Xash3D FWGS engine.
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/*
sv_cmds.c - server console commands
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"
extern convar_t *con_gamemaps;
/*
=================
SV_ClientPrintf
Sends text across to be displayed if the level passes
=================
*/
void SV_ClientPrintf( sv_client_t *cl, const char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
if( FBitSet( cl->flags, FCL_FAKECLIENT ))
return;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof( string ), fmt, argptr );
va_end( argptr );
MSG_BeginServerCmd( &cl->netchan.message, svc_print );
MSG_WriteString( &cl->netchan.message, string );
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
void SV_BroadcastPrintf( sv_client_t *ignore, const char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
sv_client_t *cl;
int i;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof( string ), fmt, argptr );
va_end( argptr );
if( sv.state == ss_active )
{
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( FBitSet( cl->flags, FCL_FAKECLIENT ))
continue;
if( cl == ignore || cl->state != cs_spawned )
continue;
MSG_BeginServerCmd( &cl->netchan.message, svc_print );
MSG_WriteString( &cl->netchan.message, string );
}
}
if( Host_IsDedicated() )
{
// echo to console
Con_DPrintf( "%s", string );
}
}
/*
=================
SV_BroadcastCommand
Sends text to all active clients
=================
*/
void SV_BroadcastCommand( const char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
if( sv.state == ss_dead )
return;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof( string ), fmt, argptr );
va_end( argptr );
MSG_BeginServerCmd( &sv.reliable_datagram, svc_stufftext );
MSG_WriteString( &sv.reliable_datagram, string );
}
/*
==================
SV_SetPlayer
Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
==================
*/
static sv_client_t *SV_SetPlayer( void )
{
const char *s;
sv_client_t *cl;
int i, idnum;
if( !svs.clients || sv.background )
return NULL;
if( svs.maxclients == 1 || Cmd_Argc() < 2 )
{
// special case for local client
return svs.clients;
}
s = Cmd_Argv( 1 );
// numeric values are just slot numbers
if( Q_isdigit( s ) || (s[0] == '-' && Q_isdigit( s + 1 )))
{
idnum = Q_atoi( s );
if( idnum < 0 || idnum >= svs.maxclients )
{
Con_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &svs.clients[idnum];
if( !cl->state )
{
Con_Printf( "Client %i is not active\n", idnum );
return NULL;
}
return cl;
}
// check for a name match
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( !cl->state ) continue;
if( !Q_strcmp( cl->name, s ))
return cl;
}
Con_Printf( "Userid %s is not on the server\n", s );
return NULL;
}
/*
==================
SV_ValidateMap
check map for typically errors
==================
*/
qboolean SV_ValidateMap( const char *pMapName, qboolean check_spawn )
{
char *spawn_entity;
int flags;
// determine spawn entity classname
if( !check_spawn || (int)sv_maxclients->value <= 1 )
spawn_entity = GI->sp_entity;
else spawn_entity = GI->mp_entity;
flags = SV_MapIsValid( pMapName, spawn_entity, NULL );
if( FBitSet( flags, MAP_INVALID_VERSION ))
{
Con_Printf( S_ERROR "map %s is invalid or not supported\n", pMapName );
return false;
}
if( !FBitSet( flags, MAP_IS_EXIST ))
{
Con_Printf( S_ERROR "map %s doesn't exist\n", pMapName );
return false;
}
if( check_spawn && !FBitSet( flags, MAP_HAS_SPAWNPOINT ))
{
Con_Printf( S_ERROR "map %s doesn't have a valid spawnpoint\n", pMapName );
return false;
}
return true;
}
/*
==================
SV_Map_f
Goes directly to a given map without any savegame archiving.
For development work
==================
*/
void SV_Map_f( void )
{
char mapname[MAX_QPATH];
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "map <mapname>\n" );
return;
}
// hold mapname to other place
Q_strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname ));
COM_StripExtension( mapname );
if( !SV_ValidateMap( mapname, true ))
return;
Cvar_DirectSet( sv_hostmap, mapname );
COM_LoadLevel( mapname, false );
}
/*
==================
SV_Maps_f
Lists maps according to given substring.
TODO: Make it more convenient. (Timestamp check, temporary file, ...)
==================
*/
void SV_Maps_f( void )
{
const char *separator = "-------------------";
const char *argStr = Cmd_Argv( 1 ); // Substr
int nummaps;
search_t *mapList;
if( Cmd_Argc() != 2 )
{
Msg( S_USAGE "maps <substring>\nmaps * for full listing\n" );
return;
}
mapList = FS_Search( va( "maps/*%s*.bsp", argStr ), true, true );
if( !mapList )
{
Msg( "No related map found in \"%s/maps\"\n", GI->gamefolder );
return;
}
nummaps = Cmd_ListMaps( mapList, NULL, 0 );
Mem_Free( mapList );
Msg( "%s\nDirectory: \"%s/maps\" - Maps listed: %d\n", separator, GI->gamefolder, nummaps );
}
/*
==================
SV_MapBackground_f
Set background map (enable physics in menu)
==================
*/
void SV_MapBackground_f( void )
{
char mapname[MAX_QPATH];
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "map_background <mapname>\n" );
return;
}
if( SV_Active() && !sv.background )
{
if( GameState->nextstate == STATE_RUNFRAME )
Con_Printf( S_ERROR "can't set background map while game is active\n" );
return;
}
// hold mapname to other place
Q_strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname ));
COM_StripExtension( mapname );
if( !SV_ValidateMap( mapname, false ))
return;
// background map is always run as singleplayer
Cvar_FullSet( "maxplayers", "1", FCVAR_LATCH );
Cvar_FullSet( "deathmatch", "0", FCVAR_LATCH );
Cvar_FullSet( "coop", "0", FCVAR_LATCH );
COM_LoadLevel( mapname, true );
}
/*
==================
SV_NextMap_f
Change map for next in alpha-bethical ordering
For development work
==================
*/
void SV_NextMap_f( void )
{
char nextmap[MAX_QPATH];
int i, next;
search_t *t;
t = FS_Search( "maps\\*.bsp", true, CVAR_TO_BOOL( con_gamemaps )); // only in gamedir
if( !t ) t = FS_Search( "maps/*.bsp", true, CVAR_TO_BOOL( con_gamemaps )); // only in gamedir
if( !t )
{
Con_Printf( "next map can't be found\n" );
return;
}
for( i = 0; i < t->numfilenames; i++ )
{
const char *ext = COM_FileExtension( t->filenames[i] );
if( Q_stricmp( ext, "bsp" ))
continue;
COM_FileBase( t->filenames[i], nextmap, sizeof( nextmap ));
if( Q_stricmp( sv_hostmap->string, nextmap ))
continue;
next = ( i + 1 ) % t->numfilenames;
COM_FileBase( t->filenames[next], nextmap, sizeof( nextmap ));
Cvar_DirectSet( sv_hostmap, nextmap );
// found current point, check for valid
if( SV_ValidateMap( nextmap, true ))
{
// found and valid
COM_LoadLevel( nextmap, false );
Mem_Free( t );
return;
}
// jump to next map
}
Con_Printf( "failed to load next map\n" );
Mem_Free( t );
}
/*
==============
SV_NewGame_f
==============
*/
void SV_NewGame_f( void )
{
if( Cmd_Argc() != 1 )
{
Con_Printf( S_USAGE "newgame\n" );
return;
}
COM_NewGame( GI->startmap );
}
/*
==============
SV_HazardCourse_f
==============
*/
void SV_HazardCourse_f( void )
{
if( Cmd_Argc() != 1 )
{
Con_Printf( S_USAGE "hazardcourse\n" );
return;
}
// special case for Gunman Chronicles: playing avi-file
if( FS_FileExists( va( "media/%s.avi", GI->trainmap ), false ))
{
Cbuf_AddTextf( "wait; movie %s\n", GI->trainmap );
Host_EndGame( true, DEFAULT_ENDGAME_MESSAGE );
}
else COM_NewGame( GI->trainmap );
}
/*
==============
SV_Load_f
==============
*/
void SV_Load_f( void )
{
char path[MAX_QPATH];
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "load <savename>\n" );
return;
}
Q_snprintf( path, sizeof( path ), DEFAULT_SAVE_DIRECTORY "%s.sav", Cmd_Argv( 1 ));
SV_LoadGame( path );
}
/*
==============
SV_QuickLoad_f
==============
*/
void SV_QuickLoad_f( void )
{
Cbuf_AddText( "echo Quick Loading...; wait; load quick" );
}
/*
==============
SV_Save_f
==============
*/
void SV_Save_f( void )
{
qboolean ret = false;
switch( Cmd_Argc( ))
{
case 1:
ret = SV_SaveGame( "new" );
break;
case 2:
ret = SV_SaveGame( Cmd_Argv( 1 ));
break;
default:
Con_Printf( S_USAGE "save <savename>\n" );
break;
}
if( ret && CL_Active() && !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
CL_HudMessage( "GAMESAVED" ); // defined in titles.txt
}
/*
==============
SV_QuickSave_f
==============
*/
void SV_QuickSave_f( void )
{
Cbuf_AddText( "echo Quick Saving...; wait; save quick" );
}
/*
==============
SV_DeleteSave_f
==============
*/
void SV_DeleteSave_f( void )
{
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "killsave <name>\n" );
return;
}
// delete save and saveshot
FS_Delete( va( DEFAULT_SAVE_DIRECTORY "%s.sav", Cmd_Argv( 1 )));
FS_Delete( va( DEFAULT_SAVE_DIRECTORY "%s.bmp", Cmd_Argv( 1 )));
}
/*
==============
SV_AutoSave_f
==============
*/
void SV_AutoSave_f( void )
{
if( Cmd_Argc() != 1 )
{
Con_Printf( S_USAGE "autosave\n" );
return;
}
if( Cvar_VariableInteger( "sv_autosave" ) )
SV_SaveGame( "autosave" );
}
/*
==================
SV_Restart_f
restarts current level
==================
*/
void SV_Restart_f( void )
{
// because restart can be multiple issued
if( sv.state != ss_active )
return;
COM_LoadLevel( sv.name, sv.background );
}
/*
==================
SV_Reload_f
continue from latest savedgame
==================
*/
void SV_Reload_f( void )
{
// because reload can be multiple issued
if( GameState->nextstate != STATE_RUNFRAME )
return;
if( !SV_LoadGame( SV_GetLatestSave( )))
COM_LoadLevel( sv_hostmap->string, false );
}
/*
==================
SV_ChangeLevel_f
classic change level
==================
*/
void SV_ChangeLevel_f( void )
{
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "changelevel <mapname>\n" );
return;
}
SV_QueueChangeLevel( Cmd_Argv( 1 ), NULL );
}
/*
==================
SV_ChangeLevel2_f
smooth change level
==================
*/
void SV_ChangeLevel2_f( void )
{
if( Cmd_Argc() != 3 )
{
Con_Printf( S_USAGE "changelevel2 <mapname> <landmark>\n" );
return;
}
SV_QueueChangeLevel( Cmd_Argv( 1 ), Cmd_Argv( 2 ));
}
/*
==================
SV_Kick_f
Kick a user off of the server
==================
*/
void SV_Kick_f( void )
{
sv_client_t *cl;
const char *param, *clientId;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "kick <#id|name> [reason]\n" );
return;
}
param = Cmd_Argv( 1 );
if( *param == '#' && Q_isdigit( param + 1 ) )
cl = SV_ClientById( Q_atoi( param + 1 ) );
else cl = SV_ClientByName( param );
if( !cl )
{
Con_Printf( "Client is not on the server\n" );
return;
}
if( NET_IsLocalAddress( cl->netchan.remote_address ))
{
Con_Printf( "The local player cannot be kicked!\n" );
return;
}
param = Cmd_Argv( 2 );
clientId = SV_GetClientIDString( cl );
if( *param )
{
Log_Printf( "Kick: \"%s<%i><%s><>\" was kicked by \"Console\" (message \"%s\")\n", cl->name, cl->userid, clientId, param );
SV_BroadcastPrintf( cl, "%s was kicked with message: \"%s\"\n", cl->name, param );
SV_ClientPrintf( cl, "You were kicked from the game with message: \"%s\"\n", param );
}
else
{
Log_Printf( "Kick: \"%s<%i><%s><>\" was kicked by \"Console\"\n", cl->name, cl->userid, clientId );
SV_BroadcastPrintf( cl, "%s was kicked\n", cl->name );
SV_ClientPrintf( cl, "You were kicked from the game\n" );
}
if( cl->useragent[0] )
{
if( *param )
Netchan_OutOfBandPrint( NS_SERVER, cl->netchan.remote_address, "errormsg\nKicked with message:\n%s\n", param );
else
Netchan_OutOfBandPrint( NS_SERVER, cl->netchan.remote_address, "errormsg\nYou were kicked from the game\n" );
}
SV_DropClient( cl, false );
}
/*
==================
SV_EntPatch_f
==================
*/
void SV_EntPatch_f( void )
{
const char *mapname;
if( Cmd_Argc() < 2 )
{
if( sv.state != ss_dead )
{
mapname = sv.name;
}
else
{
Con_Printf( S_USAGE "entpatch <mapname>\n" );
return;
}
}
else mapname = Cmd_Argv( 1 );
SV_WriteEntityPatch( mapname );
}
/*
================
SV_Status_f
================
*/
void SV_Status_f( void )
{
sv_client_t *cl;
int i;
if( !svs.clients || sv.background )
{
Con_Printf( "^3no server running.\n" );
return;
}
Con_Printf( "map: %s\n", sv.name );
Con_Printf( "num score ping name lastmsg address port \n" );
Con_Printf( "--- ----- ------- --------------- ------- --------------------- ------\n" );
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
int j, l;
const char *s;
if( !cl->state ) continue;
Con_Printf( "%3i ", i );
Con_Printf( "%5i ", (int)cl->edict->v.frags );
if( cl->state == cs_connected ) Con_Printf( "Connect" );
else if( cl->state == cs_zombie ) Con_Printf( "Zombie " );
else if( FBitSet( cl->flags, FCL_FAKECLIENT )) Con_Printf( "Bot " );
else Con_Printf( "%7i ", SV_CalcPing( cl ));
Con_Printf( "%s", cl->name );
l = 24 - Q_strlen( cl->name );
for( j = 0; j < l; j++ ) Con_Printf( " " );
Con_Printf( "%g ", ( host.realtime - cl->netchan.last_received ));
s = NET_BaseAdrToString( cl->netchan.remote_address );
Con_Printf( "%s", s );
l = 22 - Q_strlen( s );
for( j = 0; j < l; j++ ) Con_Printf( " " );
Con_Printf( "%5i", cl->netchan.qport );
Con_Printf( "\n" );
}
Con_Printf( "\n" );
}
/*
==================
SV_ConSay_f
==================
*/
void SV_ConSay_f( void )
{
const char *p;
char text[MAX_SYSPATH];
if( Cmd_Argc() < 2 ) return;
if( !svs.clients || sv.background )
{
Con_Printf( "^3no server running.\n" );
return;
}
p = Cmd_Args();
Q_strncpy( text, *p == '"' ? p + 1 : p, MAX_SYSPATH );
if( *p == '"' )
{
text[Q_strlen(text) - 1] = 0;
}
Log_Printf( "Server say: \"%s\"\n", text );
Q_snprintf( text, sizeof( text ), "%s: %s", Cvar_VariableString( "hostname" ), p );
SV_BroadcastPrintf( NULL, "%s\n", text );
}
/*
==================
SV_Heartbeat_f
==================
*/
static void SV_Heartbeat_f( void )
{
NET_MasterClear();
}
/*
===========
SV_ServerInfo_f
Examine or change the serverinfo string
===========
*/
void SV_ServerInfo_f( void )
{
convar_t *var;
if( Cmd_Argc() == 1 )
{
Con_Printf( "Server info settings:\n" );
Info_Print( svs.serverinfo );
Con_Printf( "Total %lu symbols\n", Q_strlen( svs.serverinfo ));
return;
}
if( Cmd_Argc() != 3 )
{
Con_Printf( S_USAGE "serverinfo [ <key> <value> ]\n");
return;
}
if( Cmd_Argv(1)[0] == '*' )
{
Con_Printf( "Star variables cannot be changed.\n" );
return;
}
// if this is a cvar, change it too
var = Cvar_FindVar( Cmd_Argv( 1 ));
if( var )
{
freestring( var->string ); // free the old value string
var->string = copystring( Cmd_Argv( 2 ));
var->value = Q_atof( var->string );
}
Info_SetValueForStarKey( svs.serverinfo, Cmd_Argv( 1 ), Cmd_Argv( 2 ), MAX_SERVERINFO_STRING );
SV_BroadcastCommand( "fullserverinfo \"%s\"\n", SV_Serverinfo( ));
}
/*
===========
SV_LocalInfo_f
Examine or change the localinfo string
===========
*/
void SV_LocalInfo_f( void )
{
if( Cmd_Argc() == 1 )
{
Con_Printf( "Local info settings:\n" );
Info_Print( svs.localinfo );
Con_Printf( "Total %lu symbols\n", Q_strlen( svs.localinfo ));
return;
}
if( Cmd_Argc() != 3 )
{
Con_Printf( S_USAGE "localinfo [ <key> <value> ]\n");
return;
}
if( Cmd_Argv(1)[0] == '*' )
{
Con_Printf( "Star variables cannot be changed.\n" );
return;
}
Info_SetValueForStarKey( svs.localinfo, Cmd_Argv(1), Cmd_Argv(2), MAX_LOCALINFO_STRING );
}
/*
===========
SV_ClientInfo_f
Examine all a users info strings
===========
*/
void SV_ClientInfo_f( void )
{
sv_client_t *cl;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "clientinfo <userid>\n" );
return;
}
if(( cl = SV_SetPlayer( )) == NULL )
return;
Con_Printf( "userinfo\n" );
Con_Printf( "--------\n" );
Info_Print( cl->userinfo );
}
/*
===========
SV_ClientUserAgent_f
Examine useragent strings
===========
*/
void SV_ClientUserAgent_f( void )
{
sv_client_t *cl;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "clientuseragent <userid>\n" );
return;
}
if(( cl = SV_SetPlayer( )) == NULL )
return;
Con_Printf( "useragent\n" );
Con_Printf( "---------\n" );
Info_Print( cl->useragent );
}
/*
===============
SV_KillServer_f
Kick everyone off, possibly in preparation for a new game
===============
*/
void SV_KillServer_f( void )
{
Host_ShutdownServer();
}
/*
===============
SV_PlayersOnly_f
disable plhysics but players
===============
*/
void SV_PlayersOnly_f( void )
{
if( !Cvar_VariableInteger( "sv_cheats" )) return;
sv.playersonly ^= 1;
SV_BroadcastPrintf( NULL, "%s game physic\n", sv.playersonly ? "Freeze" : "Resume" );
}
/*
===============
SV_EdictUsage_f
===============
*/
void SV_EdictUsage_f( void )
{
int active;
if( sv.state != ss_active )
{
Con_Printf( "^3no server running.\n" );
return;
}
active = pfnNumberOfEntities();
Con_Printf( "%5i edicts is used\n", active );
Con_Printf( "%5i edicts is free\n", GI->max_edicts - active );
Con_Printf( "%5i total\n", GI->max_edicts );
}
/*
===============
SV_EntityInfo_f
===============
*/
void SV_EntityInfo_f( void )
{
edict_t *ent;
int i;
if( sv.state != ss_active )
{
Con_Printf( "^3no server running.\n" );
return;
}
for( i = 0; i < svgame.numEntities; i++ )
{
ent = EDICT_NUM( i );
if( !SV_IsValidEdict( ent )) continue;
Con_Printf( "%5i origin: %.f %.f %.f", i, ent->v.origin[0], ent->v.origin[1], ent->v.origin[2] );
if( ent->v.classname )
Con_Printf( ", class: %s", STRING( ent->v.classname ));
if( ent->v.globalname )
Con_Printf( ", global: %s", STRING( ent->v.globalname ));
if( ent->v.targetname )
Con_Printf( ", name: %s", STRING( ent->v.targetname ));
if( ent->v.target )
Con_Printf( ", target: %s", STRING( ent->v.target ));
if( ent->v.model )
Con_Printf( ", model: %s", STRING( ent->v.model ));
Con_Printf( "\n" );
}
}
/*
================
Rcon_Redirect_f
Force redirect N lines of console output to client
================
*/
void Rcon_Redirect_f( void )
{
int lines = 2000;
if( !host.rd.target )
{
Msg( "redirect is only valid from rcon\n" );
return;
}
if( Cmd_Argc() == 2 )
lines = Q_atoi( Cmd_Argv( 1 ) );
host.rd.lines = lines;
Msg( "Redirection enabled for next %d lines\n", lines );
}
/*
==================
SV_InitHostCommands
commands that create server
is available always
==================
*/
void SV_InitHostCommands( void )
{
Cmd_AddRestrictedCommand( "map", SV_Map_f, "start new level" );
Cmd_AddCommand( "maps", SV_Maps_f, "list maps" );
if( host.type == HOST_NORMAL )
{
Cmd_AddRestrictedCommand( "newgame", SV_NewGame_f, "begin new game" );
Cmd_AddRestrictedCommand( "hazardcourse", SV_HazardCourse_f, "starting a Hazard Course" );
Cmd_AddRestrictedCommand( "map_background", SV_MapBackground_f, "set background map" );
Cmd_AddRestrictedCommand( "load", SV_Load_f, "load a saved game file" );
Cmd_AddRestrictedCommand( "loadquick", SV_QuickLoad_f, "load a quick-saved game file" );
Cmd_AddRestrictedCommand( "reload", SV_Reload_f, "continue from latest save or restart level" );
Cmd_AddRestrictedCommand( "killsave", SV_DeleteSave_f, "delete a saved game file and saveshot" );
Cmd_AddRestrictedCommand( "nextmap", SV_NextMap_f, "load next level" );
}
}
/*
==================
SV_InitOperatorCommands
==================
*/
void SV_InitOperatorCommands( void )
{
Cmd_AddCommand( "heartbeat", SV_Heartbeat_f, "send a heartbeat to the master server" );
Cmd_AddCommand( "kick", SV_Kick_f, "kick a player off the server by number or name" );
Cmd_AddCommand( "status", SV_Status_f, "print server status information" );
Cmd_AddCommand( "localinfo", SV_LocalInfo_f, "examine or change the localinfo string" );
Cmd_AddCommand( "serverinfo", SV_ServerInfo_f, "examine or change the serverinfo string" );
Cmd_AddCommand( "clientinfo", SV_ClientInfo_f, "print user infostring (player num required)" );
Cmd_AddCommand( "clientuseragent", SV_ClientUserAgent_f, "print user agent (player num required)" );
Cmd_AddCommand( "playersonly", SV_PlayersOnly_f, "freezes time, except for players" );
Cmd_AddCommand( "restart", SV_Restart_f, "restarting current level" );
Cmd_AddCommand( "entpatch", SV_EntPatch_f, "write entity patch to allow external editing" );
Cmd_AddCommand( "edict_usage", SV_EdictUsage_f, "show info about edicts usage" );
Cmd_AddCommand( "entity_info", SV_EntityInfo_f, "show more info about edicts" );
Cmd_AddCommand( "shutdownserver", SV_KillServer_f, "shutdown current server" );
Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "change level" );
Cmd_AddCommand( "changelevel2", SV_ChangeLevel2_f, "smooth change level" );
Cmd_AddCommand( "redirect", Rcon_Redirect_f, "force enable rcon redirection" );
Cmd_AddCommand( "logaddress", SV_SetLogAddress_f, "sets address and port for remote logging host" );
Cmd_AddCommand( "log", SV_ServerLog_f, "enables logging to file" );
if( host.type == HOST_NORMAL )
{
Cmd_AddCommand( "save", SV_Save_f, "save the game to a file" );
Cmd_AddCommand( "savequick", SV_QuickSave_f, "save the game to the quicksave" );
Cmd_AddCommand( "autosave", SV_AutoSave_f, "save the game to 'autosave' file" );
}
else if( host.type == HOST_DEDICATED )
{
Cmd_AddCommand( "say", SV_ConSay_f, "send a chat message to everyone on the server" );
}
}
/*
==================
SV_KillOperatorCommands
==================
*/
void SV_KillOperatorCommands( void )
{
Cmd_RemoveCommand( "heartbeat" );
Cmd_RemoveCommand( "kick" );
Cmd_RemoveCommand( "status" );
Cmd_RemoveCommand( "localinfo" );
Cmd_RemoveCommand( "serverinfo" );
Cmd_RemoveCommand( "clientinfo" );
Cmd_RemoveCommand( "playersonly" );
Cmd_RemoveCommand( "restart" );
Cmd_RemoveCommand( "entpatch" );
Cmd_RemoveCommand( "edict_usage" );
Cmd_RemoveCommand( "entity_info" );
Cmd_RemoveCommand( "shutdownserver" );
Cmd_RemoveCommand( "changelevel" );
Cmd_RemoveCommand( "changelevel2" );
Cmd_RemoveCommand( "logaddress" );
Cmd_RemoveCommand( "log" );
if( host.type == HOST_NORMAL )
{
Cmd_RemoveCommand( "save" );
Cmd_RemoveCommand( "savequick" );
Cmd_RemoveCommand( "autosave" );
}
else if( host.type == HOST_DEDICATED )
{
Cmd_RemoveCommand( "say" );
}
}