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2973 lines
82 KiB
2973 lines
82 KiB
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "server_pch.h" |
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#include "decal.h" |
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#include "host_cmd.h" |
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#include "cmodel_engine.h" |
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#include "sv_log.h" |
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#include "zone.h" |
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#include "sound.h" |
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#include "vox.h" |
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#include "EngineSoundInternal.h" |
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#include "checksum_engine.h" |
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#include "host.h" |
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#include "keys.h" |
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#include "vengineserver_impl.h" |
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#include "sv_filter.h" |
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#include "pr_edict.h" |
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#include "screen.h" |
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#include "sys_dll.h" |
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#include "world.h" |
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#include "sv_main.h" |
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#include "networkstringtableserver.h" |
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#include "datamap.h" |
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#include "filesystem_engine.h" |
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#include "string_t.h" |
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#include "vstdlib/random.h" |
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#include "networkstringtable.h" |
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#include "dt_send_eng.h" |
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#include "sv_packedentities.h" |
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#include "testscriptmgr.h" |
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#include "PlayerState.h" |
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#include "saverestoretypes.h" |
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#include "tier0/vprof.h" |
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#include "proto_oob.h" |
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#include "staticpropmgr.h" |
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#include "checksum_crc.h" |
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#include "console.h" |
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#include "tier0/icommandline.h" |
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#include "gl_matsysiface.h" |
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#include "GameEventManager.h" |
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#ifndef SWDS |
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#include "vgui_baseui_interface.h" |
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#endif |
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#include "cbenchmark.h" |
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#include "client.h" |
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#include "hltvserver.h" |
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#include "replay_internal.h" |
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#include "replayserver.h" |
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#include "KeyValues.h" |
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#include "sv_logofile.h" |
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#include "cl_steamauth.h" |
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#include "sv_steamauth.h" |
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#include "sv_plugin.h" |
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#include "DownloadListGenerator.h" |
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#include "sv_steamauth.h" |
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#include "LocalNetworkBackdoor.h" |
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#include "cvar.h" |
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#include "enginethreads.h" |
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#include "tier1/functors.h" |
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#include "vstdlib/jobthread.h" |
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#include "pure_server.h" |
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#include "datacache/idatacache.h" |
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#include "filesystem/IQueuedLoader.h" |
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#include "vstdlib/jobthread.h" |
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#include "SourceAppInfo.h" |
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#include "cl_rcon.h" |
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#include "host_state.h" |
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#include "voice.h" |
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#include "cbenchmark.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#include "tier0/memalloc.h" |
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extern CNetworkStringTableContainer *networkStringTableContainerServer; |
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extern CNetworkStringTableContainer *networkStringTableContainerClient; |
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//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ); |
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//ConVar sv_hibernate_when_empty( "sv_hibernate_when_empty", "1", 0, "Puts the server into extremely low CPU usage mode when no clients connected", OnHibernateWhenEmptyChanged ); |
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//ConVar sv_hibernate_ms( "sv_hibernate_ms", "20", 0, "# of milliseconds to sleep per frame while hibernating" ); |
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//ConVar sv_hibernate_ms_vgui( "sv_hibernate_ms_vgui", "20", 0, "# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend" ); |
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//static ConVar sv_hibernate_postgame_delay( "sv_hibernate_postgame_delay", "5", 0, "# of seconds to wait after final client leaves before hibernating."); |
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ConVar sv_shutdown_timeout_minutes( "sv_shutdown_timeout_minutes", "360", FCVAR_REPLICATED, "If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown." ); |
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static double s_timeForceShutdown = 0.0; |
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extern ConVar deathmatch; |
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extern ConVar sv_sendtables; |
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// Server default maxplayers value |
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#define DEFAULT_SERVER_CLIENTS 6 |
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// This many players on a Lan with same key, is ok. |
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#define MAX_IDENTICAL_CDKEYS 5 |
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CGameServer sv; |
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CGlobalVars g_ServerGlobalVariables( false ); |
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static int current_skill; |
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static void SV_CheatsChanged_f( IConVar *pConVar, const char *pOldString, float flOldValue ) |
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{ |
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ConVarRef var( pConVar ); |
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if ( var.GetInt() == 0 ) |
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{ |
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// cheats were disabled, revert all cheat cvars to their default values |
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g_pCVar->RevertFlaggedConVars( FCVAR_CHEAT ); |
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DevMsg( "FCVAR_CHEAT cvars reverted to defaults.\n" ); |
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} |
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} |
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static bool g_sv_pure_waiting_on_reload = false; |
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static int g_sv_pure_mode = 0; |
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int GetSvPureMode() |
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{ |
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return g_sv_pure_mode; |
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} |
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static void SV_Pure_f( const CCommand &args ) |
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{ |
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int pure_mode = -2; |
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if ( args.ArgC() == 2 ) |
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{ |
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pure_mode = atoi( args[1] ); |
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} |
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Msg( "--------------------------------------------------------\n" ); |
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if ( pure_mode >= -1 && pure_mode <= 2 ) |
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{ |
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// Not changing? |
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if ( pure_mode == GetSvPureMode() ) |
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{ |
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Msg( "sv_pure value unchanged (current value is %d).\n", GetSvPureMode() ); |
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} |
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else |
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{ |
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// Set the value. |
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g_sv_pure_mode = pure_mode; |
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Msg( "sv_pure set to %d.\n", g_sv_pure_mode ); |
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if ( sv.IsActive() ) |
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{ |
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g_sv_pure_waiting_on_reload = true; |
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} |
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} |
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} |
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else |
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{ |
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Msg( "sv_pure: Only allow client to use certain files.\n" |
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"\n" |
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" -1 - Do not apply any rules or restrict which files the client may load.\n" |
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" 0 - Apply rules in cfg/pure_server_minimal.txt only.\n" |
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" 1 - Apply rules in cfg/pure_server_full.txt and then cfg/pure_server_whitelist.txt.\n" |
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" 2 - Apply rules in cfg/pure_server_full.txt.\n" |
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"\n" |
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" See cfg/pure_server_whitelist_example.txt for more details.\n" |
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); |
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} |
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if ( pure_mode == -2 ) |
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{ |
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// If we're a client on a server with sv_pure = 1, display the current whitelist. |
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#ifndef DEDICATED |
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if ( cl.IsConnected() ) |
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{ |
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Msg( "\n\n" ); |
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extern void CL_PrintWhitelistInfo(); // from cl_main.cpp |
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CL_PrintWhitelistInfo(); |
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} |
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else |
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#endif |
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{ |
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Msg( "\nCurrent sv_pure value is %d.\n", GetSvPureMode() ); |
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} |
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} |
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if ( sv.IsActive() && g_sv_pure_waiting_on_reload ) |
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{ |
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Msg( "Note: Waiting for the next changelevel to apply the current value.\n" ); |
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} |
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Msg( "--------------------------------------------------------\n" ); |
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} |
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static ConCommand sv_pure( "sv_pure", SV_Pure_f, "Show user data." ); |
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ConVar sv_pure_kick_clients( "sv_pure_kick_clients", "1", 0, "If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client." ); |
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ConVar sv_pure_trace( "sv_pure_trace", "0", 0, "If set to 1, the server will print a message whenever a client is verifying a CRC for a file." ); |
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ConVar sv_pure_consensus( "sv_pure_consensus", "5", 0, "Minimum number of file hashes to agree to form a consensus." ); |
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ConVar sv_pure_retiretime( "sv_pure_retiretime", "900", 0, "Seconds of server idle time to flush the sv_pure file hash cache." ); |
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ConVar sv_cheats( "sv_cheats", "0", FCVAR_NOTIFY|FCVAR_REPLICATED, "Allow cheats on server", SV_CheatsChanged_f ); |
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ConVar sv_lan( "sv_lan", "0", 0, "Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )" ); |
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static ConVar sv_pausable( "sv_pausable","0", FCVAR_NOTIFY, "Is the server pausable." ); |
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static ConVar sv_contact( "sv_contact", "", FCVAR_NOTIFY, "Contact email for server sysop" ); |
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static ConVar sv_cacheencodedents("sv_cacheencodedents", "1", 0, "If set to 1, does an optimization to prevent extra SendTable_Encode calls."); |
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static ConVar sv_voiceenable( "sv_voiceenable", "1", FCVAR_ARCHIVE|FCVAR_NOTIFY ); // set to 0 to disable all voice forwarding. |
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ConVar sv_downloadurl( "sv_downloadurl", "", FCVAR_REPLICATED, "Location from which clients can download missing files" ); |
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ConVar sv_maxreplay("sv_maxreplay", "0", 0, "Maximum replay time in seconds", true, 0, true, 15 ); |
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static ConVar sv_consistency( "sv_consistency", "1", FCVAR_REPLICATED, "Legacy variable with no effect! This was deleted and then added as a temporary kludge to prevent players from being banned by servers running old versions of SMAC" ); |
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/// XXX(JohnS): When steam voice gets ugpraded to Opus we will probably default back to steam. At that time we should |
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/// note that Steam voice is the highest quality codec below. |
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static ConVar sv_voicecodec( "sv_voicecodec", "vaudio_opus", 0, |
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"Specifies which voice codec to use. Valid options are:\n" |
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"vaudio_speex - Legacy Speex codec (lowest quality)\n" |
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"vaudio_celt - Newer CELT codec\n" |
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"vaudio_opus - Latest Opus codec (highest quality, comes by default)\n" |
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"steam - Use Steam voice API" ); |
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ConVar sv_mincmdrate( "sv_mincmdrate", "10", FCVAR_REPLICATED, "This sets the minimum value for cl_cmdrate. 0 == unlimited." ); |
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ConVar sv_maxcmdrate( "sv_maxcmdrate", "66", FCVAR_REPLICATED, "(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate." ); |
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ConVar sv_client_cmdrate_difference( "sv_client_cmdrate_difference", "20", FCVAR_REPLICATED, |
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"cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it " |
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"is clamped between sv_mincmdrate and sv_maxcmdrate." ); |
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ConVar sv_client_min_interp_ratio( "sv_client_min_interp_ratio", "1", FCVAR_REPLICATED, |
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"This can be used to limit the value of cl_interp_ratio for connected clients " |
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"(only while they are connected).\n" |
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" -1 = let clients set cl_interp_ratio to anything\n" |
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" any other value = set minimum value for cl_interp_ratio" |
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); |
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ConVar sv_client_max_interp_ratio( "sv_client_max_interp_ratio", "5", FCVAR_REPLICATED, |
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"This can be used to limit the value of cl_interp_ratio for connected clients " |
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"(only while they are connected). If sv_client_min_interp_ratio is -1, " |
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"then this cvar has no effect." |
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); |
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ConVar sv_client_predict( "sv_client_predict", "-1", FCVAR_REPLICATED, |
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"This can be used to force the value of cl_predict for connected clients " |
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"(only while they are connected).\n" |
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" -1 = let clients set cl_predict to anything\n" |
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" 0 = force cl_predict to 0\n" |
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" 1 = force cl_predict to 1" |
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); |
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ConVar sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov", "1", FCVAR_REPLICATED, |
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"This can be used to limit the effective FOV of users using wide-screen\n" |
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"resolutions with aspect ratios wider than 1.85:1 (slightly wider than 16:9).\n" |
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" 0 = do not cap effective FOV\n" |
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" 1 = limit the effective FOV on windowed mode users using resolutions\n" |
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" greater than 1.85:1\n" |
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" 2 = limit the effective FOV on both windowed mode and full-screen users\n", |
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true, 0, true, 2); |
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void OnTVEnablehanged( IConVar *pConVar, const char *pOldString, float flOldValue ) |
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{ |
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ConVarRef var( pConVar ); |
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/* |
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ConVarRef replay_enable( "replay_enable" ); |
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if ( var.GetBool() && replay_enable.IsValid() && replay_enable.GetBool() ) |
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{ |
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var.SetValue( 0 ); |
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Warning( "Error: Replay is enabled. Please disable Replay if you wish to enable SourceTV.\n" ); |
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return; |
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} |
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*/ |
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//Let's check maxclients and make sure we have room for SourceTV |
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if ( var.GetBool() == true ) |
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{ |
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sv.InitMaxClients(); |
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} |
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} |
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ConVar tv_enable( "tv_enable", "0", FCVAR_NOTIFY, "Activates SourceTV on server.", OnTVEnablehanged ); |
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extern ConVar *sv_noclipduringpause; |
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static bool s_bForceSend = false; |
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void SV_ForceSend() |
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{ |
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s_bForceSend = true; |
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} |
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bool g_FlushMemoryOnNextServer; |
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int g_FlushMemoryOnNextServerCounter; |
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void SV_FlushMemoryOnNextServer() |
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{ |
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g_FlushMemoryOnNextServer = true; |
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g_FlushMemoryOnNextServerCounter++; |
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} |
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// Prints important entity creation/deletion events to console |
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#if defined( _DEBUG ) |
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ConVar sv_deltatrace( "sv_deltatrace", "0", 0, "For debugging, print entity creation/deletion info to console." ); |
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#define TRACE_DELTA( text ) if ( sv_deltatrace.GetInt() ) { ConMsg( text ); }; |
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#else |
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#define TRACE_DELTA( funcs ) |
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#endif |
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#if defined( DEBUG_NETWORKING ) |
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//----------------------------------------------------------------------------- |
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// Opens the recording file |
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//----------------------------------------------------------------------------- |
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static FILE* OpenRecordingFile() |
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{ |
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FILE* fp = 0; |
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static bool s_CantOpenFile = false; |
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static bool s_NeverOpened = true; |
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if (!s_CantOpenFile) |
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{ |
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fp = fopen( "svtrace.txt", s_NeverOpened ? "wt" : "at" ); |
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if (!fp) |
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{ |
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s_CantOpenFile = true; |
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} |
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s_NeverOpened = false; |
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} |
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return fp; |
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} |
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//----------------------------------------------------------------------------- |
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// Records an argument for a command, flushes when the command is done |
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//----------------------------------------------------------------------------- |
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/* |
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void SpewToFile( char const* pFmt, ... ) |
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static void SpewToFile( const char* pFmt, ... ) |
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{ |
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static CUtlVector<unsigned char> s_RecordingBuffer; |
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char temp[2048]; |
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va_list args; |
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va_start( args, pFmt ); |
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int len = Q_vsnprintf( temp, sizeof( temp ), pFmt, args ); |
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va_end( args ); |
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Assert( len < 2048 ); |
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int idx = s_RecordingBuffer.AddMultipleToTail( len ); |
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memcpy( &s_RecordingBuffer[idx], temp, len ); |
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if ( 1 ) //s_RecordingBuffer.Size() > 8192) |
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{ |
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FILE* fp = OpenRecordingFile(); |
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fwrite( s_RecordingBuffer.Base(), 1, s_RecordingBuffer.Size(), fp ); |
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fclose( fp ); |
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s_RecordingBuffer.RemoveAll(); |
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} |
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} |
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*/ |
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#endif // #if defined( DEBUG_NETWORKING ) |
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/*void SV_Init(bool isDedicated) |
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{ |
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sv.Init( isDedicated ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void SV_Shutdown( void ) |
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{ |
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sv.Shutdown(); |
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}*/ |
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void CGameServer::Clear( void ) |
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{ |
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m_pModelPrecacheTable = NULL; |
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m_pGenericPrecacheTable = NULL; |
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m_pSoundPrecacheTable = NULL; |
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m_pDecalPrecacheTable = NULL; |
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m_pDynamicModelsTable = NULL; |
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m_bIsLevelMainMenuBackground = false; |
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m_bLoadgame = false; |
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host_state.SetWorldModel( NULL ); |
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Q_memset( m_szStartspot, 0, sizeof( m_szStartspot ) ); |
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num_edicts = 0; |
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max_edicts = 0; |
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free_edicts = 0; |
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edicts = NULL; |
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// Clear the instance baseline indices in the ServerClasses. |
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if ( serverGameDLL ) |
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{ |
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for( ServerClass *pCur = serverGameDLL->GetAllServerClasses(); pCur; pCur=pCur->m_pNext ) |
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{ |
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pCur->m_InstanceBaselineIndex = INVALID_STRING_INDEX; |
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} |
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} |
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for ( int i = 0; i < m_TempEntities.Count(); i++ ) |
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{ |
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delete m_TempEntities[i]; |
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} |
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m_TempEntities.Purge(); |
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CBaseServer::Clear(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Create any client/server string tables needed internally by the engine |
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//----------------------------------------------------------------------------- |
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void CGameServer::CreateEngineStringTables( void ) |
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{ |
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int i,j; |
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m_StringTables->SetTick( m_nTickCount ); // set first tick |
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bool bUseFilenameTables = false; |
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char szDownloadableFileTablename[255] = DOWNLOADABLE_FILE_TABLENAME; |
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char szModelPrecacheTablename[255] = MODEL_PRECACHE_TABLENAME; |
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char szGenericPrecacheTablename[255] = GENERIC_PRECACHE_TABLENAME; |
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char szSoundPrecacheTablename[255] = SOUND_PRECACHE_TABLENAME; |
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char szDecalPrecacheTablename[255] = DECAL_PRECACHE_TABLENAME; |
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// This was added into staging at some point and is not enabled in main or rel. |
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if ( 0 ) |
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{ |
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bUseFilenameTables = true; |
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Q_snprintf( szDownloadableFileTablename, 255, ":%s", DOWNLOADABLE_FILE_TABLENAME ); |
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Q_snprintf( szModelPrecacheTablename, 255, ":%s", MODEL_PRECACHE_TABLENAME ); |
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Q_snprintf( szGenericPrecacheTablename, 255, ":%s", GENERIC_PRECACHE_TABLENAME ); |
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Q_snprintf( szSoundPrecacheTablename, 255, ":%s", SOUND_PRECACHE_TABLENAME ); |
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Q_snprintf( szDecalPrecacheTablename, 255, ":%s", DECAL_PRECACHE_TABLENAME ); |
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} |
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m_pDownloadableFileTable = m_StringTables->CreateStringTableEx( |
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szDownloadableFileTablename, |
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MAX_DOWNLOADABLE_FILES, |
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0, |
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0, |
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bUseFilenameTables ); |
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m_pModelPrecacheTable = m_StringTables->CreateStringTableEx( |
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szModelPrecacheTablename, |
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MAX_MODELS, |
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sizeof ( CPrecacheUserData ), |
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PRECACHE_USER_DATA_NUMBITS, |
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bUseFilenameTables ); |
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m_pGenericPrecacheTable = m_StringTables->CreateStringTableEx( |
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szGenericPrecacheTablename, |
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MAX_GENERIC, |
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sizeof ( CPrecacheUserData ), |
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PRECACHE_USER_DATA_NUMBITS, |
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bUseFilenameTables ); |
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m_pSoundPrecacheTable = m_StringTables->CreateStringTableEx( |
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szSoundPrecacheTablename, |
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MAX_SOUNDS, |
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sizeof ( CPrecacheUserData ), |
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PRECACHE_USER_DATA_NUMBITS, |
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bUseFilenameTables ); |
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|
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m_pDecalPrecacheTable = m_StringTables->CreateStringTableEx( |
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szDecalPrecacheTablename, |
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MAX_BASE_DECALS, |
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sizeof ( CPrecacheUserData ), |
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PRECACHE_USER_DATA_NUMBITS, |
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bUseFilenameTables ); |
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m_pInstanceBaselineTable = m_StringTables->CreateStringTable( |
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INSTANCE_BASELINE_TABLENAME, |
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MAX_DATATABLES ); |
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m_pLightStyleTable = m_StringTables->CreateStringTable( |
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LIGHT_STYLES_TABLENAME, |
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MAX_LIGHTSTYLES ); |
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|
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m_pUserInfoTable = m_StringTables->CreateStringTable( |
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USER_INFO_TABLENAME, |
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1<<ABSOLUTE_PLAYER_LIMIT_DW ); // make it a power of 2 |
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|
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// Fixed-size user data; bit value of either 0 or 1. |
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m_pDynamicModelsTable = m_StringTables->CreateStringTable( "DynamicModels", 2048, true, 1 ); |
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|
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// Send the query info.. |
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m_pServerStartupTable = m_StringTables->CreateStringTable( |
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SERVER_STARTUP_DATA_TABLENAME, |
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4 ); |
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SetQueryPortFromSteamServer(); |
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CopyPureServerWhitelistToStringTable(); |
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Assert ( m_pModelPrecacheTable && |
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m_pGenericPrecacheTable && |
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m_pSoundPrecacheTable && |
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m_pDecalPrecacheTable && |
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m_pInstanceBaselineTable && |
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m_pLightStyleTable && |
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m_pUserInfoTable && |
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m_pServerStartupTable && |
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m_pDownloadableFileTable && |
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m_pDynamicModelsTable ); |
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|
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// create an empty lightstyle table with unique index names |
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for ( i = 0; i<MAX_LIGHTSTYLES; i++ ) |
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{ |
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char name[8]; Q_snprintf( name, 8, "%i", i ); |
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j = m_pLightStyleTable->AddString( true, name ); |
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Assert( j==i ); // indices must match |
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} |
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|
|
for ( i = 0; i<GetMaxClients(); i++ ) |
|
{ |
|
char name[8]; Q_snprintf( name, 8, "%i", i ); |
|
j = m_pUserInfoTable->AddString( true, name ); |
|
Assert( j==i ); // indices must match |
|
} |
|
|
|
// set up the downloadable files generator |
|
DownloadListGenerator().SetStringTable( m_pDownloadableFileTable ); |
|
} |
|
|
|
void CGameServer::SetQueryPortFromSteamServer() |
|
{ |
|
if ( !m_pServerStartupTable ) |
|
return; |
|
|
|
int queryPort = Steam3Server().GetQueryPort(); |
|
m_pServerStartupTable->AddString( true, "QueryPort", sizeof( queryPort ), &queryPort ); |
|
} |
|
|
|
void CGameServer::CopyPureServerWhitelistToStringTable() |
|
{ |
|
if ( !m_pPureServerWhitelist ) |
|
return; |
|
|
|
CUtlBuffer buf; |
|
m_pPureServerWhitelist->Encode( buf ); |
|
m_pServerStartupTable->AddString( true, "PureServerWhitelist", buf.TellPut(), buf.Base() ); |
|
} |
|
|
|
|
|
void SV_InstallClientStringTableMirrors( void ) |
|
{ |
|
#ifndef SWDS |
|
#ifndef SHARED_NET_STRING_TABLES |
|
|
|
int numTables = networkStringTableContainerServer->GetNumTables(); |
|
|
|
for ( int i =0; i<numTables; i++) |
|
{ |
|
// iterate through server tables |
|
CNetworkStringTable *serverTable = |
|
(CNetworkStringTable*)networkStringTableContainerServer->GetTable( i ); |
|
|
|
if ( !serverTable ) |
|
continue; |
|
|
|
// get mathcing client table |
|
CNetworkStringTable *clientTable = |
|
(CNetworkStringTable*)networkStringTableContainerClient->FindTable( serverTable->GetTableName() ); |
|
|
|
if ( !clientTable ) |
|
{ |
|
DevMsg("SV_InstallClientStringTableMirrors! Missing client table \"%s\".\n ", serverTable->GetTableName() ); |
|
continue; |
|
} |
|
|
|
// link client table to server table |
|
serverTable->SetMirrorTable( clientTable ); |
|
} |
|
#endif |
|
#endif |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// user <name or userid> |
|
// |
|
// Dump userdata / masterdata for a user |
|
//----------------------------------------------------------------------------- |
|
CON_COMMAND( user, "Show user data." ) |
|
{ |
|
int uid; |
|
int i; |
|
|
|
if ( !sv.IsActive() ) |
|
{ |
|
ConMsg( "Can't 'user', not running a server\n" ); |
|
return; |
|
} |
|
|
|
if (args.ArgC() != 2) |
|
{ |
|
ConMsg ("Usage: user <username / userid>\n"); |
|
return; |
|
} |
|
|
|
uid = atoi(args[1]); |
|
|
|
for (i=0 ; i< sv.GetClientCount() ; i++) |
|
{ |
|
IClient *pClient = sv.GetClient( i ); |
|
|
|
if ( !pClient->IsConnected() ) |
|
continue; |
|
|
|
if ( (pClient->GetPlayerSlot()== uid ) || !Q_strcmp( pClient->GetClientName(), args[1]) ) |
|
{ |
|
ConMsg ("TODO: SV_User_f.\n"); |
|
return; |
|
} |
|
} |
|
|
|
ConMsg ("User not in server.\n"); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Dump userids for all current players |
|
//----------------------------------------------------------------------------- |
|
CON_COMMAND( users, "Show user info for players on server." ) |
|
{ |
|
if ( !sv.IsActive() ) |
|
{ |
|
ConMsg( "Can't 'users', not running a server\n" ); |
|
return; |
|
} |
|
|
|
int c = 0; |
|
ConMsg ("<slot:userid:\"name\">\n"); |
|
for ( int i=0 ; i< sv.GetClientCount() ; i++ ) |
|
{ |
|
IClient *pClient = sv.GetClient( i ); |
|
|
|
if ( pClient->IsConnected() ) |
|
{ |
|
ConMsg ("%i:%i:\"%s\"\n", pClient->GetPlayerSlot(), pClient->GetUserID(), pClient->GetClientName() ); |
|
c++; |
|
} |
|
} |
|
|
|
ConMsg ( "%i users\n", c ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Determine the value of sv.maxclients |
|
//----------------------------------------------------------------------------- |
|
bool CL_IsHL2Demo(); // from cl_main.cpp |
|
bool CL_IsPortalDemo(); // from cl_main.cpp |
|
|
|
extern ConVar tv_enable; |
|
|
|
void SetupMaxPlayers( int iDesiredMaxPlayers ) |
|
{ |
|
int minmaxplayers = 1; |
|
int maxmaxplayers = ABSOLUTE_PLAYER_LIMIT; |
|
int defaultmaxplayers = 1; |
|
|
|
if ( serverGameClients ) |
|
{ |
|
serverGameClients->GetPlayerLimits( minmaxplayers, maxmaxplayers, defaultmaxplayers ); |
|
|
|
if ( minmaxplayers < 1 ) |
|
{ |
|
Sys_Error( "GetPlayerLimits: min maxplayers must be >= 1 (%i)", minmaxplayers ); |
|
} |
|
else if ( defaultmaxplayers < 1 ) |
|
{ |
|
Sys_Error( "GetPlayerLimits: default maxplayers must be >= 1 (%i)", minmaxplayers ); |
|
} |
|
|
|
if ( minmaxplayers > maxmaxplayers || defaultmaxplayers > maxmaxplayers ) |
|
{ |
|
Sys_Error( "GetPlayerLimits: min maxplayers %i > max %i", minmaxplayers, maxmaxplayers ); |
|
} |
|
|
|
if ( maxmaxplayers > ABSOLUTE_PLAYER_LIMIT ) |
|
{ |
|
Sys_Error( "GetPlayerLimits: max players limited to %i", ABSOLUTE_PLAYER_LIMIT ); |
|
} |
|
} |
|
|
|
// Determine absolute limit |
|
sv.m_nMaxClientsLimit = maxmaxplayers; |
|
|
|
// Check for command line override |
|
int newmaxplayers = iDesiredMaxPlayers; |
|
|
|
if ( newmaxplayers >= 1 ) |
|
{ |
|
// Never go above what the game .dll can handle |
|
newmaxplayers = min( newmaxplayers, maxmaxplayers ); |
|
sv.m_nMaxClientsLimit = newmaxplayers; |
|
} |
|
else |
|
{ |
|
newmaxplayers = defaultmaxplayers; |
|
} |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
if ( Replay_IsSupportedModAndPlatform() && CommandLine()->CheckParm( "-replay" ) ) |
|
{ |
|
newmaxplayers += 1; |
|
sv.m_nMaxClientsLimit += 1; |
|
} |
|
#endif |
|
|
|
if ( tv_enable.GetBool() ) |
|
{ |
|
newmaxplayers += 1; |
|
sv.m_nMaxClientsLimit += 1; |
|
} |
|
|
|
newmaxplayers = clamp( newmaxplayers, minmaxplayers, sv.m_nMaxClientsLimit ); |
|
|
|
if ( ( CL_IsHL2Demo() || CL_IsPortalDemo() ) && !sv.IsDedicated() ) |
|
{ |
|
newmaxplayers = 1; |
|
sv.m_nMaxClientsLimit = 1; |
|
} |
|
|
|
if ( sv.GetMaxClients() < newmaxplayers || !tv_enable.GetBool() ) |
|
sv.SetMaxClients( newmaxplayers ); |
|
|
|
} |
|
|
|
void CGameServer::InitMaxClients( void ) |
|
{ |
|
int newmaxplayers = CommandLine()->ParmValue( "-maxplayers", -1 ); |
|
if ( newmaxplayers == -1 ) |
|
{ |
|
newmaxplayers = CommandLine()->ParmValue( "+maxplayers", -1 ); |
|
} |
|
|
|
SetupMaxPlayers( newmaxplayers ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Changes the maximum # of players allowed on the server. |
|
// Server cannot be running when command is issued. |
|
//----------------------------------------------------------------------------- |
|
CON_COMMAND( maxplayers, "Change the maximum number of players allowed on this server." ) |
|
{ |
|
if ( args.ArgC () != 2 ) |
|
{ |
|
ConMsg ("\"maxplayers\" is \"%u\"\n", sv.GetMaxClients() ); |
|
return; |
|
} |
|
|
|
if ( sv.IsActive() ) |
|
{ |
|
ConMsg( "Cannot change maxplayers while the server is running\n"); |
|
return; |
|
} |
|
|
|
SetupMaxPlayers( Q_atoi( args[ 1 ] ) ); |
|
} |
|
|
|
int SV_BuildSendTablesArray( ServerClass *pClasses, SendTable **pTables, int nMaxTables ) |
|
{ |
|
int nTables = 0; |
|
|
|
for( ServerClass *pCur=pClasses; pCur; pCur=pCur->m_pNext ) |
|
{ |
|
ErrorIfNot( nTables < nMaxTables, ("SV_BuildSendTablesArray: too many SendTables!") ); |
|
pTables[nTables] = pCur->m_pTable; |
|
++nTables; |
|
} |
|
|
|
return nTables; |
|
} |
|
|
|
|
|
// Builds an alternate copy of the datatable for any classes that have datatables with props excluded. |
|
void SV_InitSendTables( ServerClass *pClasses ) |
|
{ |
|
SendTable *pTables[MAX_DATATABLES]; |
|
int nTables = SV_BuildSendTablesArray( pClasses, pTables, ARRAYSIZE( pTables ) ); |
|
|
|
SendTable_Init( pTables, nTables ); |
|
} |
|
|
|
|
|
void SV_TermSendTables( ServerClass *pClasses ) |
|
{ |
|
SendTable_Term(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns which games/mods we're allowed to play |
|
//----------------------------------------------------------------------------- |
|
struct ModDirPermissions_t |
|
{ |
|
int m_iAppID; |
|
const char *m_pchGameDir; |
|
}; |
|
|
|
static ModDirPermissions_t g_ModDirPermissions[] = |
|
{ |
|
{ GetAppSteamAppId( k_App_CSS ), GetAppModName( k_App_CSS ) }, |
|
{ GetAppSteamAppId( k_App_DODS ), GetAppModName( k_App_DODS ) }, |
|
{ GetAppSteamAppId( k_App_HL2MP ), GetAppModName( k_App_HL2MP ) }, |
|
{ GetAppSteamAppId( k_App_LOST_COAST ), GetAppModName( k_App_LOST_COAST ) }, |
|
{ GetAppSteamAppId( k_App_HL1DM ), GetAppModName( k_App_HL1DM ) }, |
|
{ GetAppSteamAppId( k_App_PORTAL ), GetAppModName( k_App_PORTAL ) }, |
|
{ GetAppSteamAppId( k_App_HL2 ), GetAppModName( k_App_HL2 ) }, |
|
{ GetAppSteamAppId( k_App_HL2_EP1 ), GetAppModName( k_App_HL2_EP1 ) }, |
|
{ GetAppSteamAppId( k_App_HL2_EP2 ), GetAppModName( k_App_HL2_EP2 ) }, |
|
{ GetAppSteamAppId( k_App_TF2 ), GetAppModName( k_App_TF2 ) }, |
|
}; |
|
|
|
bool ServerDLL_Load( bool bIsServerOnly ) |
|
{ |
|
// Load in the game .dll |
|
LoadEntityDLLs( GetBaseDirectory(), bIsServerOnly ); |
|
return true; |
|
} |
|
|
|
void ServerDLL_Unload() |
|
{ |
|
UnloadEntityDLLs(); |
|
} |
|
|
|
#if !defined(DEDICATED) |
|
#if !defined(_X360) |
|
// Put this function declaration at global scope to avoid the ambiguity of the most vexing parse. |
|
bool CL_IsHL2Demo(); |
|
#endif |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Loads the game .dll |
|
//----------------------------------------------------------------------------- |
|
void SV_InitGameDLL( void ) |
|
{ |
|
// Clear out the command buffer. |
|
Cbuf_Execute(); |
|
|
|
// Don't initialize a second time |
|
if ( sv.dll_initialized ) |
|
{ |
|
return; |
|
} |
|
|
|
#if !defined(SWDS) |
|
#if !defined(_X360) |
|
if ( CL_IsHL2Demo() && !sv.IsDedicated() && Q_stricmp( COM_GetModDirectory(), "hl2" ) ) |
|
{ |
|
Error( "The HL2 demo is unable to run Mods.\n" ); |
|
return; |
|
} |
|
|
|
if ( CL_IsPortalDemo() && !sv.IsDedicated() && Q_stricmp( COM_GetModDirectory(), "portal" ) ) |
|
{ |
|
Error( "The Portal demo is unable to run Mods.\n" ); |
|
return; |
|
} |
|
|
|
// check permissions |
|
if ( Steam3Client().SteamApps() && !CL_IsHL2Demo() && !CL_IsPortalDemo() ) |
|
{ |
|
bool bVerifiedMod = false; |
|
|
|
// find the game dir we're running |
|
for ( int i = 0; i < ARRAYSIZE( g_ModDirPermissions ); i++ ) |
|
{ |
|
if ( !Q_stricmp( COM_GetModDirectory(), g_ModDirPermissions[i].m_pchGameDir ) ) |
|
{ |
|
// we've found the mod, make sure we own the app |
|
if ( Steam3Client().SteamApps()->BIsSubscribedApp( g_ModDirPermissions[i].m_iAppID ) ) |
|
{ |
|
bVerifiedMod = true; |
|
} |
|
else |
|
{ |
|
Error( "No permissions to run '%s'\n", COM_GetModDirectory() ); |
|
return; |
|
} |
|
|
|
break; |
|
} |
|
} |
|
|
|
if ( !bVerifiedMod ) |
|
{ |
|
// make sure they can run the Source engine |
|
if ( ! Steam3Client().SteamApps()->BIsSubscribedApp( 215 ) ) |
|
{ |
|
Error( "A Source engine game is required to run mods\n" ); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
#endif // _X360 |
|
#endif |
|
|
|
COM_TimestampedLog( "SV_InitGameDLL" ); |
|
|
|
if ( !serverGameDLL ) |
|
{ |
|
Warning( "Failed to load server binary\n" ); |
|
return; |
|
} |
|
|
|
// Flag that we've started the game .dll |
|
sv.dll_initialized = true; |
|
|
|
COM_TimestampedLog( "serverGameDLL->DLLInit" ); |
|
|
|
// Tell the game DLL to start up |
|
if(!serverGameDLL->DLLInit(g_AppSystemFactory, g_AppSystemFactory, g_AppSystemFactory, &g_ServerGlobalVariables)) |
|
{ |
|
Host_Error("IDLLFunctions::DLLInit returned false.\n"); |
|
} |
|
|
|
if ( CommandLine()->FindParm( "-NoLoadPluginsForClient" ) == 0 ) |
|
g_pServerPluginHandler->LoadPlugins(); // load 3rd party plugins |
|
|
|
|
|
// let's not have any servers with no name |
|
if ( host_name.GetString()[0] == 0 ) |
|
{ |
|
host_name.SetValue( serverGameDLL->GetGameDescription() ); |
|
} |
|
|
|
sv_noclipduringpause = ( ConVar * )g_pCVar->FindVar( "sv_noclipduringpause" ); |
|
|
|
COM_TimestampedLog( "SV_InitSendTables" ); |
|
|
|
// Make extra copies of data tables if they have SendPropExcludes. |
|
SV_InitSendTables( serverGameDLL->GetAllServerClasses() ); |
|
|
|
host_state.interval_per_tick = serverGameDLL->GetTickInterval(); |
|
if ( host_state.interval_per_tick < MINIMUM_TICK_INTERVAL || |
|
host_state.interval_per_tick > MAXIMUM_TICK_INTERVAL ) |
|
{ |
|
Sys_Error( "GetTickInterval returned bogus tick interval (%f)[%f to %f is valid range]", host_state.interval_per_tick, |
|
MINIMUM_TICK_INTERVAL, MAXIMUM_TICK_INTERVAL ); |
|
} |
|
|
|
// set maxclients limit based on Mod or commandline settings |
|
sv.InitMaxClients(); |
|
|
|
// Execute and server commands the game .dll added at startup |
|
Cbuf_Execute(); |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
extern IReplaySystem *g_pReplay; |
|
if ( Replay_IsSupportedModAndPlatform() && sv.IsDedicated() ) |
|
{ |
|
if ( !serverGameDLL->ReplayInit( g_fnReplayFactory ) ) |
|
{ |
|
Sys_Error( "Server replay init failed" ); |
|
} |
|
|
|
if ( sv.IsDedicated() && !g_pReplay->SV_Init( g_ServerFactory ) ) |
|
{ |
|
Sys_Error( "Replay system server init failed!" ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
// |
|
// Release resources associated with extension DLLs. |
|
// |
|
void SV_ShutdownGameDLL( void ) |
|
{ |
|
if ( !sv.dll_initialized ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( g_pReplay ) |
|
{ |
|
g_pReplay->SV_Shutdown(); |
|
} |
|
|
|
// Delete any extra SendTable copies we've attached to the game DLL's classes, if any. |
|
SV_TermSendTables( serverGameDLL->GetAllServerClasses() ); |
|
g_pServerPluginHandler->UnloadPlugins(); |
|
serverGameDLL->DLLShutdown(); |
|
|
|
UnloadEntityDLLs(); |
|
|
|
sv.dll_initialized = false; |
|
} |
|
|
|
|
|
ServerClass* SV_FindServerClass( const char *pName ) |
|
{ |
|
ServerClass *pCur = serverGameDLL->GetAllServerClasses(); |
|
while ( pCur ) |
|
{ |
|
if ( Q_stricmp( pCur->GetName(), pName ) == 0 ) |
|
return pCur; |
|
|
|
pCur = pCur->m_pNext; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
ServerClass* SV_FindServerClass( int index ) |
|
{ |
|
ServerClass *pCur = serverGameDLL->GetAllServerClasses(); |
|
int count = 0; |
|
|
|
while ( (count < index) && (pCur != NULL) ) |
|
{ |
|
count++; |
|
pCur = pCur->m_pNext; |
|
} |
|
|
|
return pCur; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: General initialization of the server |
|
//----------------------------------------------------------------------------- |
|
void CGameServer::Init (bool isDedicated) |
|
{ |
|
CBaseServer::Init( isDedicated ); |
|
|
|
m_FullSendTables.SetDebugName( "m_FullSendTables" ); |
|
|
|
dll_initialized = false; |
|
} |
|
|
|
bool CGameServer::IsPausable( void ) const |
|
{ |
|
// In single-player, they can always pause it. In multiplayer, check the cvar. |
|
if ( IsMultiplayer() ) |
|
{ |
|
return sv_pausable.GetBool(); |
|
} |
|
else |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
void CGameServer::Shutdown( void ) |
|
{ |
|
m_bIsLevelMainMenuBackground = false; |
|
|
|
CBaseServer::Shutdown(); |
|
|
|
// Actually performs a shutdown. |
|
framesnapshotmanager->LevelChanged(); |
|
|
|
IGameEvent *event = g_GameEventManager.CreateEvent( "server_shutdown" ); |
|
|
|
if ( event ) |
|
{ |
|
event->SetString( "reason", "quit" ); |
|
g_GameEventManager.FireEvent( event ); |
|
} |
|
|
|
Steam3Server().Shutdown(); |
|
|
|
if ( serverGameDLL && g_iServerGameDLLVersion >= 7 ) |
|
{ |
|
serverGameDLL->GameServerSteamAPIShutdown(); |
|
} |
|
|
|
// Log_Printf( "Server shutdown.\n" ); |
|
g_Log.Close(); |
|
} |
|
|
|
|
|
/* |
|
================== |
|
SV_StartSound |
|
|
|
Each entity can have eight independant sound sources, like voice, |
|
weapon, feet, etc. |
|
|
|
Channel 0 is an auto-allocate channel, the others override anything |
|
allready running on that entity/channel pair. |
|
|
|
An attenuation of 0 will play full volume everywhere in the level. |
|
Larger attenuations will drop off. (max 4 attenuation) |
|
|
|
Pitch should be PITCH_NORM (100) for no pitch shift. Values over 100 (up to 255) |
|
shift pitch higher, values lower than 100 lower the pitch. |
|
================== |
|
*/ |
|
void SV_StartSound ( IRecipientFilter& filter, edict_t *pSoundEmittingEntity, int iChannel, |
|
const char *pSample, float flVolume, soundlevel_t iSoundLevel, int iFlags, |
|
int iPitch, int iSpecialDSP, const Vector *pOrigin, float soundtime, int speakerentity, CUtlVector< Vector >* pUtlVecOrigins ) |
|
{ |
|
|
|
SoundInfo_t sound; |
|
sound.SetDefault(); |
|
|
|
sound.nEntityIndex = pSoundEmittingEntity ? NUM_FOR_EDICT( pSoundEmittingEntity ) : 0; |
|
sound.nChannel = iChannel; |
|
sound.fVolume = flVolume; |
|
sound.Soundlevel = iSoundLevel; |
|
sound.nFlags = iFlags; |
|
sound.nPitch = iPitch; |
|
sound.nSpecialDSP = iSpecialDSP; |
|
sound.nSpeakerEntity = speakerentity; |
|
|
|
if ( iFlags & SND_STOP ) |
|
{ |
|
Assert( filter.IsReliable() ); |
|
} |
|
|
|
// Compute the sound origin |
|
if ( pOrigin ) |
|
{ |
|
VectorCopy( *pOrigin, sound.vOrigin ); |
|
} |
|
else if ( pSoundEmittingEntity ) |
|
{ |
|
IServerEntity *serverEntity = pSoundEmittingEntity->GetIServerEntity(); |
|
if ( serverEntity ) |
|
{ |
|
CM_WorldSpaceCenter( serverEntity->GetCollideable(), &sound.vOrigin ); |
|
} |
|
} |
|
|
|
// Add actual sound origin to vector if requested |
|
if ( pUtlVecOrigins ) |
|
{ |
|
(*pUtlVecOrigins).AddToTail( sound.vOrigin ); |
|
} |
|
|
|
// set sound delay |
|
if ( soundtime != 0.0f ) |
|
{ |
|
// add one tick since server time ends at the current tick |
|
// we'd rather delay sounds slightly than skip the beginning samples |
|
// so add one tick of latency |
|
soundtime += sv.GetTickInterval(); |
|
|
|
sound.fDelay = soundtime - sv.GetFinalTickTime(); |
|
sound.nFlags |= SND_DELAY; |
|
#if 0 |
|
static float lastSoundTime = 0; |
|
Msg("SV: [%.3f] Play %s at %.3f\n", soundtime - lastSoundTime, pSample, soundtime ); |
|
lastSoundTime = soundtime; |
|
#endif |
|
} |
|
|
|
// find precache number for sound |
|
|
|
// if this is a sentence, get sentence number |
|
if ( pSample && TestSoundChar(pSample, CHAR_SENTENCE) ) |
|
{ |
|
sound.bIsSentence = true; |
|
sound.nSoundNum = Q_atoi( PSkipSoundChars(pSample) ); |
|
if ( sound.nSoundNum >= VOX_SentenceCount() ) |
|
{ |
|
ConMsg("SV_StartSound: invalid sentence number: %s", PSkipSoundChars(pSample)); |
|
return; |
|
} |
|
} |
|
else |
|
{ |
|
sound.bIsSentence = false; |
|
sound.nSoundNum = sv.LookupSoundIndex( pSample ); |
|
if ( !sound.nSoundNum || !sv.GetSound( sound.nSoundNum ) ) |
|
{ |
|
ConMsg ("SV_StartSound: %s not precached (%d)\n", pSample, sound.nSoundNum ); |
|
return; |
|
} |
|
} |
|
|
|
// now sound message is complete, send to clients in filter |
|
sv.BroadcastSound( sound, filter ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets bits of playerbits based on valid multicast recipients |
|
// Input : usepas - |
|
// origin - |
|
// playerbits - |
|
//----------------------------------------------------------------------------- |
|
void SV_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) |
|
{ |
|
// determine cluster for origin |
|
int cluster = CM_LeafCluster( CM_PointLeafnum( origin ) ); |
|
byte pvs[MAX_MAP_LEAFS/8]; |
|
int visType = usepas ? DVIS_PAS : DVIS_PVS; |
|
const byte *pMask = CM_Vis( pvs, sizeof(pvs), cluster, visType ); |
|
|
|
playerbits.ClearAll(); |
|
|
|
// Check for relevent clients |
|
for (int i = 0; i < sv.GetClientCount(); i++ ) |
|
{ |
|
CGameClient *pClient = sv.Client( i ); |
|
|
|
if ( !pClient->IsActive() ) |
|
continue; |
|
|
|
// HACK: Should above also check pClient->spawned instead of this |
|
if ( !pClient->edict || pClient->edict->IsFree() || pClient->edict->GetUnknown() == NULL ) |
|
continue; |
|
|
|
// Always add the or Replay client |
|
#if defined( REPLAY_ENABLED ) |
|
if ( pClient->IsHLTV() || pClient->IsReplay() ) |
|
#else |
|
if ( pClient->IsHLTV() ) |
|
#endif |
|
{ |
|
playerbits.Set( i ); |
|
continue; |
|
} |
|
|
|
Vector vecEarPosition; |
|
serverGameClients->ClientEarPosition( pClient->edict, &vecEarPosition ); |
|
|
|
int iBitNumber = CM_LeafCluster( CM_PointLeafnum( vecEarPosition ) ); |
|
if ( !(pMask[iBitNumber>>3] & (1<<(iBitNumber&7)) ) ) |
|
continue; |
|
|
|
playerbits.Set( i ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Write single ConVar change to all connected clients |
|
// Input : *var - |
|
// *newValue - |
|
//----------------------------------------------------------------------------- |
|
void SV_ReplicateConVarChange( ConVar const *var, const char *newValue ) |
|
{ |
|
Assert( var ); |
|
Assert( var->IsFlagSet( FCVAR_REPLICATED ) ); |
|
Assert( newValue ); |
|
|
|
if ( !sv.IsActive() || !sv.IsMultiplayer() ) |
|
return; |
|
|
|
NET_SetConVar cvarMsg( var->GetName(), Host_CleanupConVarStringValue( newValue ) ); |
|
|
|
sv.BroadcastMessage( cvarMsg ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Execute a command on all clients or a particular client |
|
// Input : *var - |
|
// *newValue - |
|
//----------------------------------------------------------------------------- |
|
void SV_ExecuteRemoteCommand( const char *pCommand, int nClientSlot ) |
|
{ |
|
if ( !sv.IsActive() || !sv.IsMultiplayer() ) |
|
return; |
|
|
|
NET_StringCmd cmdMsg( pCommand ); |
|
|
|
if ( nClientSlot >= 0 ) |
|
{ |
|
CEngineSingleUserFilter filter( nClientSlot + 1, true ); |
|
sv.BroadcastMessage( cmdMsg, filter ); |
|
} |
|
else |
|
{ |
|
sv.BroadcastMessage( cmdMsg ); |
|
} |
|
} |
|
|
|
|
|
|
|
/* |
|
============================================================================== |
|
|
|
CLIENT SPAWNING |
|
|
|
============================================================================== |
|
*/ |
|
|
|
CGameServer::CGameServer() |
|
{ |
|
m_nMaxClientsLimit = 0; |
|
m_pPureServerWhitelist = NULL; |
|
m_bHibernating = false; |
|
m_bLoadedPlugins = false; |
|
V_memset( m_szMapname, 0, sizeof( m_szMapname ) ); |
|
V_memset( m_szMapFilename, 0, sizeof( m_szMapFilename ) ); |
|
} |
|
|
|
|
|
CGameServer::~CGameServer() |
|
{ |
|
if ( m_pPureServerWhitelist ) |
|
m_pPureServerWhitelist->Release(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Disconnects the client and cleans out the m_pEnt CBasePlayer container object |
|
// Input : *clientedict - |
|
//----------------------------------------------------------------------------- |
|
void CGameServer::RemoveClientFromGame( CBaseClient *client ) |
|
{ |
|
CGameClient *pClient = (CGameClient*)client; |
|
|
|
// we must have an active server and a spawned client |
|
// If we are a local server and we're disconnecting just return |
|
if ( !pClient->edict || !pClient->IsSpawned() || !IsActive() || (pClient->GetNetChannel() && pClient->GetNetChannel()->IsLoopback() ) ) |
|
return; |
|
|
|
Assert( g_pServerPluginHandler ); |
|
|
|
g_pServerPluginHandler->ClientDisconnect( pClient->edict ); |
|
// release the DLL entity that's attached to this edict, if any |
|
serverGameEnts->FreeContainingEntity( pClient->edict ); |
|
|
|
} |
|
|
|
static int s_iNetSpikeValue = -1; |
|
|
|
int GetNetSpikeValue() |
|
{ |
|
// Read from the command line the first time |
|
if ( s_iNetSpikeValue < 0 ) |
|
s_iNetSpikeValue = Max( V_atoi( CommandLine()->ParmValue( "-netspike", "0" ) ), 0 ); |
|
return s_iNetSpikeValue; |
|
} |
|
|
|
const char szSvNetSpikeUsageText[] = |
|
"Write network trace if amount of data sent to client exceeds N bytes. Use zero to disable tracing.\n" |
|
"Note that having this enabled, even if never triggered, impacts performance. Set to zero when not in use.\n" |
|
"For compatibility reasons, this command can be initialized on the command line with the -netspike option."; |
|
|
|
static void sv_netspike_f( const CCommand &args ) |
|
{ |
|
if ( args.ArgC() != 2 ) |
|
{ |
|
Msg( "%s\n\n", szSvNetSpikeUsageText ); |
|
Msg( "sv_netspike value is currently %d\n", GetNetSpikeValue() ); |
|
return; |
|
} |
|
|
|
s_iNetSpikeValue = Max( V_atoi( args.Arg( 1 ) ), 0 ); |
|
} |
|
|
|
static ConCommand sv_netspike( "sv_netspike", sv_netspike_f, szSvNetSpikeUsageText |
|
); |
|
|
|
CBaseClient *CGameServer::CreateNewClient(int slot ) |
|
{ |
|
CBaseClient *pClient = new CGameClient( slot, this ); |
|
return pClient; |
|
} |
|
|
|
|
|
|
|
/* |
|
================ |
|
SV_FinishCertificateCheck |
|
|
|
For LAN connections, make sure we don't have too many people with same cd key hash |
|
For Authenticated net connections, check the certificate and also double check won userid |
|
from that certificate |
|
================ |
|
*/ |
|
bool CGameServer::FinishCertificateCheck( netadr_t &adr, int nAuthProtocol, const char *szRawCertificate, int clientChallenge ) |
|
{ |
|
// Now check auth information |
|
switch ( nAuthProtocol ) |
|
{ |
|
default: |
|
case PROTOCOL_AUTHCERTIFICATE: |
|
RejectConnection( adr, clientChallenge, "#GameUI_ServerAuthDisabled"); |
|
return false; |
|
|
|
case PROTOCOL_STEAM: |
|
return true; // the SteamAuthServer() state machine checks this |
|
break; |
|
|
|
case PROTOCOL_HASHEDCDKEY: |
|
if ( AllowDebugDedicatedServerOutsideSteam() ) |
|
return true; |
|
|
|
/* |
|
if ( !Host_IsSinglePlayerGame() || sv.IsDedicated()) // PROTOCOL_HASHEDCDKEY isn't allowed for multiplayer servers |
|
{ |
|
RejectConnection( adr, clientChallenge, "#GameUI_ServerCDKeyAuthInvalid" ); |
|
return false; |
|
} |
|
|
|
if ( Q_strlen( szRawCertificate ) != 32 ) |
|
{ |
|
RejectConnection( adr, clientChallenge, "#GameUI_ServerInvalidCDKey" ); |
|
return false; |
|
}*/ |
|
|
|
int nHashCount = 0; |
|
|
|
// Now make sure that this hash isn't "overused" |
|
for ( int i=0; i< GetClientCount(); i++ ) |
|
{ |
|
CBaseClient *pClient = Client(i); |
|
|
|
if ( !pClient->IsConnected() ) |
|
continue; |
|
|
|
if ( Q_strnicmp ( szRawCertificate, pClient->m_GUID, SIGNED_GUID_LEN ) ) |
|
continue; |
|
|
|
nHashCount++; |
|
} |
|
|
|
if ( nHashCount >= MAX_IDENTICAL_CDKEYS ) |
|
{ |
|
RejectConnection( adr, clientChallenge, "#GameUI_ServerCDKeyInUse" ); |
|
return false; |
|
} |
|
break; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
============================================================================= |
|
|
|
The PVS must include a small area around the client to allow head bobbing |
|
or other small motion on the client side. Otherwise, a bob might cause an |
|
entity that should be visible to not show up, especially when the bob |
|
crosses a waterline. |
|
|
|
============================================================================= |
|
*/ |
|
|
|
static int s_FatBytes; |
|
static byte* s_pFatPVS = 0; |
|
|
|
CUtlVector<int> g_AreasNetworked; |
|
|
|
static void SV_AddToFatPVS( const Vector& org ) |
|
{ |
|
int i; |
|
byte pvs[MAX_MAP_LEAFS/8]; |
|
|
|
CM_Vis( pvs, sizeof(pvs), CM_LeafCluster( CM_PointLeafnum( org ) ), DVIS_PVS ); |
|
for (i=0 ; i<s_FatBytes ; i++) |
|
{ |
|
s_pFatPVS[i] |= pvs[i]; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Zeroes out pvs, this way we can or together multiple pvs's for a player |
|
//----------------------------------------------------------------------------- |
|
void SV_ResetPVS( byte* pvs, int pvssize ) |
|
{ |
|
s_pFatPVS = pvs; |
|
s_FatBytes = Bits2Bytes(CM_NumClusters()); |
|
|
|
if ( s_FatBytes > pvssize ) |
|
{ |
|
Sys_Error( "SV_ResetPVS: Size %i too big for buffer %i\n", s_FatBytes, pvssize ); |
|
} |
|
|
|
Q_memset (s_pFatPVS, 0, s_FatBytes); |
|
g_AreasNetworked.RemoveAll(); |
|
} |
|
|
|
/* |
|
============= |
|
Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the |
|
given point. |
|
============= |
|
*/ |
|
void SV_AddOriginToPVS( const Vector& origin ) |
|
{ |
|
SV_AddToFatPVS( origin ); |
|
int area = CM_LeafArea( CM_PointLeafnum( origin ) ); |
|
int i; |
|
for( i = 0; i < g_AreasNetworked.Count(); i++ ) |
|
{ |
|
if( g_AreasNetworked[i] == area ) |
|
{ |
|
return; |
|
} |
|
} |
|
g_AreasNetworked.AddToTail( area ); |
|
} |
|
|
|
void CGameServer::BroadcastSound( SoundInfo_t &sound, IRecipientFilter &filter ) |
|
{ |
|
int num = filter.GetRecipientCount(); |
|
|
|
// don't add sounds while paused, unless we're in developer mode |
|
if ( IsPaused() && !developer.GetInt() ) |
|
return; |
|
|
|
for ( int i = 0; i < num; i++ ) |
|
{ |
|
int index = filter.GetRecipientIndex( i ); |
|
|
|
if ( index < 1 || index > GetClientCount() ) |
|
{ |
|
Msg( "CGameServer::BroadcastSound: Recipient Filter for sound (reliable: %s, init: %s) with bogus client index (%i) in list of %i clients\n", |
|
filter.IsReliable() ? "yes" : "no", |
|
filter.IsInitMessage() ? "yes" : "no", |
|
index, num ); |
|
|
|
continue; |
|
} |
|
|
|
CGameClient *pClient = Client( index - 1 ); |
|
|
|
// client must be fully connect to hear sounds |
|
if ( !pClient->IsActive() ) |
|
{ |
|
continue; |
|
} |
|
|
|
pClient->SendSound( sound, filter.IsReliable() ); |
|
} |
|
} |
|
|
|
bool CGameServer::IsInPureServerMode() const |
|
{ |
|
return (m_pPureServerWhitelist != NULL); |
|
} |
|
|
|
CPureServerWhitelist * CGameServer::GetPureServerWhitelist() const |
|
{ |
|
return m_pPureServerWhitelist; |
|
} |
|
|
|
//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ) |
|
//{ |
|
// // We only need to do something special if we were preventing hibernation |
|
// // with sv_hibernate_when_empty but we would otherwise have been hibernating. |
|
// // In that case, punt all connected clients. |
|
// sv.UpdateHibernationState( ); |
|
//} |
|
|
|
static bool s_bExitWhenEmpty = false; |
|
static ConVar sv_memlimit( "sv_memlimit", "0", 0, |
|
"If set, whenever a game ends, if the total memory used by the server is " |
|
"greater than this # of megabytes, the server will exit." ); |
|
static ConVar sv_minuptimelimit( "sv_minuptimelimit", "0", 0, |
|
"If set, whenever a game ends, if the server uptime is less than " |
|
"this number of hours, the server will continue running regardless of sv_memlimit." ); |
|
static ConVar sv_maxuptimelimit( "sv_maxuptimelimit", "0", 0, |
|
"If set, whenever a game ends, if the server uptime exceeds " |
|
"this number of hours, the server will exit." ); |
|
|
|
#if 0 |
|
static void sv_WasteMemory( void ) |
|
{ |
|
uint8 *pWastedRam = new uint8[ 100 * 1024 * 1024 ]; |
|
memset( pWastedRam, 0xff, 100 * 1024 * 1024 ); // make sure it gets committed |
|
Msg( "waste 100mb. using %dMB with an sv_memory_limit of %dMB\n", ApproximateProcessMemoryUsage() / ( 1024 * 1024 ), sv_memlimit.GetInt() ); |
|
} |
|
|
|
static ConCommand sv_wastememory( "sv_wastememory", sv_WasteMemory, "Causes the server to allocate 100MB of ram and never free it", FCVAR_CHEAT ); |
|
#endif |
|
|
|
|
|
static void sv_ShutDownCancel( void ) |
|
{ |
|
if ( s_bExitWhenEmpty || ( s_timeForceShutdown > 0.0 ) ) |
|
{ |
|
ConMsg( "sv_shutdown canceled.\n" ); |
|
} |
|
else |
|
{ |
|
ConMsg( "sv_shutdown not pending.\n" ); |
|
} |
|
|
|
s_bExitWhenEmpty = false; |
|
s_timeForceShutdown = 0.0; |
|
} |
|
|
|
static ConCommand sv_shutdown_cancel( "sv_shutdown_cancel", sv_ShutDownCancel, "Cancels pending sv_shutdown command" ); |
|
|
|
|
|
static void sv_ShutDown( void ) |
|
{ |
|
if ( !sv.IsDedicated() ) |
|
{ |
|
Warning( "sv_shutdown only works on dedicated servers.\n" ); |
|
return; |
|
} |
|
|
|
s_bExitWhenEmpty = true; |
|
Warning( "sv_shutdown command received.\n" ); |
|
|
|
double timeCurrent = Plat_FloatTime(); |
|
if ( sv.IsHibernating() || !sv.IsActive() ) |
|
{ |
|
Warning( "Server is inactive or hibernating. Shutting down right now\n" ); |
|
s_timeForceShutdown = timeCurrent + 5.0; // don't forget! |
|
HostState_Shutdown(); |
|
} |
|
else |
|
{ |
|
// Check if we should update shutdown timeout |
|
if ( s_timeForceShutdown == 0.0 && sv_shutdown_timeout_minutes.GetInt() > 0 ) |
|
s_timeForceShutdown = timeCurrent + sv_shutdown_timeout_minutes.GetInt() * 60.0; |
|
|
|
// Print appropriate message |
|
if ( s_timeForceShutdown > 0.0 ) |
|
{ |
|
Warning( "Server will shut down in %d seconds, or when it becomes empty.\n", (int)(s_timeForceShutdown - timeCurrent) ); |
|
} |
|
else |
|
{ |
|
Warning( "Server will shut down when it becomes empty.\n" ); |
|
} |
|
} |
|
} |
|
|
|
static ConCommand sv_shutdown( "sv_shutdown", sv_ShutDown, "Sets the server to shutdown next time it's empty" ); |
|
|
|
|
|
bool CGameServer::IsHibernating() const |
|
{ |
|
return m_bHibernating; |
|
} |
|
|
|
void CGameServer::SetHibernating( bool bHibernating ) |
|
{ |
|
static double s_flPlatFloatTimeBeginUptime = Plat_FloatTime(); |
|
|
|
if ( m_bHibernating != bHibernating ) |
|
{ |
|
m_bHibernating = bHibernating; |
|
Msg( m_bHibernating ? "Server is hibernating\n" : "Server waking up from hibernation\n" ); |
|
if ( m_bHibernating ) |
|
{ |
|
// see if we have any other connected bot clients |
|
for ( int iClient = 0; iClient < m_Clients.Count(); iClient++ ) |
|
{ |
|
CBaseClient *pClient = m_Clients[iClient]; |
|
if ( pClient->IsFakeClient() && pClient->IsConnected() && !pClient->IsSplitScreenUser() && !pClient->IsReplay() && !pClient->IsHLTV() ) |
|
{ |
|
pClient->Disconnect( "Punting bot, server is hibernating" ); |
|
} |
|
} |
|
|
|
// A solo player using the game menu to return to lobby can leave the server paused |
|
SetPaused( false ); |
|
|
|
// if we are hibernating, and we want to quit, quit |
|
bool bExit = false; |
|
if ( s_bExitWhenEmpty ) |
|
{ |
|
bExit = true; |
|
Warning( "Server shutting down because sv_shutdown was requested and a server is empty.\n" ); |
|
} |
|
else |
|
{ |
|
if ( sv_memlimit.GetInt() ) |
|
{ |
|
if ( ApproximateProcessMemoryUsage() > 1024 * 1024 * sv_memlimit.GetInt() ) |
|
{ |
|
if ( ( sv_minuptimelimit.GetFloat() > 0 ) && |
|
( ( Plat_FloatTime() - s_flPlatFloatTimeBeginUptime ) / 3600.0 < sv_minuptimelimit.GetFloat() ) ) |
|
{ |
|
Warning( "Server is using %dMB with an sv_memory_limit of %dMB, but will not shutdown because sv_minuptimelimit is %.3f hr while current uptime is %.3f\n", |
|
ApproximateProcessMemoryUsage() / ( 1024 * 1024 ), sv_memlimit.GetInt(), |
|
sv_minuptimelimit.GetFloat(), ( Plat_FloatTime() - s_flPlatFloatTimeBeginUptime ) / 3600.0 ); |
|
} |
|
else |
|
{ |
|
Warning( "Server shutting down because of using %dMB with an sv_memory_limit of %dMB\n", ApproximateProcessMemoryUsage() / ( 1024 * 1024 ), sv_memlimit.GetInt() ); |
|
bExit = true; |
|
} |
|
} |
|
} |
|
|
|
if ( ( sv_maxuptimelimit.GetFloat() > 0 ) && |
|
( ( Plat_FloatTime() - s_flPlatFloatTimeBeginUptime ) / 3600.0 > sv_maxuptimelimit.GetFloat() ) ) |
|
{ |
|
Warning( "Server will shutdown because sv_maxuptimelimit is %.3f hr while current uptime is %.3f, using %dMB with an sv_memory_limit of %dMB\n", |
|
sv_maxuptimelimit.GetFloat(), ( Plat_FloatTime() - s_flPlatFloatTimeBeginUptime ) / 3600.0, |
|
ApproximateProcessMemoryUsage() / ( 1024 * 1024 ), sv_memlimit.GetInt() ); |
|
bExit = true; |
|
} |
|
} |
|
|
|
//#ifdef _LINUX |
|
// // if we are a child process running forked, we want to exit now. We want to "really" exit. no destructors, no nothing |
|
// if ( IsChildProcess() ) // are we a subprocess? |
|
// { |
|
// syscall( SYS_exit_group, 0 ); // we are not going to perform a normal c++ exit. We _dont_ want to run destructors, etc. |
|
// } |
|
//#endif |
|
if ( bExit ) |
|
{ |
|
HostState_Shutdown(); |
|
} |
|
// ResetGameConVarsToDefaults(); |
|
} |
|
|
|
if ( g_iServerGameDLLVersion >= 8 ) |
|
{ |
|
serverGameDLL->SetServerHibernation( m_bHibernating ); |
|
} |
|
|
|
// Heartbeat ASAP |
|
Steam3Server().SendUpdatedServerDetails(); |
|
if ( Steam3Server().SteamGameServer() ) |
|
{ |
|
Steam3Server().SteamGameServer()->ForceHeartbeat(); |
|
} |
|
} |
|
} |
|
|
|
void CGameServer::UpdateHibernationState() |
|
{ |
|
if ( !IsDedicated() || sv.m_State == ss_dead ) |
|
return; |
|
|
|
// is this the last client disconnecting? |
|
bool bHaveAnyClients = false; |
|
|
|
// see if we have any other connected clients |
|
for ( int iClient = 0; iClient < m_Clients.Count(); iClient++ ) |
|
{ |
|
CBaseClient *pClient = m_Clients[iClient]; |
|
// don't consider the client being removed, it still shows as connected but won't be in a moment |
|
if ( pClient->IsConnected() && ( pClient->IsSplitScreenUser() || !pClient->IsFakeClient() ) ) |
|
{ |
|
bHaveAnyClients = true; |
|
break; |
|
} |
|
} |
|
|
|
bool hibernateFromGCServer = ( g_iServerGameDLLVersion < 8 ) || !serverGameDLL->GetServerGCLobby() || serverGameDLL->GetServerGCLobby()->ShouldHibernate(); |
|
|
|
// If a restart was requested and we're supposed to reboot after XX amount of time, reboot the server. |
|
if ( !bHaveAnyClients && ( sv_maxuptimelimit.GetFloat() > 0.0f ) && |
|
Steam3Server().SteamGameServer() && Steam3Server().SteamGameServer()->WasRestartRequested() ) |
|
{ |
|
hibernateFromGCServer = true; |
|
s_bExitWhenEmpty = true; |
|
} |
|
|
|
//SetHibernating( sv_hibernate_when_empty.GetBool() && hibernateFromGCServer && !bHaveAnyClients ); |
|
SetHibernating( hibernateFromGCServer && !bHaveAnyClients ); |
|
} |
|
|
|
void CGameServer::FinishRestore() |
|
{ |
|
#ifndef SWDS |
|
CSaveRestoreData currentLevelData; |
|
char name[MAX_OSPATH]; |
|
|
|
if ( !m_bLoadgame ) |
|
return; |
|
|
|
g_ServerGlobalVariables.pSaveData = ¤tLevelData; |
|
// Build the adjacent map list |
|
serverGameDLL->BuildAdjacentMapList(); |
|
|
|
if ( !saverestore->IsXSave() ) |
|
{ |
|
Q_snprintf( name, sizeof( name ), "%s%s.HL2", saverestore->GetSaveDir(), m_szMapname ); |
|
} |
|
else |
|
{ |
|
Q_snprintf( name, sizeof( name ), "%s:\\%s.HL2", GetCurrentMod(), m_szMapname ); |
|
} |
|
|
|
Q_FixSlashes( name ); |
|
|
|
saverestore->RestoreClientState( name, false ); |
|
|
|
if ( g_ServerGlobalVariables.eLoadType == MapLoad_Transition ) |
|
{ |
|
for ( int i = 0; i < currentLevelData.levelInfo.connectionCount; i++ ) |
|
{ |
|
saverestore->RestoreAdjacenClientState( currentLevelData.levelInfo.levelList[i].mapName ); |
|
} |
|
} |
|
|
|
saverestore->OnFinishedClientRestore(); |
|
|
|
g_ServerGlobalVariables.pSaveData = NULL; |
|
|
|
// Reset |
|
m_bLoadgame = false; |
|
saverestore->SetIsXSave( IsX360() ); |
|
#endif |
|
} |
|
|
|
void CGameServer::CopyTempEntities( CFrameSnapshot* pSnapshot ) |
|
{ |
|
Assert( pSnapshot->m_pTempEntities == NULL ); |
|
|
|
if ( m_TempEntities.Count() > 0 ) |
|
{ |
|
// copy temp entities if any |
|
pSnapshot->m_nTempEntities = m_TempEntities.Count(); |
|
|
|
pSnapshot->m_pTempEntities = new CEventInfo*[pSnapshot->m_nTempEntities]; |
|
|
|
Q_memcpy( pSnapshot->m_pTempEntities, m_TempEntities.Base(), m_TempEntities.Count() * sizeof( CEventInfo * ) ); |
|
|
|
// clear server list |
|
m_TempEntities.RemoveAll(); |
|
} |
|
} |
|
|
|
// If enabled, random crashes start to appear in WriteTempEntities, etc. It looks like |
|
// one thread can be in WriteDeltaEntities while another is in WriteTempEntities, and both are |
|
// partying on g_FrameSnapshotManager.m_FrameSnapshots. Bruce sent e-mail from a customer |
|
// that stated these crashes don't occur when parallel_sendsnapshot is disabled. Zoid said: |
|
// |
|
// Easiest is just turn off parallel snapshots, it's not much of a win on servers where we |
|
// are running many instances anyway. It's off in Dota and CSGO dedicated servers. |
|
// |
|
// Bruce also had a patch to disable this in //ValveGames/staging/game/tf/cfg/unencrypted/print_instance_config.py |
|
static ConVar sv_parallel_sendsnapshot( "sv_parallel_sendsnapshot", "0" ); |
|
|
|
static void SV_ParallelSendSnapshot( CGameClient *& pClient ) |
|
{ |
|
// HLTV and replay clients must be handled on the main thread |
|
// because they access and modify global state. Skip them. |
|
if ( pClient->IsHLTV() ) |
|
return; |
|
#if defined( REPLAY_ENABLED ) |
|
if ( pClient->IsReplay() ) |
|
return; |
|
#endif |
|
CClientFrame *pFrame = pClient->GetSendFrame(); |
|
if ( pFrame ) |
|
{ |
|
pClient->SendSnapshot( pFrame ); |
|
pClient->UpdateSendState(); |
|
} |
|
// Replace this parallel processing array entry with NULL so |
|
// that the calling code knows that this entry was handled. |
|
pClient = NULL; |
|
} |
|
|
|
void CGameServer::SendClientMessages ( bool bSendSnapshots ) |
|
{ |
|
VPROF_BUDGET( "SendClientMessages", VPROF_BUDGETGROUP_OTHER_NETWORKING ); |
|
|
|
// build individual updates |
|
int receivingClientCount = 0; |
|
CGameClient* pReceivingClients[ABSOLUTE_PLAYER_LIMIT]; |
|
for (int i=0; i< GetClientCount(); i++ ) |
|
{ |
|
CGameClient* client = Client(i); |
|
|
|
// Update Host client send state... |
|
if ( !client->ShouldSendMessages() ) |
|
continue; |
|
|
|
// Append the unreliable data (player updates and packet entities) |
|
if ( bSendSnapshots && client->IsActive() ) |
|
{ |
|
// Add this client to the list of clients we're gonna send to. |
|
pReceivingClients[receivingClientCount] = client; |
|
++receivingClientCount; |
|
} |
|
else |
|
{ |
|
// Connected, but inactive, just send reliable, sequenced info. |
|
if ( client->IsFakeClient() ) |
|
continue; |
|
|
|
// if client never send a netchannl packet yet, send S2C_CONNECTION |
|
// because it could get lost in multiplayer |
|
if ( NET_IsMultiplayer() && client->m_NetChannel->GetSequenceNr(FLOW_INCOMING) == 0 ) |
|
{ |
|
NET_OutOfBandPrintf ( m_Socket, client->m_NetChannel->GetRemoteAddress(), "%c00000000000000", S2C_CONNECTION ); |
|
} |
|
|
|
#ifdef SHARED_NET_STRING_TABLES |
|
sv.m_StringTables->TriggerCallbacks( client->m_nDeltaTick ); |
|
#endif |
|
|
|
client->m_NetChannel->Transmit(); |
|
client->UpdateSendState(); |
|
} |
|
} |
|
|
|
if ( receivingClientCount ) |
|
{ |
|
// if any client wants an update, take new snapshot now |
|
CFrameSnapshot* pSnapshot = framesnapshotmanager->TakeTickSnapshot( m_nTickCount ); |
|
|
|
// copy temp ents references to pSnapshot |
|
CopyTempEntities( pSnapshot ); |
|
|
|
// Compute the client packs |
|
SV_ComputeClientPacks( receivingClientCount, pReceivingClients, pSnapshot ); |
|
|
|
if ( receivingClientCount > 1 && sv_parallel_sendsnapshot.GetBool() ) |
|
{ |
|
// SV_ParallelSendSnapshot will not process HLTV or Replay clients as they |
|
// must be run on the main thread due to un-threadsafe global state access. |
|
// It will replace anything that it does process with a NULL pointer. |
|
ParallelProcess( "SV_ParallelSendSnapshot", pReceivingClients, receivingClientCount, &SV_ParallelSendSnapshot ); |
|
} |
|
|
|
for (int i = 0; i < receivingClientCount; ++i) |
|
{ |
|
CGameClient *pClient = pReceivingClients[i]; |
|
if ( !pClient ) |
|
continue; |
|
CClientFrame *pFrame = pClient->GetSendFrame(); |
|
if ( !pFrame ) |
|
continue; |
|
pClient->SendSnapshot( pFrame ); |
|
pClient->UpdateSendState(); |
|
} |
|
|
|
pSnapshot->ReleaseReference(); |
|
} |
|
} |
|
|
|
void CGameServer::SetMaxClients( int number ) |
|
{ |
|
m_nMaxclients = clamp( number, 1, m_nMaxClientsLimit ); |
|
|
|
if ( tv_enable.GetBool() == false ) |
|
{ |
|
ConMsg( "maxplayers set to %i\n", m_nMaxclients ); |
|
} |
|
else |
|
{ |
|
ConMsg( "maxplayers set to %i (extra slot was added for SourceTV)\n", m_nMaxclients ); |
|
} |
|
|
|
deathmatch.SetValue( m_nMaxclients > 1 ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// A potential optimization of the client data sending; the optimization |
|
// is based around the fact that we think that we're spending all our time in |
|
// cache misses since we are accessing so much memory |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
/* |
|
============================================================================== |
|
SERVER SPAWNING |
|
|
|
============================================================================== |
|
*/ |
|
|
|
void SV_WriteVoiceCodec(bf_write &pBuf) |
|
{ |
|
// Only send in multiplayer. Otherwise, we don't want voice. |
|
|
|
const char *pCodec = sv.IsMultiplayer() ? sv_voicecodec.GetString() : NULL; |
|
int nSampleRate = pCodec ? Voice_GetDefaultSampleRate( pCodec ) : 0; |
|
SVC_VoiceInit voiceinit( pCodec, nSampleRate ); |
|
voiceinit.WriteToBuffer( pBuf ); |
|
} |
|
|
|
// Gets voice data from a client and forwards it to anyone who can hear this client. |
|
ConVar voice_debugfeedbackfrom( "voice_debugfeedbackfrom", "0" ); |
|
|
|
void SV_BroadcastVoiceData(IClient * pClient, int nBytes, char * data, int64 xuid ) |
|
{ |
|
// Disable voice? |
|
if( !sv_voiceenable.GetInt() ) |
|
return; |
|
|
|
// Build voice message once |
|
SVC_VoiceData voiceData; |
|
voiceData.m_nFromClient = pClient->GetPlayerSlot(); |
|
voiceData.m_nLength = nBytes * 8; // length in bits |
|
voiceData.m_DataOut = data; |
|
voiceData.m_xuid = xuid; |
|
|
|
if ( voice_debugfeedbackfrom.GetBool() ) |
|
{ |
|
Msg( "Sending voice from: %s - playerslot: %d\n", pClient->GetClientName(), pClient->GetPlayerSlot() + 1 ); |
|
} |
|
|
|
for(int i=0; i < sv.GetClientCount(); i++) |
|
{ |
|
IClient *pDestClient = sv.GetClient(i); |
|
|
|
bool bSelf = (pDestClient == pClient); |
|
|
|
// Only send voice to active clients |
|
if( !pDestClient->IsActive() ) |
|
continue; |
|
|
|
// Does the game code want cl sending to this client? |
|
|
|
bool bHearsPlayer = pDestClient->IsHearingClient( voiceData.m_nFromClient ); |
|
voiceData.m_bProximity = pDestClient->IsProximityHearingClient( voiceData.m_nFromClient ); |
|
|
|
if ( IsX360() && bSelf == true ) |
|
continue; |
|
|
|
if ( !bHearsPlayer && !bSelf ) |
|
continue; |
|
|
|
voiceData.m_nLength = nBytes * 8; |
|
|
|
// Is loopback enabled? |
|
if( !bHearsPlayer ) |
|
{ |
|
// Still send something, just zero length (this is so the client |
|
// can display something that shows knows the server knows it's talking). |
|
voiceData.m_nLength = 0; |
|
} |
|
|
|
pDestClient->SendNetMsg( voiceData ); |
|
} |
|
} |
|
|
|
|
|
// UNDONE: "player.mdl" ??? This should be set by name in the DLL |
|
/* |
|
================ |
|
SV_CreateBaseline |
|
|
|
================ |
|
*/ |
|
void SV_CreateBaseline (void) |
|
{ |
|
SV_WriteVoiceCodec( sv.m_Signon ); |
|
|
|
ServerClass *pClasses = serverGameDLL->GetAllServerClasses(); |
|
|
|
// Send SendTable info. |
|
if ( sv_sendtables.GetInt() ) |
|
{ |
|
#ifdef _XBOX |
|
Error( "sv_sendtables not allowed on XBOX." ); |
|
#endif |
|
sv.m_FullSendTablesBuffer.EnsureCapacity( NET_MAX_PAYLOAD ); |
|
sv.m_FullSendTables.StartWriting( sv.m_FullSendTablesBuffer.Base(), sv.m_FullSendTablesBuffer.Count() ); |
|
|
|
SV_WriteSendTables( pClasses, sv.m_FullSendTables ); |
|
|
|
if ( sv.m_FullSendTables.IsOverflowed() ) |
|
{ |
|
Host_Error("SV_CreateBaseline: WriteSendTables overflow.\n" ); |
|
return; |
|
} |
|
|
|
// Send class descriptions. |
|
SV_WriteClassInfos(pClasses, sv.m_FullSendTables); |
|
|
|
if ( sv.m_FullSendTables.IsOverflowed() ) |
|
{ |
|
Host_Error("SV_CreateBaseline: WriteClassInfos overflow.\n" ); |
|
return; |
|
} |
|
} |
|
|
|
// If we're using the local network backdoor, we'll never use the instance baselines. |
|
if ( !g_pLocalNetworkBackdoor ) |
|
{ |
|
int count = 0; |
|
int bytes = 0; |
|
|
|
for ( int entnum = 0; entnum < sv.num_edicts ; entnum++) |
|
{ |
|
// get the current server version |
|
edict_t *edict = sv.edicts + entnum; |
|
|
|
if ( edict->IsFree() || !edict->GetUnknown() ) |
|
continue; |
|
|
|
ServerClass *pClass = edict->GetNetworkable() ? edict->GetNetworkable()->GetServerClass() : 0; |
|
|
|
if ( !pClass ) |
|
{ |
|
Assert( pClass ); |
|
continue; // no Class ? |
|
} |
|
|
|
if ( pClass->m_InstanceBaselineIndex != INVALID_STRING_INDEX ) |
|
continue; // we already have a baseline for this class |
|
|
|
SendTable *pSendTable = pClass->m_pTable; |
|
|
|
// |
|
// create entity baseline |
|
// |
|
|
|
ALIGN4 char packedData[MAX_PACKEDENTITY_DATA] ALIGN4_POST; |
|
bf_write writeBuf( "SV_CreateBaseline->writeBuf", packedData, sizeof( packedData ) ); |
|
|
|
|
|
// create basline from zero values |
|
if ( !SendTable_Encode( |
|
pSendTable, |
|
edict->GetUnknown(), |
|
&writeBuf, |
|
entnum, |
|
NULL, |
|
false |
|
) ) |
|
{ |
|
Host_Error("SV_CreateBaseline: SendTable_Encode returned false (ent %d).\n", entnum); |
|
} |
|
|
|
// copy baseline into baseline stringtable |
|
SV_EnsureInstanceBaseline( pClass, entnum, packedData, writeBuf.GetNumBytesWritten() ); |
|
|
|
bytes += writeBuf.GetNumBytesWritten(); |
|
count ++; |
|
} |
|
DevMsg("Created class baseline: %i classes, %i bytes.\n", count,bytes); |
|
} |
|
|
|
g_GameEventManager.ReloadEventDefinitions(); |
|
|
|
SVC_GameEventList gameevents; |
|
char data[NET_MAX_PAYLOAD]; |
|
gameevents.m_DataOut.StartWriting( data, sizeof(data) ); |
|
|
|
g_GameEventManager.WriteEventList( &gameevents ); |
|
gameevents.WriteToBuffer( sv.m_Signon ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Ensure steam context is initialized for multiplayer gameservers. Idempotent. |
|
//----------------------------------------------------------------------------- |
|
void SV_InitGameServerSteam() |
|
{ |
|
if ( sv.IsMultiplayer() ) |
|
{ |
|
Steam3Server().Activate( CSteam3Server::eServerTypeNormal ); |
|
sv.SetQueryPortFromSteamServer(); |
|
if ( serverGameDLL && g_iServerGameDLLVersion >= 6 ) |
|
{ |
|
serverGameDLL->GameServerSteamAPIActivated(); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : runPhysics - |
|
//----------------------------------------------------------------------------- |
|
bool SV_ActivateServer() |
|
{ |
|
COM_TimestampedLog( "SV_ActivateServer" ); |
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_ACTIVATESERVER); |
|
#endif |
|
|
|
COM_TimestampedLog( "serverGameDLL->ServerActivate" ); |
|
|
|
host_state.interval_per_tick = serverGameDLL->GetTickInterval(); |
|
if ( host_state.interval_per_tick < MINIMUM_TICK_INTERVAL || |
|
host_state.interval_per_tick > MAXIMUM_TICK_INTERVAL ) |
|
{ |
|
Sys_Error( "GetTickInterval returned bogus tick interval (%f)[%f to %f is valid range]", host_state.interval_per_tick, |
|
MINIMUM_TICK_INTERVAL, MAXIMUM_TICK_INTERVAL ); |
|
} |
|
|
|
Msg( "SV_ActivateServer: setting tickrate to %.1f\n", 1.0f / host_state.interval_per_tick ); |
|
|
|
bool bPrevState = networkStringTableContainerServer->Lock( false ); |
|
// Activate the DLL server code |
|
g_pServerPluginHandler->ServerActivate( sv.edicts, sv.num_edicts, sv.GetMaxClients() ); |
|
|
|
// all setup is completed, any further precache statements are errors |
|
sv.m_State = ss_active; |
|
|
|
COM_TimestampedLog( "SV_CreateBaseline" ); |
|
|
|
// create a baseline for more efficient communications |
|
SV_CreateBaseline(); |
|
|
|
sv.allowsignonwrites = false; |
|
|
|
// set skybox name |
|
ConVar const *skyname = g_pCVar->FindVar( "sv_skyname" ); |
|
|
|
if ( skyname ) |
|
{ |
|
Q_strncpy( sv.m_szSkyname, skyname->GetString(), sizeof( sv.m_szSkyname ) ); |
|
} |
|
else |
|
{ |
|
Q_strncpy( sv.m_szSkyname, "unknown", sizeof( sv.m_szSkyname ) ); |
|
} |
|
|
|
COM_TimestampedLog( "Send Reconnects" ); |
|
|
|
// Tell connected clients to reconnect |
|
sv.ReconnectClients(); |
|
|
|
// Tell what kind of server has been started. |
|
if ( sv.IsMultiplayer() ) |
|
{ |
|
ConDMsg ("%i player server started\n", sv.GetMaxClients() ); |
|
} |
|
else |
|
{ |
|
ConDMsg ("Game started\n"); |
|
} |
|
|
|
// Replay setup |
|
#if defined( REPLAY_ENABLED ) |
|
if ( g_pReplay && g_pReplay->IsReplayEnabled() ) |
|
{ |
|
if ( !replay ) |
|
{ |
|
replay = new CReplayServer; |
|
replay->Init( NET_IsDedicated() ); |
|
} |
|
|
|
if ( replay->IsActive() ) |
|
{ |
|
// replay master already running, just activate client |
|
replay->m_MasterClient->ActivatePlayer(); |
|
replay->StartMaster( replay->m_MasterClient ); |
|
} |
|
else |
|
{ |
|
// create new replay client |
|
ConVarRef replay_name( "replay_name" ); |
|
CGameClient *pClient = (CGameClient*)sv.CreateFakeClient( replay_name.GetString() ); |
|
replay->StartMaster( pClient ); |
|
} |
|
} |
|
else |
|
{ |
|
|
|
// make sure replay is disabled |
|
if ( replay ) |
|
replay->Shutdown(); |
|
} |
|
#endif // #if defined( REPLAY_ENABLED ) |
|
|
|
// HLTV setup |
|
if ( tv_enable.GetBool() ) |
|
{ |
|
if ( CommandLine()->FindParm("-nohltv") ) |
|
{ |
|
// let user know that SourceTV will not work |
|
ConMsg ("SourceTV is disabled on this server.\n"); |
|
} |
|
else |
|
{ |
|
// create SourceTV object if not already there |
|
if ( !hltv ) |
|
{ |
|
hltv = new CHLTVServer; |
|
hltv->Init( NET_IsDedicated() ); |
|
} |
|
|
|
if ( hltv->IsActive() && hltv->IsMasterProxy() ) |
|
{ |
|
// HLTV master already running, just activate client |
|
hltv->m_MasterClient->ActivatePlayer(); |
|
hltv->StartMaster( hltv->m_MasterClient ); |
|
} |
|
else |
|
{ |
|
// create new HLTV client |
|
CGameClient *pClient = (CGameClient*)sv.CreateFakeClient( tv_name.GetString() ); |
|
hltv->StartMaster( pClient ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
|
|
// make sure HLTV is disabled |
|
if ( hltv ) |
|
hltv->Shutdown(); |
|
} |
|
|
|
if (sv.IsDedicated()) |
|
{ |
|
// purge unused models and their data hierarchy (materials, shaders, etc) |
|
modelloader->PurgeUnusedModels(); |
|
} |
|
|
|
SV_InitGameServerSteam(); |
|
networkStringTableContainerServer->Lock( bPrevState ); |
|
|
|
// Heartbeat the master server in case we turned SrcTV on or off. |
|
Steam3Server().SendUpdatedServerDetails(); |
|
if ( Steam3Server().SteamGameServer() ) |
|
{ |
|
Steam3Server().SteamGameServer()->ForceHeartbeat(); |
|
} |
|
|
|
COM_TimestampedLog( "SV_ActivateServer(finished)" ); |
|
|
|
return true; |
|
} |
|
|
|
#include "tier0/memdbgoff.h" |
|
|
|
static void SV_AllocateEdicts() |
|
{ |
|
sv.edicts = (edict_t *)Hunk_AllocName( sv.max_edicts*sizeof(edict_t), "edicts" ); |
|
|
|
COMPILE_TIME_ASSERT( MAX_EDICT_BITS+1 <= 8*sizeof(sv.edicts[0].m_EdictIndex) ); |
|
|
|
// Invoke the constructor so the vtable is set correctly.. |
|
for (int i = 0; i < sv.max_edicts; ++i) |
|
{ |
|
new( &sv.edicts[i] ) edict_t; |
|
sv.edicts[i].m_EdictIndex = i; |
|
sv.edicts[i].freetime = 0; |
|
} |
|
ED_ClearFreeEdictList(); |
|
|
|
sv.edictchangeinfo = (IChangeInfoAccessor *)Hunk_AllocName( sv.max_edicts * sizeof( IChangeInfoAccessor ), "edictchangeinfo" ); |
|
} |
|
|
|
#include "tier0/memdbgon.h" |
|
|
|
void CGameServer::ReloadWhitelist( const char *pMapName ) |
|
{ |
|
// Always return - until we get the whitelist stuff resolved for TF2. |
|
if ( m_pPureServerWhitelist ) |
|
{ |
|
m_pPureServerWhitelist->Release(); |
|
m_pPureServerWhitelist = NULL; |
|
} |
|
|
|
g_sv_pure_waiting_on_reload = false; |
|
|
|
// Don't do sv_pure stuff in SP games. |
|
if ( GetMaxClients() <= 1 ) |
|
return; |
|
|
|
// Don't use the whitelist if sv_pure is not set. |
|
if ( GetSvPureMode() < 0 ) |
|
return; |
|
|
|
// There's a magic number we use in the steam.inf in P4 that we don't update. |
|
// We can use this to detect if they are running out of P4, and if so, don't use the whitelist |
|
const char *pszVersionInP4 = "2000"; |
|
if ( !Q_strcmp( GetSteamInfIDVersionInfo().szVersionString, pszVersionInP4 ) ) |
|
return; |
|
|
|
m_pPureServerWhitelist = CPureServerWhitelist::Create( g_pFileSystem ); |
|
|
|
// Load it |
|
m_pPureServerWhitelist->Load( GetSvPureMode() ); |
|
|
|
// Load user whitelists, if allowed |
|
if ( GetSvPureMode() == 1 ) |
|
{ |
|
|
|
// Load the per-map whitelist. |
|
const char *pMapWhitelistSuffix = "_whitelist.txt"; |
|
char testFilename[MAX_PATH] = "maps"; |
|
V_AppendSlash( testFilename, sizeof( testFilename ) ); |
|
V_strncat( testFilename, pMapName, sizeof( testFilename ) ); |
|
V_strncat( testFilename, pMapWhitelistSuffix, sizeof( testFilename ) ); |
|
|
|
KeyValues *kv = new KeyValues( "" ); |
|
if ( kv->LoadFromFile( g_pFileSystem, testFilename ) ) |
|
m_pPureServerWhitelist->LoadCommandsFromKeyValues( kv ); |
|
kv->deleteThis(); |
|
} |
|
|
|
} |
|
|
|
|
|
/* |
|
================ |
|
SV_SpawnServer |
|
|
|
This is called at the start of each level |
|
================ |
|
*/ |
|
bool CGameServer::SpawnServer( const char *szMapName, const char *szMapFile, const char *startspot ) |
|
{ |
|
int i; |
|
|
|
Assert( serverGameClients ); |
|
|
|
if ( CommandLine()->FindParm( "-NoLoadPluginsForClient" ) != 0 ) |
|
{ |
|
if ( !m_bLoadedPlugins ) |
|
{ |
|
// Only load plugins once. |
|
m_bLoadedPlugins = true; |
|
g_pServerPluginHandler->LoadPlugins(); // load 3rd party plugins |
|
} |
|
} |
|
|
|
// Reset the last used count on all models before beginning the new load -- The nServerCount value on models could |
|
// be from a client load connecting to a different server, and we know we're at the beginning of a new load now. |
|
modelloader->ResetModelServerCounts(); |
|
|
|
ReloadWhitelist( szMapName ); |
|
|
|
COM_TimestampedLog( "SV_SpawnServer(%s)", szMapName ); |
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_SPAWNSERVER); |
|
#endif |
|
COM_SetupLogDir( szMapName ); |
|
|
|
g_Log.Open(); |
|
g_Log.Printf( "Loading map \"%s\"\n", szMapName ); |
|
g_Log.PrintServerVars(); |
|
|
|
#ifndef SWDS |
|
SCR_CenterStringOff(); |
|
#endif |
|
|
|
if ( startspot ) |
|
{ |
|
ConDMsg("Spawn Server: %s: [%s]\n", szMapName, startspot ); |
|
} |
|
else |
|
{ |
|
ConDMsg("Spawn Server: %s\n", szMapName ); |
|
} |
|
|
|
// Any partially connected client will be restarted if the spawncount is not matched. |
|
gHostSpawnCount = ++m_nSpawnCount; |
|
|
|
// |
|
// make cvars consistant |
|
// |
|
deathmatch.SetValue( IsMultiplayer() ? 1 : 0 ); |
|
if ( coop.GetInt() ) |
|
{ |
|
deathmatch.SetValue( 0 ); |
|
} |
|
|
|
current_skill = (int)(skill.GetFloat() + 0.5); |
|
current_skill = max( current_skill, 0 ); |
|
current_skill = min( current_skill, 3 ); |
|
|
|
skill.SetValue( (float)current_skill ); |
|
|
|
COM_TimestampedLog( "StaticPropMgr()->LevelShutdown()" ); |
|
|
|
#if !defined( SWDS ) |
|
g_pShadowMgr->LevelShutdown(); |
|
#endif // SWDS |
|
StaticPropMgr()->LevelShutdown(); |
|
|
|
// if we have an hltv relay proxy running, stop it now |
|
if ( hltv && !hltv->IsMasterProxy() ) |
|
{ |
|
hltv->Shutdown(); |
|
} |
|
|
|
// NOTE: Replay system does not deal with relay proxies. |
|
|
|
COM_TimestampedLog( "Host_FreeToLowMark" ); |
|
|
|
Host_FreeStateAndWorld( true ); |
|
Host_FreeToLowMark( true ); |
|
|
|
// Clear out the mapversion so it's reset when the next level loads. Needed for changelevels. |
|
g_ServerGlobalVariables.mapversion = 0; |
|
|
|
COM_TimestampedLog( "sv.Clear()" ); |
|
|
|
Clear(); |
|
|
|
COM_TimestampedLog( "framesnapshotmanager->LevelChanged()" ); |
|
|
|
// Clear out the state of the most recently sent packed entities from |
|
// the snapshot manager |
|
framesnapshotmanager->LevelChanged(); |
|
|
|
// set map name |
|
Q_strncpy( m_szMapname, szMapName, sizeof( m_szMapname ) ); |
|
Q_strncpy( m_szMapFilename, szMapFile, sizeof( m_szMapFilename ) ); |
|
|
|
// set startspot |
|
if (startspot) |
|
{ |
|
Q_strncpy(m_szStartspot, startspot, sizeof( m_szStartspot ) ); |
|
} |
|
else |
|
{ |
|
m_szStartspot[0] = 0; |
|
} |
|
|
|
if ( g_FlushMemoryOnNextServer ) |
|
{ |
|
g_FlushMemoryOnNextServer = false; |
|
if ( IsX360() ) |
|
{ |
|
g_pQueuedLoader->PurgeAll(); |
|
} |
|
g_pDataCache->Flush(); |
|
g_pMaterialSystem->CompactMemory(); |
|
g_pFileSystem->AsyncFinishAll(); |
|
#if !defined( SWDS ) |
|
extern CThreadMutex g_SndMutex; |
|
g_SndMutex.Lock(); |
|
g_pFileSystem->AsyncSuspend(); |
|
g_pThreadPool->SuspendExecution(); |
|
MemAlloc_CompactHeap(); |
|
g_pThreadPool->ResumeExecution(); |
|
g_pFileSystem->AsyncResume(); |
|
g_SndMutex.Unlock(); |
|
#endif // SWDS |
|
} |
|
|
|
// Preload any necessary data from the xzps: |
|
g_pFileSystem->SetupPreloadData(); |
|
g_pMDLCache->InitPreloadData( false ); |
|
|
|
// Allocate server memory |
|
max_edicts = MAX_EDICTS; |
|
|
|
|
|
g_ServerGlobalVariables.maxEntities = max_edicts; |
|
g_ServerGlobalVariables.maxClients = GetMaxClients(); |
|
#ifndef SWDS |
|
g_ClientGlobalVariables.network_protocol = PROTOCOL_VERSION; |
|
#endif |
|
|
|
// Assume no entities beyond world and client slots |
|
num_edicts = GetMaxClients()+1; |
|
|
|
COM_TimestampedLog( "SV_AllocateEdicts" ); |
|
|
|
SV_AllocateEdicts(); |
|
|
|
serverGameEnts->SetDebugEdictBase( edicts ); |
|
|
|
allowsignonwrites = true; |
|
|
|
serverclasses = 0; // number of unique server classes |
|
serverclassbits = 0; // log2 of serverclasses |
|
|
|
// Assign class ids to server classes here so we can encode temp ents into signon |
|
// if needed |
|
AssignClassIds(); |
|
|
|
COM_TimestampedLog( "Set up players" ); |
|
|
|
// allocate player data, and assign the values into the edicts |
|
for ( i=0 ; i< GetClientCount() ; i++ ) |
|
{ |
|
CGameClient * pClient = Client(i); |
|
|
|
// edict for a player is slot + 1, world = 0 |
|
pClient->edict = edicts + i + 1; |
|
|
|
// Setup up the edict |
|
InitializeEntityDLLFields( pClient->edict ); |
|
} |
|
|
|
COM_TimestampedLog( "Set up players(done)" ); |
|
|
|
m_State = ss_loading; |
|
|
|
// Set initial time values. |
|
m_flTickInterval = host_state.interval_per_tick; |
|
m_nTickCount = (int)( 1.0 / host_state.interval_per_tick ) + 1; // Start at appropriate 1 |
|
|
|
g_ServerGlobalVariables.tickcount = m_nTickCount; |
|
g_ServerGlobalVariables.curtime = GetTime(); |
|
|
|
// Load the world model. |
|
g_pFileSystem->AddSearchPath( szMapFile, "GAME", PATH_ADD_TO_HEAD ); |
|
g_pFileSystem->BeginMapAccess(); |
|
|
|
if ( !CommandLine()->FindParm( "-allowstalezip" ) ) |
|
{ |
|
if ( g_pFileSystem->FileExists( "stale.txt", "GAME" ) ) |
|
{ |
|
Warning( "This map is not final!! Needs to be rebuilt without -keepstalezip and without -onlyents\n" ); |
|
} |
|
} |
|
|
|
COM_TimestampedLog( "modelloader->GetModelForName(%s) -- Start", szMapFile ); |
|
|
|
host_state.SetWorldModel( modelloader->GetModelForName( szMapFile, IModelLoader::FMODELLOADER_SERVER ) ); |
|
if ( !host_state.worldmodel ) |
|
{ |
|
ConMsg( "Couldn't spawn server %s\n", szMapFile ); |
|
m_State = ss_dead; |
|
g_pFileSystem->EndMapAccess(); |
|
return false; |
|
} |
|
|
|
COM_TimestampedLog( "modelloader->GetModelForName(%s) -- Finished", szMapFile ); |
|
|
|
if ( IsMultiplayer() && !IsX360() ) |
|
{ |
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_CRCMAP); |
|
#endif |
|
// Server map CRC check. |
|
V_memset( worldmapMD5.bits, 0, MD5_DIGEST_LENGTH ); |
|
if ( !MD5_MapFile( &worldmapMD5, szMapFile ) ) |
|
{ |
|
ConMsg( "Couldn't CRC server map: %s\n", szMapFile ); |
|
m_State = ss_dead; |
|
g_pFileSystem->EndMapAccess(); |
|
return false; |
|
} |
|
|
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_CRCCLIENTDLL); |
|
#endif |
|
} |
|
else |
|
{ |
|
V_memset( worldmapMD5.bits, 0, MD5_DIGEST_LENGTH ); |
|
} |
|
|
|
m_StringTables = networkStringTableContainerServer; |
|
|
|
COM_TimestampedLog( "SV_CreateNetworkStringTables" ); |
|
|
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_CREATENETWORKSTRINGTABLES); |
|
#endif |
|
|
|
// Create network string tables ( including precache tables ) |
|
SV_CreateNetworkStringTables(); |
|
|
|
// Leave empty slots for models/sounds/generic (not for decals though) |
|
PrecacheModel( "", 0 ); |
|
PrecacheGeneric( "", 0 ); |
|
PrecacheSound( "", 0 ); |
|
|
|
COM_TimestampedLog( "Precache world model (%s)", szMapFile ); |
|
|
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_PRECACHEWORLD); |
|
#endif |
|
// Add in world |
|
PrecacheModel( szMapFile, RES_FATALIFMISSING | RES_PRELOAD, host_state.worldmodel ); |
|
|
|
COM_TimestampedLog( "Precache brush models" ); |
|
|
|
// Add world submodels to the model cache |
|
for ( i = 1 ; i < host_state.worldbrush->numsubmodels ; i++ ) |
|
{ |
|
// Add in world brush models |
|
char localmodel[5]; // inline model names "*1", "*2" etc |
|
Q_snprintf( localmodel, sizeof( localmodel ), "*%i", i ); |
|
|
|
PrecacheModel( localmodel, RES_FATALIFMISSING | RES_PRELOAD, modelloader->GetModelForName( localmodel, IModelLoader::FMODELLOADER_SERVER ) ); |
|
} |
|
|
|
#ifndef SWDS |
|
EngineVGui()->UpdateProgressBar(PROGRESS_CLEARWORLD); |
|
#endif |
|
COM_TimestampedLog( "SV_ClearWorld" ); |
|
|
|
// Clear world interaction links |
|
// Loads and inserts static props |
|
SV_ClearWorld(); |
|
|
|
// |
|
// load the rest of the entities |
|
// |
|
|
|
COM_TimestampedLog( "InitializeEntityDLLFields" ); |
|
|
|
InitializeEntityDLLFields( edicts ); |
|
|
|
// Clear the free bit on the world edict (entindex: 0). |
|
ED_ClearFreeFlag( &edicts[0] ); |
|
|
|
if (coop.GetFloat()) |
|
{ |
|
g_ServerGlobalVariables.coop = (coop.GetInt() != 0); |
|
} |
|
else |
|
{ |
|
g_ServerGlobalVariables.deathmatch = (deathmatch.GetInt() != 0); |
|
} |
|
|
|
g_ServerGlobalVariables.mapname = MAKE_STRING( m_szMapname ); |
|
g_ServerGlobalVariables.startspot = MAKE_STRING( m_szStartspot ); |
|
|
|
GetTestScriptMgr()->CheckPoint( "map_load" ); |
|
|
|
// set game event |
|
IGameEvent *event = g_GameEventManager.CreateEvent( "server_spawn" ); |
|
if ( event ) |
|
{ |
|
event->SetString( "hostname", host_name.GetString() ); |
|
event->SetString( "address", net_local_adr.ToString( false ) ); |
|
event->SetInt( "port", GetUDPPort() ); |
|
event->SetString( "game", com_gamedir ); |
|
event->SetString( "mapname", GetMapName() ); |
|
event->SetInt( "maxplayers", GetMaxClients() ); |
|
event->SetInt( "password", 0 ); // TODO |
|
#if defined( _WIN32 ) |
|
event->SetString( "os", "WIN32" ); |
|
#elif defined ( LINUX ) |
|
event->SetString( "os", "LINUX" ); |
|
#elif defined ( OSX ) |
|
event->SetString( "os", "OSX" ); |
|
#else |
|
#error |
|
#endif |
|
event->SetInt( "dedicated", IsDedicated() ? 1 : 0 ); |
|
|
|
g_GameEventManager.FireEvent( event ); |
|
} |
|
|
|
COM_TimestampedLog( "SV_SpawnServer -- Finished" ); |
|
|
|
g_pFileSystem->EndMapAccess(); |
|
return true; |
|
} |
|
|
|
|
|
void CGameServer::UpdateMasterServerPlayers() |
|
{ |
|
if ( !Steam3Server().SteamGameServer() ) |
|
return; |
|
|
|
for ( int i=0; i < GetClientCount() ; i++ ) |
|
{ |
|
CGameClient *client = Client(i); |
|
|
|
if ( !client->IsConnected() ) |
|
continue; |
|
|
|
CPlayerState *pl = serverGameClients->GetPlayerState( client->edict ); |
|
if ( !pl ) |
|
continue; |
|
|
|
if ( !client->m_SteamID.IsValid() ) |
|
continue; |
|
|
|
Steam3Server().SteamGameServer()->BUpdateUserData( client->m_SteamID, client->GetClientName(), pl->frags ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// SV_IsSimulating |
|
//----------------------------------------------------------------------------- |
|
bool SV_IsSimulating( void ) |
|
{ |
|
if ( sv.IsPaused() ) |
|
return false; |
|
|
|
#ifndef SWDS |
|
// Don't simulate in single player if console is down or the bug UI is active and we're in a game |
|
if ( !sv.IsMultiplayer() ) |
|
{ |
|
if ( g_LostVideoMemory ) |
|
return false; |
|
|
|
// Don't simulate in single player if console is down or the bug UI is active and we're in a game |
|
if ( cl.IsActive() && ( Con_IsVisible() || EngineVGui()->ShouldPause() ) ) |
|
return false; |
|
} |
|
#endif //SWDS |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool SV_HasPlayers() |
|
{ |
|
/*int i; |
|
for ( i = 0; i < sv.clients.Count(); i++ ) |
|
{ |
|
if ( sv.clients[ i ]->active ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
return false; */ |
|
|
|
return sv.GetClientCount() > 0; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Run physics code (simulating == false means we're paused, but we'll still |
|
// allow player usercmds to be processed |
|
//----------------------------------------------------------------------------- |
|
void SV_Think( bool bIsSimulating ) |
|
{ |
|
VPROF( "SV_Physics" ); |
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "SV_Think(%s)", bIsSimulating ? "simulating" : "not simulating" ); |
|
|
|
// @FD The staging branch already did away with "frames" and wakes on tick |
|
// optimally. Currently the hibernating flag essentially means "is empty |
|
// and available to host a game," which is used for the GC matchmaking. |
|
sv.UpdateHibernationState(); |
|
|
|
if ( s_timeForceShutdown > 0.0 ) |
|
{ |
|
if ( s_timeForceShutdown < Plat_FloatTime() ) |
|
{ |
|
Warning( "Server shutting down because sv_shutdown was requested and timeout has expired.\n" ); |
|
HostState_Shutdown(); |
|
} |
|
} |
|
// if ( sv.IsDedicated() ) |
|
// { |
|
// sv.UpdateReservedState(); |
|
// if ( sv.IsHibernating() ) |
|
// { |
|
// // if we're hibernating, just sleep for a while and do not call server.dll to run a frame |
|
// int nMilliseconds = sv_hibernate_ms.GetInt(); |
|
//#ifndef DEDICATED // Non-Linux |
|
// if ( g_bIsVGuiBasedDedicatedServer ) |
|
// { |
|
// // Keep VGUi happy |
|
// nMilliseconds = sv_hibernate_ms_vgui.GetInt(); |
|
// } |
|
//#endif |
|
// g_pNetworkSystem->SleepUntilMessages( NS_SERVER, nMilliseconds ); |
|
// return; |
|
// } |
|
// } |
|
|
|
g_ServerGlobalVariables.tickcount = sv.m_nTickCount; |
|
g_ServerGlobalVariables.curtime = sv.GetTime(); |
|
g_ServerGlobalVariables.frametime = bIsSimulating ? host_state.interval_per_tick : 0; |
|
|
|
// in singleplayer only run think/simulation if localplayer is connected |
|
bIsSimulating = bIsSimulating && ( sv.IsMultiplayer() || cl.IsActive() ); |
|
|
|
g_pServerPluginHandler->GameFrame( bIsSimulating ); |
|
|
|
if( bIsSimulating ) |
|
GetBenchResultsMgr()->Frame(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : simulating - |
|
//----------------------------------------------------------------------------- |
|
void SV_PreClientUpdate(bool bIsSimulating ) |
|
{ |
|
if ( !serverGameDLL ) |
|
return; |
|
|
|
serverGameDLL->PreClientUpdate( bIsSimulating ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
/* |
|
================== |
|
SV_Frame |
|
|
|
================== |
|
*/ |
|
CFunctor *g_pDeferredServerWork; |
|
|
|
void SV_FrameExecuteThreadDeferred() |
|
{ |
|
if ( g_pDeferredServerWork ) |
|
{ |
|
(*g_pDeferredServerWork)(); |
|
delete g_pDeferredServerWork; |
|
g_pDeferredServerWork = NULL; |
|
} |
|
} |
|
|
|
void SV_SendClientUpdates( bool bIsSimulating, bool bSendDuringPause ) |
|
{ |
|
bool bForcedSend = s_bForceSend; |
|
s_bForceSend = false; |
|
|
|
// ask game.dll to add any debug graphics |
|
SV_PreClientUpdate( bIsSimulating ); |
|
|
|
// This causes network messages to be sent |
|
sv.SendClientMessages( bIsSimulating || bForcedSend ); |
|
|
|
// tricky, increase stringtable tick at least one tick |
|
// so changes made after this point are not counted to this server |
|
// frame since we already send out the client snapshots |
|
networkStringTableContainerServer->SetTick( sv.m_nTickCount + 1 ); |
|
} |
|
|
|
void SV_Frame( bool finalTick ) |
|
{ |
|
VPROF( "SV_Frame" ); |
|
|
|
if ( serverGameDLL && finalTick ) |
|
{ |
|
serverGameDLL->Think( finalTick ); |
|
} |
|
|
|
if ( !sv.IsActive() || !Host_ShouldRun() ) |
|
{ |
|
return; |
|
} |
|
|
|
g_ServerGlobalVariables.frametime = host_state.interval_per_tick; |
|
|
|
bool bIsSimulating = SV_IsSimulating(); |
|
bool bSendDuringPause = sv_noclipduringpause ? sv_noclipduringpause->GetBool() : false; |
|
|
|
// unlock sting tables to allow changes, helps to find unwanted changes (bebug build only) |
|
networkStringTableContainerServer->Lock( false ); |
|
|
|
|
|
// Run any commands from client and play client Think functions if it is time. |
|
sv.RunFrame(); // read network input etc |
|
|
|
bool simulated = false; |
|
if ( SV_HasPlayers() ) |
|
{ |
|
bool serverCanSimulate = ( serverGameDLL && !serverGameDLL->IsRestoring() ) ? true : false; |
|
|
|
if ( serverCanSimulate && ( bIsSimulating || bSendDuringPause ) ) |
|
{ |
|
simulated = true; |
|
sv.m_nTickCount++; |
|
|
|
networkStringTableContainerServer->SetTick( sv.m_nTickCount ); |
|
} |
|
|
|
SV_Think( bIsSimulating ); |
|
} |
|
else if ( sv.IsMultiplayer() ) |
|
{ |
|
SV_Think( false ); // let the game.dll systems think |
|
} |
|
|
|
// This value is read on another thread, so this needs to only happen once per frame and be atomic. |
|
sv.m_bSimulatingTicks = simulated; |
|
|
|
// Send the results of movement and physics to the clients |
|
if ( finalTick ) |
|
{ |
|
if ( !IsEngineThreaded() || sv.IsMultiplayer() ) |
|
SV_SendClientUpdates( bIsSimulating, bSendDuringPause ); |
|
else |
|
g_pDeferredServerWork = CreateFunctor( SV_SendClientUpdates, bIsSimulating, bSendDuringPause ); |
|
|
|
} |
|
|
|
// lock string tables |
|
networkStringTableContainerServer->Lock( true ); |
|
|
|
// let the steam auth server process new connections |
|
if ( IsPC() && sv.IsMultiplayer() ) |
|
{ |
|
Steam3Server().RunFrame(); |
|
} |
|
} |
|
|
|
|