/* sv_init.c - server initialize operations Copyright (C) 2009 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 "library.h" int SV_UPDATE_BACKUP = SINGLEPLAYER_BACKUP; server_t sv; // local server server_static_t svs; // persistant server info svgame_static_t svgame; // persistant game info /* ================ SV_AddResource generic method to put the resources into array ================ */ static void SV_AddResource( resourcetype_t type, const char *name, int size, byte flags, int index ) { resource_t *pResource = &sv.resources[sv.num_resources]; if( sv.num_resources >= MAX_RESOURCES ) Host_Error( "MAX_RESOURCES limit exceeded (%d)\n", MAX_RESOURCES ); sv.num_resources++; Q_strncpy( pResource->szFileName, name, sizeof( pResource->szFileName )); pResource->nDownloadSize = size; pResource->ucFlags = flags; pResource->nIndex = index; pResource->type = type; } /* ================ SV_SendSingleResource hot precache on a flying ================ */ void SV_SendSingleResource( const char *name, resourcetype_t type, int index, byte flags ) { resource_t *pResource = &sv.resources[sv.num_resources]; int nSize = 0; if( !COM_CheckString( name )) return; switch( type ) { case t_model: nSize = ( name[0] != '*' ) ? FS_FileSize( name, false ) : 0; break; case t_sound: nSize = FS_FileSize( va( "%s%s", DEFAULT_SOUNDPATH, name ), false ); break; default: nSize = FS_FileSize( name, false ); break; } SV_AddResource( type, name, nSize, flags, index ); MSG_BeginServerCmd( &sv.reliable_datagram, svc_resource ); SV_SendResource( pResource, &sv.reliable_datagram ); } /* ================ SV_ModelIndex register unique model for a server and client ================ */ int SV_ModelIndex( const char *filename ) { char name[MAX_QPATH]; int i; if( !COM_CheckString( filename )) return 0; if( *filename == '\\' || *filename == '/' ) filename++; Q_strncpy( name, filename, sizeof( name )); COM_FixSlashes( name ); for( i = 1; i < MAX_MODELS && sv.model_precache[i][0]; i++ ) { if( !Q_stricmp( sv.model_precache[i], name )) return i; } if( i == MAX_MODELS ) { Host_Error( "MAX_MODELS limit exceeded (%d)\n", MAX_MODELS ); return 0; } // register new model Q_strncpy( sv.model_precache[i], name, sizeof( sv.model_precache[i] )); if( sv.state != ss_loading ) { // send the update to everyone SV_SendSingleResource( name, t_model, i, sv.model_precache_flags[i] ); Con_Printf( S_WARN "late precache of %s\n", name ); } return i; } /* ================ SV_SoundIndex register unique sound for client ================ */ int SV_SoundIndex( const char *filename ) { char name[MAX_QPATH]; int i; if( !COM_CheckString( filename )) return 0; if( filename[0] == '!' ) { Con_Printf( S_WARN "'%s' do not precache sentence names!\n", filename ); return 0; } if( *filename == '\\' || *filename == '/' ) filename++; Q_strncpy( name, filename, sizeof( name )); COM_FixSlashes( name ); for( i = 1; i < MAX_SOUNDS && sv.sound_precache[i][0]; i++ ) { if( !Q_stricmp( sv.sound_precache[i], name )) return i; } if( i == MAX_SOUNDS ) { Host_Error( "MAX_SOUNDS limit exceeded (%d)\n", MAX_SOUNDS ); return 0; } // register new sound Q_strncpy( sv.sound_precache[i], name, sizeof( sv.sound_precache[i] )); if( sv.state != ss_loading ) { // send the update to everyone SV_SendSingleResource( name, t_sound, i, 0 ); Con_Printf( S_WARN "late precache of %s\n", name ); } return i; } /* ================ SV_EventIndex register network event for a server and client ================ */ int SV_EventIndex( const char *filename ) { char name[MAX_QPATH]; int i; if( !COM_CheckString( filename )) return 0; Q_strncpy( name, filename, sizeof( name )); COM_FixSlashes( name ); for( i = 1; i < MAX_EVENTS && sv.event_precache[i][0]; i++ ) { if( !Q_stricmp( sv.event_precache[i], name )) return i; } if( i == MAX_EVENTS ) { Host_Error( "MAX_EVENTS limit exceeded (%d)\n", MAX_EVENTS ); return 0; } // register new event Q_strncpy( sv.event_precache[i], name, sizeof( sv.event_precache[i] )); if( sv.state != ss_loading ) { // send the update to everyone SV_SendSingleResource( name, t_eventscript, i, RES_FATALIFMISSING ); } return i; } /* ================ SV_GenericIndex register generic resourse for a server and client ================ */ int SV_GenericIndex( const char *filename ) { char name[MAX_QPATH]; int i; if( !COM_CheckString( filename )) return 0; Q_strncpy( name, filename, sizeof( name )); COM_FixSlashes( name ); for( i = 1; i < MAX_CUSTOM && sv.files_precache[i][0]; i++ ) { if( !Q_stricmp( sv.files_precache[i], name )) return i; } if( i == MAX_CUSTOM ) { Host_Error( "MAX_CUSTOM limit exceeded (%d)\n", MAX_CUSTOM ); return 0; } // register new generic resource Q_strncpy( sv.files_precache[i], name, sizeof( sv.files_precache[i] )); if( sv.state != ss_loading ) { // send the update to everyone SV_SendSingleResource( name, t_generic, i, RES_FATALIFMISSING ); } return i; } /* ================ SV_ModelHandle get model by handle ================ */ model_t *SV_ModelHandle( int modelindex ) { if( modelindex < 0 || modelindex >= MAX_MODELS ) return NULL; return sv.models[modelindex]; } void SV_ReadResourceList( const char *filename ) { string token; char *afile, *pfile; afile = FS_LoadFile( filename, NULL, false ); if( !afile ) return; pfile = afile; Con_DPrintf( "Precaching from %s\n", filename ); Con_DPrintf( "----------------------------------\n" ); while(( pfile = COM_ParseFile( pfile, token )) != NULL ) { if( !COM_IsSafeFileToDownload( token )) continue; Con_DPrintf( " %s\n", token ); SV_GenericIndex( token ); } Con_DPrintf( "----------------------------------\n" ); Mem_Free( afile ); } /* ================ SV_CreateGenericResources loads external resource list ================ */ void SV_CreateGenericResources( void ) { string filename; Q_strncpy( filename, sv.model_precache[1], sizeof( filename )); COM_ReplaceExtension( filename, ".res" ); COM_FixSlashes( filename ); SV_ReadResourceList( filename ); SV_ReadResourceList( "reslist.txt" ); } /* ================ SV_CreateResourceList add resources to common list ================ */ void SV_CreateResourceList( void ) { qboolean ffirstsent = false; int i, nSize; char *s; sv.num_resources = 0; for( i = 1; i < MAX_CUSTOM; i++ ) { s = sv.files_precache[i]; if( !COM_CheckString( s )) break; // end of list nSize = FS_FileSize( s, false ); SV_AddResource( t_generic, s, nSize, RES_FATALIFMISSING, i ); } for( i = 1; i < MAX_SOUNDS; i++ ) { s = sv.sound_precache[i]; if( !COM_CheckString( s )) break; // end of list if( s[0] == '!' ) { if( !ffirstsent ) { SV_AddResource( t_sound, "!", 0, RES_FATALIFMISSING, i ); ffirstsent = true; } } else { nSize = FS_FileSize( va( "%s%s", DEFAULT_SOUNDPATH, s ), false ); SV_AddResource( t_sound, s, nSize, 0, i ); } } for( i = 1; i < MAX_MODELS; i++ ) { s = sv.model_precache[i]; if( !COM_CheckString( s )) break; // end of list nSize = ( s[0] != '*' ) ? FS_FileSize( s, false ) : 0; SV_AddResource( t_model, s, nSize, sv.model_precache_flags[i], i ); } // just send names for( i = 0; i < MAX_DECALS && host.draw_decals[i][0]; i++ ) { SV_AddResource( t_decal, host.draw_decals[i], 0, 0, i ); } for( i = 1; i < MAX_EVENTS; i++ ) { s = sv.event_precache[i]; if( !COM_CheckString( s )) break; // end of list nSize = FS_FileSize( s, false ); SV_AddResource( t_eventscript, s, nSize, RES_FATALIFMISSING, i ); } } /* ================ SV_CreateBaseline Entity baselines are used to compress the update messages to the clients -- only the fields that differ from the baseline will be transmitted INTERNAL RESOURCE ================ */ void SV_CreateBaseline( void ) { entity_state_t nullstate, *base; int playermodel; int delta_type; int entnum; if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE )) playermodel = SV_ModelIndex( DEFAULT_PLAYER_PATH_QUAKE ); else playermodel = SV_ModelIndex( DEFAULT_PLAYER_PATH_HALFLIFE ); memset( &nullstate, 0, sizeof( nullstate )); for( entnum = 0; entnum < svgame.numEntities; entnum++ ) { edict_t *pEdict = EDICT_NUM( entnum ); if( !SV_IsValidEdict( pEdict )) continue; if( entnum != 0 && entnum <= svs.maxclients ) { delta_type = DELTA_PLAYER; } else { if( !pEdict->v.modelindex ) continue; // invisible delta_type = DELTA_ENTITY; } // take current state as baseline base = &svs.baselines[entnum]; base->number = entnum; // set entity type if( FBitSet( pEdict->v.flags, FL_CUSTOMENTITY )) base->entityType = ENTITY_BEAM; else base->entityType = ENTITY_NORMAL; svgame.dllFuncs.pfnCreateBaseline( delta_type, entnum, base, pEdict, playermodel, host.player_mins[0], host.player_maxs[0] ); sv.last_valid_baseline = entnum; } // create the instanced baselines svgame.dllFuncs.pfnCreateInstancedBaselines(); // now put the baseline into the signon message. MSG_BeginServerCmd( &sv.signon, svc_spawnbaseline ); for( entnum = 0; entnum < svgame.numEntities; entnum++ ) { edict_t *pEdict = EDICT_NUM( entnum ); if( !SV_IsValidEdict( pEdict )) continue; if( entnum != 0 && entnum <= svs.maxclients ) { delta_type = DELTA_PLAYER; } else { if( !pEdict->v.modelindex ) continue; // invisible delta_type = DELTA_ENTITY; } // take current state as baseline base = &svs.baselines[entnum]; MSG_WriteDeltaEntity( &nullstate, base, &sv.signon, true, delta_type, 1.0f, 0 ); } MSG_WriteUBitLong( &sv.signon, LAST_EDICT, MAX_ENTITY_BITS ); // end of baselines MSG_WriteUBitLong( &sv.signon, sv.num_instanced, 6 ); for( entnum = 0; entnum < sv.num_instanced; entnum++ ) { base = &sv.instanced[entnum].baseline; MSG_WriteDeltaEntity( &nullstate, base, &sv.signon, true, DELTA_ENTITY, 1.0f, 0 ); } } /* ================ SV_FreeOldEntities remove immediate entities ================ */ void SV_FreeOldEntities( void ) { edict_t *ent; int i; // at end of frame kill all entities which supposed to it for( i = svs.maxclients + 1; i < svgame.numEntities; i++ ) { ent = EDICT_NUM( i ); if( !ent->free && FBitSet( ent->v.flags, FL_KILLME )) SV_FreeEdict( ent ); } // decrement svgame.numEntities if the highest number entities died for( ; EDICT_NUM( svgame.numEntities - 1 )->free; svgame.numEntities-- ); } /* ================ SV_ActivateServer activate server on changed map, run physics ================ */ void SV_ActivateServer( int runPhysics ) { int i, numFrames; byte msg_buf[MAX_INIT_MSG]; sizebuf_t msg; sv_client_t *cl; if( !svs.initialized ) return; MSG_Init( &msg, "ActivateServer", msg_buf, sizeof( msg_buf )); // always clearing newunit variable Cvar_SetValue( "sv_newunit", 0 ); // relese all intermediate entities SV_FreeOldEntities (); // Activate the DLL server code svgame.globals->time = sv.time; svgame.dllFuncs.pfnServerActivate( svgame.edicts, svgame.numEntities, svs.maxclients ); SV_SetStringArrayMode( true ); // parse user-specified resources SV_CreateGenericResources(); if( runPhysics ) { numFrames = (svs.maxclients <= 1) ? 2 : 8; sv.frametime = SV_SPAWN_TIME; } else { sv.frametime = 0.001; numFrames = 1; } // run some frames to allow everything to settle for( i = 0; i < numFrames; i++ ) SV_Physics(); // create a baseline for more efficient communications SV_CreateBaseline(); // collect all info from precached resources SV_CreateResourceList(); // check and count all files that marked by user as unmodified (typically is a player models etc) SV_TransferConsistencyInfo(); // send serverinfo to all connected clients for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( cl->state < cs_connected ) continue; Netchan_Clear( &cl->netchan ); cl->delta_sequence = -1; } // invoke to refresh all movevars memset( &svgame.oldmovevars, 0, sizeof( movevars_t )); svgame.globals->changelevel = false; // setup hostflags sv.hostflags = 0; HPAK_FlushHostQueue(); // tell what kind of server has been started. if( svs.maxclients > 1 ) Con_Printf( "%i player server started\n", svs.maxclients ); else Con_Printf( "Game started\n" ); Log_Printf( "Started map \"%s\" (CRC \"%u\")\n", sv.name, sv.worldmapCRC ); // dedicated server purge unused resources here if( Host_IsDedicated() ) Mod_FreeUnused (); host.movevars_changed = true; Host_SetServerState( ss_active ); Con_DPrintf( "level loaded at %.2f sec\n", Sys_DoubleTime() - svs.timestart ); if( sv.ignored_static_ents ) Con_Printf( S_WARN "%i static entities was rejected due buffer overflow\n", sv.ignored_static_ents ); if( sv.ignored_world_decals ) Con_Printf( S_WARN "%i static decals was rejected due buffer overflow\n", sv.ignored_world_decals ); if( svs.maxclients > 1 ) { const char *cycle = Cvar_VariableString( "mapchangecfgfile" ); if( COM_CheckString( cycle )) Cbuf_AddText( va( "exec %s\n", cycle )); if( public_server->value ) Master_Add( ); } } /* ================ SV_DeactivateServer deactivate server, free edicts, strings etc ================ */ void SV_DeactivateServer( void ) { int i; if( !svs.initialized || sv.state == ss_dead ) return; svgame.globals->time = sv.time; svgame.dllFuncs.pfnServerDeactivate(); Host_SetServerState( ss_dead ); SV_FreeEdicts (); SV_ClearPhysEnts (); SV_EmptyStringPool(); for( i = 0; i < svs.maxclients; i++ ) { // release client frames if( svs.clients[i].frames ) Mem_Free( svs.clients[i].frames ); svs.clients[i].frames = NULL; } svgame.globals->maxEntities = GI->max_edicts; svgame.globals->maxClients = svs.maxclients; svgame.numEntities = svs.maxclients + 1; // clients + world svgame.globals->startspot = 0; svgame.globals->mapname = 0; } /* ============== SV_InitGame A brand new game has been started ============== */ qboolean SV_InitGame( void ) { if( svs.initialized ) return true; // already initialized ? // first initialize? COM_ResetLibraryError(); if( !SV_LoadProgs( SI.gamedll )) { Con_Printf( S_ERROR "can't initialize %s: %s\n", SI.gamedll, COM_GetLibraryError() ); return false; // failed to loading server.dll } // client frames will be allocated in SV_ClientConnect svs.initialized = true; return true; } /* ============== SV_ShutdownGame prepare to close server ============== */ void SV_ShutdownGame( void ) { if( !GameState->loadGame ) SV_ClearGameState(); SV_FinalMessage( "", true ); S_StopBackgroundTrack(); CL_StopPlayback(); // stop demo too if( GameState->newGame ) { Host_EndGame( false, DEFAULT_ENDGAME_MESSAGE ); } else { S_StopAllSounds( true ); SV_DeactivateServer(); } } /* ================ SV_SetupClients determine the game type and prepare clients ================ */ void SV_SetupClients( void ) { qboolean changed_maxclients = false; // check if clients count was really changed if( svs.maxclients != (int)sv_maxclients->value ) changed_maxclients = true; if( !changed_maxclients ) return; // nothing to change // if clients count was changed we need to run full shutdown procedure if( svs.maxclients ) Host_ShutdownServer(); // copy the actual value from cvar svs.maxclients = (int)sv_maxclients->value; // dedicated servers are can't be single player and are usually DM if( Host_IsDedicated() ) svs.maxclients = bound( 4, svs.maxclients, MAX_CLIENTS ); else svs.maxclients = bound( 1, svs.maxclients, MAX_CLIENTS ); if( svs.maxclients == 1 ) Cvar_SetValue( "deathmatch", 0.0f ); else Cvar_SetValue( "deathmatch", 1.0f ); // make cvars consistant if( coop.value ) Cvar_SetValue( "deathmatch", 0.0f ); // feedback for cvar Cvar_FullSet( "maxplayers", va( "%d", svs.maxclients ), FCVAR_LATCH ); SV_UPDATE_BACKUP = ( svs.maxclients == 1 ) ? SINGLEPLAYER_BACKUP : MULTIPLAYER_BACKUP; svs.clients = Z_Realloc( svs.clients, sizeof( sv_client_t ) * svs.maxclients ); svs.num_client_entities = svs.maxclients * SV_UPDATE_BACKUP * NUM_PACKET_ENTITIES; svs.packet_entities = Z_Realloc( svs.packet_entities, sizeof( entity_state_t ) * svs.num_client_entities ); Con_Reportf( "%s alloced by server packet entities\n", Q_memprint( sizeof( entity_state_t ) * svs.num_client_entities )); // init network stuff NET_Config(( svs.maxclients > 1 )); svgame.numEntities = svs.maxclients + 1; // clients + world ClearBits( sv_maxclients->flags, FCVAR_CHANGED ); } static qboolean CRC32_MapFile( dword *crcvalue, const char *filename, qboolean multiplayer ) { char headbuf[1024], buffer[1024]; int i, num_bytes, lumplen; int version, hdr_size; dheader_t *header; file_t *f; if( !crcvalue ) return false; // always calc same checksum for singleplayer if( multiplayer == false ) { *crcvalue = (('H'<<24)+('S'<<16)+('A'<<8)+'X'); return true; } f = FS_Open( filename, "rb", false ); if( !f ) return false; // read version number FS_Read( f, &version, sizeof( int )); FS_Seek( f, 0, SEEK_SET ); hdr_size = sizeof( int ) + sizeof( dlump_t ) * HEADER_LUMPS; num_bytes = FS_Read( f, headbuf, hdr_size ); // corrupted map ? if( num_bytes != hdr_size ) { FS_Close( f ); return false; } header = (dheader_t *)headbuf; // invalid version ? switch( header->version ) { case Q1BSP_VERSION: case HLBSP_VERSION: case QBSP2_VERSION: break; default: FS_Close( f ); return false; } CRC32_Init( crcvalue ); for( i = LUMP_PLANES; i < HEADER_LUMPS; i++ ) { lumplen = header->lumps[i].filelen; FS_Seek( f, header->lumps[i].fileofs, SEEK_SET ); while( lumplen > 0 ) { if( lumplen >= sizeof( buffer )) num_bytes = FS_Read( f, buffer, sizeof( buffer )); else num_bytes = FS_Read( f, buffer, lumplen ); if( num_bytes > 0 ) { lumplen -= num_bytes; CRC32_ProcessBuffer( crcvalue, buffer, num_bytes ); } // file unexpected end ? if( FS_Eof( f )) break; } } FS_Close( f ); return 1; } /* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ qboolean SV_SpawnServer( const char *mapname, const char *startspot, qboolean background ) { int i, current_skill; edict_t *ent; SV_SetupClients(); if( !SV_InitGame( )) return false; Log_Open(); Log_Printf( "Loading map \"%s\"\n", mapname ); Log_PrintServerVars(); svs.timestart = Sys_DoubleTime(); svs.spawncount++; // any partially connected client will be restarted // let's not have any servers with no name if( !COM_CheckString( hostname.string )) Cvar_Set( "hostname", svgame.dllFuncs.pfnGetGameDescription ? svgame.dllFuncs.pfnGetGameDescription() : FS_Title( )); if( startspot ) { Con_Printf( "Spawn Server: %s [%s]\n", mapname, startspot ); } else { Con_DPrintf( "Spawn Server: %s\n", mapname ); } memset( &sv, 0, sizeof( sv )); // wipe the entire per-level structure sv.time = svgame.globals->time = 1.0f; // server spawn time it's always 1.0 second sv.background = background; // initialize buffers MSG_Init( &sv.signon, "Signon", sv.signon_buf, sizeof( sv.signon_buf )); MSG_Init( &sv.multicast, "Multicast", sv.multicast_buf, sizeof( sv.multicast_buf )); MSG_Init( &sv.datagram, "Datagram", sv.datagram_buf, sizeof( sv.datagram_buf )); MSG_Init( &sv.reliable_datagram, "Reliable Datagram", sv.reliable_datagram_buf, sizeof( sv.reliable_datagram_buf )); MSG_Init( &sv.spec_datagram, "Spectator Datagram", sv.spectator_buf, sizeof( sv.spectator_buf )); // clearing all the baselines memset( svs.static_entities, 0, sizeof( entity_state_t ) * MAX_STATIC_ENTITIES ); memset( svs.baselines, 0, sizeof( entity_state_t ) * GI->max_edicts ); // make cvars consistant if( coop.value ) Cvar_SetValue( "deathmatch", 0 ); current_skill = Q_rint( skill.value ); current_skill = bound( 0, current_skill, 3 ); Cvar_SetValue( "skill", (float)current_skill ); // force normal player collisions for single player if( svs.maxclients == 1 ) Cvar_SetValue( "sv_clienttrace", 1 ); // copy gamemode into svgame.globals svgame.globals->deathmatch = deathmatch.value; svgame.globals->coop = coop.value; svgame.globals->maxClients = svs.maxclients; if( sv.background ) { // tell the game parts about background state Cvar_FullSet( "sv_background", "1", FCVAR_READ_ONLY ); Cvar_FullSet( "cl_background", "1", FCVAR_READ_ONLY ); } else { Cvar_FullSet( "sv_background", "0", FCVAR_READ_ONLY ); Cvar_FullSet( "cl_background", "0", FCVAR_READ_ONLY ); } // force normal player collisions for single player if( svs.maxclients == 1 ) Cvar_SetValue( "sv_clienttrace", 1 ); // make sure what server name doesn't contain path and extension COM_FileBase( mapname, sv.name ); // precache and static commands can be issued during map initialization Host_SetServerState( ss_loading ); if( startspot ) Q_strncpy( sv.startspot, startspot, sizeof( sv.startspot )); else sv.startspot[0] = '\0'; Q_snprintf( sv.model_precache[WORLD_INDEX], sizeof( sv.model_precache[0] ), "maps/%s.bsp", sv.name ); SetBits( sv.model_precache_flags[WORLD_INDEX], RES_FATALIFMISSING ); sv.worldmodel = sv.models[WORLD_INDEX] = Mod_LoadWorld( sv.model_precache[WORLD_INDEX], true ); CRC32_MapFile( &sv.worldmapCRC, sv.model_precache[WORLD_INDEX], svs.maxclients > 1 ); if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ) && FS_FileExists( "progs.dat", false )) { file_t *f = FS_Open( "progs.dat", "rb", false ); FS_Seek( f, sizeof( int ), SEEK_SET ); FS_Read( f, &sv.progsCRC, sizeof( int )); FS_Close( f ); } for( i = WORLD_INDEX; i < sv.worldmodel->numsubmodels; i++ ) { Q_sprintf( sv.model_precache[i+1], "*%i", i ); sv.models[i+1] = Mod_ForName( sv.model_precache[i+1], false, false ); SetBits( sv.model_precache_flags[i+1], RES_FATALIFMISSING ); } // leave slots at start for clients only for( i = 0; i < svs.maxclients; i++ ) { // needs to reconnect if( svs.clients[i].state > cs_connected ) svs.clients[i].state = cs_connected; ent = EDICT_NUM( i + 1 ); svs.clients[i].pViewEntity = NULL; svs.clients[i].edict = ent; SV_InitEdict( ent ); } // heartbeats will always be sent to the id master svs.last_heartbeat = MAX_HEARTBEAT; // send immediately // get actual movevars SV_UpdateMovevars( true ); // clear physics interaction links SV_ClearWorld(); return true; } qboolean SV_Active( void ) { return (sv.state != ss_dead); } qboolean SV_Initialized( void ) { return svs.initialized; } int SV_GetMaxClients( void ) { return svs.maxclients; } void SV_InitGameProgs( void ) { if( svgame.hInstance ) return; // already loaded // just try to initialize SV_LoadProgs( GI->game_dll ); } void SV_FreeGameProgs( void ) { if( svs.initialized ) return; // server is active // unload progs (free cvars and commands) SV_UnloadProgs(); } /* ================ SV_ExecLoadLevel State machine exec new map ================ */ void SV_ExecLoadLevel( void ) { SV_SetStringArrayMode( false ); if( SV_SpawnServer( GameState->levelName, NULL, GameState->backgroundMap )) { SV_SpawnEntities( GameState->levelName ); SV_ActivateServer( true ); } } /* ================ SV_ExecLoadGame State machine exec load saved game ================ */ void SV_ExecLoadGame( void ) { if( SV_SpawnServer( GameState->levelName, NULL, false )) { if( !SV_LoadGameState( GameState->levelName )) SV_SpawnEntities( GameState->levelName ); SV_ActivateServer( false ); } } /* ================ SV_ExecChangeLevel State machine exec changelevel path ================ */ void SV_ExecChangeLevel( void ) { SV_ChangeLevel( GameState->loadGame, GameState->levelName, GameState->landmarkName, GameState->backgroundMap ); }