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engine: server: backported NAT bypass feature
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@ -18,11 +18,12 @@ GNU General Public License for more details.
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#include "net_encode.h"
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#include "platform/platform.h"
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#define HEARTBEAT_SECONDS 300.0f // 300 seconds
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#define HEARTBEAT_SECONDS ((sv_nat.value > 0.0f) ? 60.0f : 300.0f) // 1 or 5 minutes
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// server cvars
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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." );
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CVAR_DEFINE_AUTO( sv_lan_rate, "20000.0", 0, "rate for lan server" );
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CVAR_DEFINE_AUTO( sv_nat, "0", 0, "enable NAT bypass for this server" );
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CVAR_DEFINE_AUTO( sv_aim, "1", FCVAR_ARCHIVE|FCVAR_SERVER, "auto aiming option" );
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CVAR_DEFINE_AUTO( sv_unlag, "1", 0, "allow lag compensation on server-side" );
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CVAR_DEFINE_AUTO( sv_maxunlag, "0.5", 0, "max latency value which can be interpolated (by default ping should not exceed 500 units)" );
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@ -798,6 +799,7 @@ void SV_AddToMaster( netadr_t from, sizebuf_t *msg )
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Info_SetValueForKey( s, "version", va( "%s", XASH_VERSION ), len ); // server region. 255 -- all regions
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Info_SetValueForKey( s, "region", "255", len ); // server region. 255 -- all regions
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Info_SetValueForKey( s, "product", GI->gamefolder, len ); // product? Where is the difference with gamedir?
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Info_SetValueForKey( s, "nat", sv_nat.string, sizeof(s) ); // Server running under NAT, use reverse connection
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NET_SendPacket( NS_SERVER, Q_strlen( s ), s, from );
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}
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@ -956,6 +958,7 @@ void SV_Init( void )
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sv_hostmap = Cvar_Get( "hostmap", GI->startmap, 0, "keep name of last entered map" );
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Cvar_RegisterVariable( &sv_password );
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Cvar_RegisterVariable( &sv_lan );
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Cvar_RegisterVariable( &sv_nat );
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Cvar_RegisterVariable( &violence_ablood );
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Cvar_RegisterVariable( &violence_hblood );
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Cvar_RegisterVariable( &violence_agibs );
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