->state >= cs_connected && !FBitSet( cl->flags, FCL_FAKECLIENT ))
Netchan_TransmitBits( &cl->netchan, MSG_GetNumBitsWritten( &msg ), MSG_GetData( &msg ));
}
/*
================
SV_FreeClients
release server clients
================
*/
void SV_FreeClients( void )
{
if( svs.maxclients != 0 )
{
// free server static data
if( svs.clients )
{
Z_Free( svs.clients );
svs.clients = NULL;
}
if( svs.packet_entities )
{
Z_Free( svs.packet_entities );
svs.packet_entities = NULL;
svs.num_client_entities = 0;
svs.next_client_entities = 0;
}
}
}
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( const char *finalmsg )
{
// already freed
if( !SV_Initialized( ))
{
// drop the client if want to load a new map
if( CL_IsPlaybackDemo( ))
CL_Drop();
#if XASH_WIN32
SV_UnloadProgs();
#endif // XASH_WIN32
return;
}
if( COM_CheckString( finalmsg ))
Con_Printf( "%s", finalmsg );
// rcon will be disconnected
SV_EndRedirect();
if( svs.clients )
SV_FinalMessage( finalmsg, false );
if( public_server.value && svs.maxclients != 1 )
NET_MasterShutdown();
NET_Config( false, false );
SV_DeactivateServer();
#if XASH_WIN32
SV_UnloadProgs();
#endif // XASH_WIN32
CL_Drop();
// free current level
memset( &sv, 0, sizeof( sv ));
SV_FreeClients();
svs.maxclients = 0;
// release all models
Mod_FreeAll();
HPAK_FlushHostQueue();
Log_Printf( "Server shutdown\n" );
Log_Close();
svs.initialized = false;
}