/* 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" #define HEARTBEAT_SECONDS ((sv_nat.value > 0.0f) ? 60.0f : 300.0f) // 1 or 5 minutes // 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, "", 0, "remote connect password" ); 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_AUTO( sv_allow_download, "1", FCVAR_SERVER, "allow downloading custom resources to the client" ); 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)" ); // 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" ); convar_t *sv_novis; // disable server culling entities by vis convar_t *sv_pausable; convar_t *timeout; // seconds without any message convar_t *sv_lighting_modulate; convar_t *sv_maxclients; convar_t *sv_check_errors; convar_t *public_server; // should heartbeats be sent convar_t *sv_reconnect_limit; // minimum seconds between connect messages convar_t *sv_validate_changelevel; convar_t *sv_sendvelocity; convar_t *sv_hostmap; convar_t *sv_allow_noinputdevices; convar_t *sv_allow_touch; convar_t *sv_allow_mouse; convar_t *sv_allow_joystick; convar_t *sv_allow_vr; void Master_Shutdown( void ); //============================================================================ /* ================ 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_GetConnectedClientsCount returns connected clients count (and optionally bots count) ================ */ int SV_GetConnectedClientsCount(int *bots) { int index; int clients; clients = 0; if( svs.clients ) { if( bots ) *bots = 0; for( index = 0; index < svs.maxclients; index++ ) { if( svs.clients[index].state >= cs_connected ) { if( FBitSet( svs.clients[index].flags, FCL_FAKECLIENT )) { if( bots ) (*bots)++; } else clients++; } } } return clients; } /* =================== 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; } } /* ================== Host_ServerFrame ================== */ void Host_ServerFrame( void ) { // 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 (); // update dedicated server status line in console Platform_UpdateStatusLine (); // send a heartbeat to the master if needed Master_Heartbeat (); } /* ================== Host_SetServerState ================== */ void Host_SetServerState( int state ) { Cvar_FullSet( "host_serverstate", va( "%i", state ), FCVAR_READ_ONLY ); sv.state = state; } //============================================================================ /* ================= Master_Add ================= */ void Master_Add( void ) { NET_Config( true, false ); // allow remote if( NET_SendToMasters( NS_SERVER, 2, "q\xFF" )) svs.last_heartbeat = MAX_HEARTBEAT; } /* ================ Master_Heartbeat Send a message to the master every few minutes to let it know we are alive, and log information ================ */ void Master_Heartbeat( void ) { if( !public_server->value || svs.maxclients == 1 ) return; // only public servers send heartbeats // check for time wraparound if( svs.last_heartbeat > host.realtime ) svs.last_heartbeat = host.realtime; if(( host.realtime - svs.last_heartbeat ) < HEARTBEAT_SECONDS ) return; // not time to send yet svs.last_heartbeat = host.realtime; Master_Add(); } /* ================= Master_Shutdown Informs all masters that this server is going down ================= */ void Master_Shutdown( void ) { NET_Config( true, false ); // allow remote while( NET_SendToMasters( NS_SERVER, 2, "\x62\x0A" )); } /* ================= 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; char s[MAX_INFO_STRING] = "0\n"; // skip 2 bytes of header int clients = 0, bots = 0; int len = sizeof( s ); clients = SV_GetConnectedClientsCount( &bots ); challenge = MSG_ReadUBitLong( msg, sizeof( uint ) << 3 ); Info_SetValueForKey( s, "protocol", va( "%d", PROTOCOL_VERSION ), len ); // protocol version Info_SetValueForKey( s, "challenge", va( "%u", challenge ), len ); // challenge number Info_SetValueForKey( s, "players", va( "%d", clients ), len ); // current player number, without bots Info_SetValueForKey( s, "max", va( "%d", svs.maxclients ), len ); // max_players Info_SetValueForKey( s, "bots", va( "%d", bots ), len ); // 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", va( "%s", 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, sizeof(s) ); // 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_Get( "protocol", va( "%i", PROTOCOL_VERSION ), FCVAR_READ_ONLY, "displays server 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( &sv_stepsize ); Cvar_RegisterVariable( &sv_newunit ); Cvar_RegisterVariable( &hostname ); timeout = Cvar_Get( "timeout", "125", FCVAR_SERVER, "connection timeout" ); sv_pausable = Cvar_Get( "pausable", "1", FCVAR_SERVER, "allow players to pause or not" ); sv_validate_changelevel = Cvar_Get( "sv_validate_changelevel", "0", 0, "test change level for level-designer errors" ); 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 ); sv_maxclients = Cvar_Get( "maxplayers", "1", FCVAR_LATCH, "server max capacity" ); sv_check_errors = Cvar_Get( "sv_check_errors", "0", FCVAR_ARCHIVE, "check edicts for errors" ); public_server = Cvar_Get ("public", "0", 0, "change server type from private to public" ); sv_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" ); sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", FCVAR_ARCHIVE, "max reconnect attempts" ); 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_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 ); sv_novis = Cvar_Get( "sv_novis", "0", 0, "force to ignore server visibility" ); sv_hostmap = Cvar_Get( "hostmap", GI->startmap, 0, "keep name of last entered map" ); 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_background_freeze ); Cvar_RegisterVariable( &mapcyclefile ); Cvar_RegisterVariable( &motdfile ); Cvar_RegisterVariable( &logsdir ); Cvar_RegisterVariable( &bannedcfgfile ); Cvar_RegisterVariable( &listipcfgfile ); Cvar_RegisterVariable( &mapchangecfgfile ); Cvar_RegisterVariable( &sv_trace_messages ); sv_allow_joystick = Cvar_Get( "sv_allow_joystick", "1", FCVAR_ARCHIVE, "allow connect with joystick enabled" ); sv_allow_mouse = Cvar_Get( "sv_allow_mouse", "1", FCVAR_ARCHIVE, "allow connect with mouse" ); sv_allow_touch = Cvar_Get( "sv_allow_touch", "1", FCVAR_ARCHIVE, "allow connect with touch controls" ); sv_allow_vr = Cvar_Get( "sv_allow_vr", "1", FCVAR_ARCHIVE, "allow connect from vr version" ); sv_allow_noinputdevices = Cvar_Get( "sv_allow_noinputdevices", "1", FCVAR_ARCHIVE, "allow connect from old versions without useragent" ); // 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 ), "%s: %s-%s(%s-%s),%i,%i", XASH_ENGINE_NAME, XASH_VERSION, 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(); SV_UnloadProgs (); 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 ) Master_Shutdown(); NET_Config( false, false ); SV_UnloadProgs (); 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; }