diff options
Diffstat (limited to 'src/server')
-rw-r--r-- | src/server/server.h | 412 | ||||
-rw-r--r-- | src/server/sv_ccmds.c | 765 | ||||
-rw-r--r-- | src/server/sv_client.c | 1452 | ||||
-rw-r--r-- | src/server/sv_game.c | 599 | ||||
-rw-r--r-- | src/server/sv_init.c | 706 | ||||
-rw-r--r-- | src/server/sv_main.c | 895 | ||||
-rw-r--r-- | src/server/sv_net_chan.c | 208 | ||||
-rw-r--r-- | src/server/sv_rankings.c | 1538 | ||||
-rw-r--r-- | src/server/sv_snapshot.c | 693 | ||||
-rw-r--r-- | src/server/sv_world.c | 692 |
10 files changed, 7960 insertions, 0 deletions
diff --git a/src/server/server.h b/src/server/server.h new file mode 100644 index 0000000..536b24d --- /dev/null +++ b/src/server/server.h @@ -0,0 +1,412 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// server.h
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qcommon.h"
+#include "../game/g_public.h"
+#include "../game/bg_public.h"
+
+//=============================================================================
+
+#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
+ // GAME BOTH REFERENCE !!!
+
+#define MAX_ENT_CLUSTERS 16
+
+typedef struct svEntity_s {
+ struct worldSector_s *worldSector;
+ struct svEntity_s *nextEntityInWorldSector;
+
+ entityState_t baseline; // for delta compression of initial sighting
+ int numClusters; // if -1, use headnode instead
+ int clusternums[MAX_ENT_CLUSTERS];
+ int lastCluster; // if all the clusters don't fit in clusternums
+ int areanum, areanum2;
+ int snapshotCounter; // used to prevent double adding from portal views
+} svEntity_t;
+
+typedef enum {
+ SS_DEAD, // no map loaded
+ SS_LOADING, // spawning level entities
+ SS_GAME // actively running
+} serverState_t;
+
+typedef struct {
+ serverState_t state;
+ qboolean restarting; // if true, send configstring changes during SS_LOADING
+ int serverId; // changes each server start
+ int restartedServerId; // serverId before a map_restart
+ int checksumFeed; // the feed key that we use to compute the pure checksum strings
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
+ // the serverId associated with the current checksumFeed (always <= serverId)
+ int checksumFeedServerId;
+ int snapshotCounter; // incremented for each snapshot built
+ int timeResidual; // <= 1000 / sv_frame->value
+ int nextFrameTime; // when time > nextFrameTime, process world
+ struct cmodel_s *models[MAX_MODELS];
+ char *configstrings[MAX_CONFIGSTRINGS];
+ svEntity_t svEntities[MAX_GENTITIES];
+
+ char *entityParsePoint; // used during game VM init
+
+ // the game virtual machine will update these on init and changes
+ sharedEntity_t *gentities;
+ int gentitySize;
+ int num_entities; // current number, <= MAX_GENTITIES
+
+ playerState_t *gameClients;
+ int gameClientSize; // will be > sizeof(playerState_t) due to game private data
+
+ int restartTime;
+ int time;
+} server_t;
+
+
+
+
+
+typedef struct {
+ int areabytes;
+ byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
+ playerState_t ps;
+ int num_entities;
+ int first_entity; // into the circular sv_packet_entities[]
+ // the entities MUST be in increasing state number
+ // order, otherwise the delta compression will fail
+ int messageSent; // time the message was transmitted
+ int messageAcked; // time the message was acked
+ int messageSize; // used to rate drop packets
+} clientSnapshot_t;
+
+typedef enum {
+ CS_FREE, // can be reused for a new connection
+ CS_ZOMBIE, // client has been disconnected, but don't reuse
+ // connection for a couple seconds
+ CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
+ CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
+ CS_ACTIVE // client is fully in game
+} clientState_t;
+
+typedef struct netchan_buffer_s {
+ msg_t msg;
+ byte msgBuffer[MAX_MSGLEN];
+ struct netchan_buffer_s *next;
+} netchan_buffer_t;
+
+typedef struct client_s {
+ clientState_t state;
+ char userinfo[MAX_INFO_STRING]; // name, etc
+
+ char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
+ int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
+ int reliableAcknowledge; // last acknowledged reliable message
+ int reliableSent; // last sent reliable message, not necesarily acknowledged yet
+ int messageAcknowledge;
+
+ int gamestateMessageNum; // netchan->outgoingSequence of gamestate
+ int challenge;
+
+ usercmd_t lastUsercmd;
+ int lastMessageNum; // for delta compression
+ int lastClientCommand; // reliable client message sequence
+ char lastClientCommandString[MAX_STRING_CHARS];
+ sharedEntity_t *gentity; // SV_GentityNum(clientnum)
+ char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
+
+ // downloading
+ char downloadName[MAX_QPATH]; // if not empty string, we are downloading
+ fileHandle_t download; // file being downloaded
+ int downloadSize; // total bytes (can't use EOF because of paks)
+ int downloadCount; // bytes sent
+ int downloadClientBlock; // last block we sent to the client, awaiting ack
+ int downloadCurrentBlock; // current block number
+ int downloadXmitBlock; // last block we xmited
+ unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
+ int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
+ qboolean downloadEOF; // We have sent the EOF block
+ int downloadSendTime; // time we last got an ack from the client
+
+ int deltaMessage; // frame last client usercmd message
+ int nextReliableTime; // svs.time when another reliable command will be allowed
+ int lastPacketTime; // svs.time when packet was last received
+ int lastConnectTime; // svs.time when connection started
+ int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
+ qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
+ int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
+ clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
+ int ping;
+ int rate; // bytes / second
+ int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
+ int pureAuthentic;
+ qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
+ netchan_t netchan;
+ // TTimo
+ // queuing outgoing fragmented messages to send them properly, without udp packet bursts
+ // in case large fragmented messages are stacking up
+ // buffer them into this queue, and hand them out to netchan as needed
+ netchan_buffer_t *netchan_start_queue;
+ netchan_buffer_t **netchan_end_queue;
+
+ int oldServerTime;
+ qboolean csUpdated[MAX_CONFIGSTRINGS+1];
+} client_t;
+
+//=============================================================================
+
+
+// MAX_CHALLENGES is made large to prevent a denial
+// of service attack that could cycle all of them
+// out before legitimate users connected
+#define MAX_CHALLENGES 1024
+
+#define AUTHORIZE_TIMEOUT 5000
+
+typedef struct {
+ netadr_t adr;
+ int challenge;
+ int time; // time the last packet was sent to the autherize server
+ int pingTime; // time the challenge response was sent to client
+ int firstTime; // time the adr was first used, for authorize timeout checks
+ qboolean connected;
+} challenge_t;
+
+
+#define MAX_MASTERS 8 // max recipients for heartbeat packets
+
+
+// this structure will be cleared only when the game dll changes
+typedef struct {
+ qboolean initialized; // sv_init has completed
+
+ int time; // will be strictly increasing across level changes
+
+ int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
+
+ client_t *clients; // [sv_maxclients->integer];
+ int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
+ int nextSnapshotEntities; // next snapshotEntities to use
+ entityState_t *snapshotEntities; // [numSnapshotEntities]
+ int nextHeartbeatTime;
+ challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
+ netadr_t redirectAddress; // for rcon return messages
+
+ netadr_t authorizeAddress; // for rcon return messages
+} serverStatic_t;
+
+//=============================================================================
+
+extern serverStatic_t svs; // persistant server info across maps
+extern server_t sv; // cleared each map
+extern vm_t *gvm; // game virtual machine
+
+#define MAX_MASTER_SERVERS 5
+
+extern cvar_t *sv_fps;
+extern cvar_t *sv_timeout;
+extern cvar_t *sv_zombietime;
+extern cvar_t *sv_rconPassword;
+extern cvar_t *sv_privatePassword;
+extern cvar_t *sv_allowDownload;
+extern cvar_t *sv_wwwDownload;
+extern cvar_t *sv_wwwBaseURL;
+extern cvar_t *sv_maxclients;
+
+extern cvar_t *sv_privateClients;
+extern cvar_t *sv_hostname;
+extern cvar_t *sv_master[MAX_MASTER_SERVERS];
+extern cvar_t *sv_reconnectlimit;
+extern cvar_t *sv_showloss;
+extern cvar_t *sv_padPackets;
+extern cvar_t *sv_killserver;
+extern cvar_t *sv_mapname;
+extern cvar_t *sv_mapChecksum;
+extern cvar_t *sv_serverid;
+extern cvar_t *sv_minRate;
+extern cvar_t *sv_maxRate;
+extern cvar_t *sv_minPing;
+extern cvar_t *sv_maxPing;
+extern cvar_t *sv_pure;
+extern cvar_t *sv_lanForceRate;
+extern cvar_t *sv_dequeuePeriod;
+
+//===========================================================
+
+//
+// sv_main.c
+//
+void SV_FinalMessage (char *message);
+void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
+
+
+void SV_AddOperatorCommands (void);
+void SV_RemoveOperatorCommands (void);
+
+
+void SV_MasterHeartbeat (void);
+void SV_MasterShutdown (void);
+void SV_MasterGameStat( const char *data );
+
+
+
+
+//
+// sv_init.c
+//
+void SV_SetConfigstring( int index, const char *val );
+void SV_GetConfigstring( int index, char *buffer, int bufferSize );
+void SV_UpdateConfigstrings( client_t *client );
+
+void SV_SetUserinfo( int index, const char *val );
+void SV_GetUserinfo( int index, char *buffer, int bufferSize );
+
+void SV_ChangeMaxClients( void );
+void SV_SpawnServer( char *server, qboolean killBots );
+
+
+
+//
+// sv_client.c
+//
+void SV_GetChallenge( netadr_t from );
+
+void SV_DirectConnect( netadr_t from );
+
+void SV_AuthorizeIpPacket( netadr_t from );
+
+void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
+void SV_UserinfoChanged( client_t *cl );
+
+void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
+void SV_DropClient( client_t *drop, const char *reason );
+
+void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
+void SV_ClientThink (client_t *cl, usercmd_t *cmd);
+
+void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
+
+//
+// sv_ccmds.c
+//
+void SV_Heartbeat_f( void );
+
+//
+// sv_snapshot.c
+//
+void SV_AddServerCommand( client_t *client, const char *cmd );
+void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
+void SV_WriteFrameToClient (client_t *client, msg_t *msg);
+void SV_SendMessageToClient( msg_t *msg, client_t *client );
+void SV_SendClientMessages( void );
+void SV_SendClientSnapshot( client_t *client );
+
+//
+// sv_game.c
+//
+int SV_NumForGentity( sharedEntity_t *ent );
+sharedEntity_t *SV_GentityNum( int num );
+playerState_t *SV_GameClientNum( int num );
+svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
+sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
+void SV_InitGameProgs ( void );
+void SV_ShutdownGameProgs ( void );
+void SV_RestartGameProgs( void );
+qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
+
+//
+// sv_bot.c
+//
+void SV_BotFrame( int time );
+int SV_BotAllocateClient(void);
+void SV_BotFreeClient( int clientNum );
+
+void SV_BotInitCvars(void);
+int SV_BotLibSetup( void );
+int SV_BotLibShutdown( void );
+int SV_BotGetSnapshotEntity( int client, int ent );
+int SV_BotGetConsoleMessage( int client, char *buf, int size );
+
+int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
+void BotImport_DebugPolygonDelete(int id);
+
+//============================================================
+//
+// high level object sorting to reduce interaction tests
+//
+
+void SV_ClearWorld (void);
+// called after the world model has been loaded, before linking any entities
+
+void SV_UnlinkEntity( sharedEntity_t *ent );
+// call before removing an entity, and before trying to move one,
+// so it doesn't clip against itself
+
+void SV_LinkEntity( sharedEntity_t *ent );
+// Needs to be called any time an entity changes origin, mins, maxs,
+// or solid. Automatically unlinks if needed.
+// sets ent->v.absmin and ent->v.absmax
+// sets ent->leafnums[] for pvs determination even if the entity
+// is not solid
+
+
+clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
+
+
+void SV_SectorList_f( void );
+
+
+int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
+// fills in a table of entity numbers with entities that have bounding boxes
+// that intersect the given area. It is possible for a non-axial bmodel
+// to be returned that doesn't actually intersect the area on an exact
+// test.
+// returns the number of pointers filled in
+// The world entity is never returned in this list.
+
+
+int SV_PointContents( const vec3_t p, int passEntityNum );
+// returns the CONTENTS_* value from the world and all entities at the given point.
+
+
+void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, traceType_t type );
+// mins and maxs are relative
+
+// if the entire move stays in a solid volume, trace.allsolid will be set,
+// trace.startsolid will be set, and trace.fraction will be 0
+
+// if the starting point is in a solid, it will be allowed to move out
+// to an open area
+
+// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
+
+
+void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, traceType_t type );
+// clip to a specific entity
+
+//
+// sv_net_chan.c
+//
+void SV_Netchan_Transmit( client_t *client, msg_t *msg);
+void SV_Netchan_TransmitNextFragment( client_t *client );
+qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
+
diff --git a/src/server/sv_ccmds.c b/src/server/sv_ccmds.c new file mode 100644 index 0000000..10664f7 --- /dev/null +++ b/src/server/sv_ccmds.c @@ -0,0 +1,765 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "server.h"
+
+/*
+===============================================================================
+
+OPERATOR CONSOLE ONLY COMMANDS
+
+These commands can only be entered from stdin or by a remote operator datagram
+===============================================================================
+*/
+
+
+/*
+==================
+SV_GetPlayerByHandle
+
+Returns the player with player id or name from Cmd_Argv(1)
+==================
+*/
+static client_t *SV_GetPlayerByHandle( void ) {
+ client_t *cl;
+ int i;
+ char *s;
+ char cleanName[64];
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ return NULL;
+ }
+
+ if ( Cmd_Argc() < 2 ) {
+ Com_Printf( "No player specified.\n" );
+ return NULL;
+ }
+
+ s = Cmd_Argv(1);
+
+ // Check whether this is a numeric player handle
+ for(i = 0; s[i] >= '0' && s[i] <= '9'; i++);
+
+ if(!s[i])
+ {
+ int plid = atoi(s);
+
+ // Check for numeric playerid match
+ if(plid >= 0 && plid < sv_maxclients->integer)
+ {
+ cl = &svs.clients[plid];
+
+ if(cl->state)
+ return cl;
+ }
+ }
+
+ // check for a name match
+ for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
+ if ( !cl->state ) {
+ continue;
+ }
+ if ( !Q_stricmp( cl->name, s ) ) {
+ return cl;
+ }
+
+ Q_strncpyz( cleanName, cl->name, sizeof(cleanName) );
+ Q_CleanStr( cleanName );
+ if ( !Q_stricmp( cleanName, s ) ) {
+ return cl;
+ }
+ }
+
+ Com_Printf( "Player %s is not on the server\n", s );
+
+ return NULL;
+}
+
+/*
+==================
+SV_GetPlayerByNum
+
+Returns the player with idnum from Cmd_Argv(1)
+==================
+*/
+static client_t *SV_GetPlayerByNum( void ) {
+ client_t *cl;
+ int i;
+ int idnum;
+ char *s;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ return NULL;
+ }
+
+ if ( Cmd_Argc() < 2 ) {
+ Com_Printf( "No player specified.\n" );
+ return NULL;
+ }
+
+ s = Cmd_Argv(1);
+
+ for (i = 0; s[i]; i++) {
+ if (s[i] < '0' || s[i] > '9') {
+ Com_Printf( "Bad slot number: %s\n", s);
+ return NULL;
+ }
+ }
+ idnum = atoi( s );
+ if ( idnum < 0 || idnum >= sv_maxclients->integer ) {
+ Com_Printf( "Bad client slot: %i\n", idnum );
+ return NULL;
+ }
+
+ cl = &svs.clients[idnum];
+ if ( !cl->state ) {
+ Com_Printf( "Client %i is not active\n", idnum );
+ return NULL;
+ }
+ return cl;
+}
+
+//=========================================================
+
+
+/*
+==================
+SV_Map_f
+
+Restart the server on a different map
+==================
+*/
+static void SV_Map_f( void ) {
+ char *cmd;
+ char *map;
+ qboolean killBots, cheat;
+ char expanded[MAX_QPATH];
+ char mapname[MAX_QPATH];
+ int i;
+
+ map = Cmd_Argv(1);
+ if ( !map ) {
+ return;
+ }
+
+ // make sure the level exists before trying to change, so that
+ // a typo at the server console won't end the game
+ Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
+ if ( FS_ReadFile (expanded, NULL) == -1 ) {
+ Com_Printf ("Can't find map %s\n", expanded);
+ return;
+ }
+
+ cmd = Cmd_Argv(0);
+ if ( !Q_stricmp( cmd, "devmap" ) ) {
+ cheat = qtrue;
+ killBots = qtrue;
+ } else {
+ cheat = qfalse;
+ killBots = qfalse;
+ }
+
+ // save the map name here cause on a map restart we reload the autogen.cfg
+ // and thus nuke the arguments of the map command
+ Q_strncpyz(mapname, map, sizeof(mapname));
+
+ // start up the map
+ SV_SpawnServer( mapname, killBots );
+
+ // set the cheat value
+ // if the level was started with "map <levelname>", then
+ // cheats will not be allowed. If started with "devmap <levelname>"
+ // then cheats will be allowed
+ if ( cheat ) {
+ Cvar_Set( "sv_cheats", "1" );
+ } else {
+ Cvar_Set( "sv_cheats", "0" );
+ }
+
+ // This forces the local master server IP address cache
+ // to be updated on sending the next heartbeat
+ for( i = 0; i < MAX_MASTER_SERVERS; i++ )
+ sv_master[ i ]->modified = qtrue;
+}
+
+/*
+================
+SV_MapRestart_f
+
+Completely restarts a level, but doesn't send a new gamestate to the clients.
+This allows fair starts with variable load times.
+================
+*/
+static void SV_MapRestart_f( void ) {
+ int i;
+ client_t *client;
+ char *denied;
+ int delay;
+
+ // make sure we aren't restarting twice in the same frame
+ if ( com_frameTime == sv.serverId ) {
+ return;
+ }
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( sv.restartTime ) {
+ return;
+ }
+
+ if (Cmd_Argc() > 1 ) {
+ delay = atoi( Cmd_Argv(1) );
+ }
+ else {
+ delay = 5;
+ }
+
+ // check for changes in variables that can't just be restarted
+ // check for maxclients change
+ if ( sv_maxclients->modified ) {
+ char mapname[MAX_QPATH];
+
+ Com_Printf( "variable change -- restarting.\n" );
+ // restart the map the slow way
+ Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
+
+ SV_SpawnServer( mapname, qfalse );
+ return;
+ }
+
+ // toggle the server bit so clients can detect that a
+ // map_restart has happened
+ svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
+
+ // generate a new serverid
+ // TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart
+ sv.serverId = com_frameTime;
+ Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
+
+ // reset all the vm data in place without changing memory allocation
+ // note that we do NOT set sv.state = SS_LOADING, so configstrings that
+ // had been changed from their default values will generate broadcast updates
+ sv.state = SS_LOADING;
+ sv.restarting = qtrue;
+
+ SV_RestartGameProgs();
+
+ // run a few frames to allow everything to settle
+ for (i = 0; i < 3; i++)
+ {
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ sv.time += 100;
+ svs.time += 100;
+ }
+
+ sv.state = SS_GAME;
+ sv.restarting = qfalse;
+
+ // connect and begin all the clients
+ for (i=0 ; i<sv_maxclients->integer ; i++) {
+ client = &svs.clients[i];
+
+ // send the new gamestate to all connected clients
+ if ( client->state < CS_CONNECTED) {
+ continue;
+ }
+
+ // add the map_restart command
+ SV_AddServerCommand( client, "map_restart\n" );
+
+ // connect the client again, without the firstTime flag
+ denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) );
+ if ( denied ) {
+ // this generally shouldn't happen, because the client
+ // was connected before the level change
+ SV_DropClient( client, denied );
+ Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125
+ continue;
+ }
+
+ client->state = CS_ACTIVE;
+
+ SV_ClientEnterWorld( client, &client->lastUsercmd );
+ }
+
+ // run another frame to allow things to look at all the players
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ sv.time += 100;
+ svs.time += 100;
+}
+
+//===============================================================
+
+/*
+==================
+SV_KickAll_f
+
+Kick all users off of the server FIXME: move to game
+==================
+*/
+static void SV_KickAll_f( void ) {
+ client_t *cl;
+ int i;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
+ if ( !cl->state ) {
+ continue;
+ }
+ if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
+ continue;
+ }
+ SV_DropClient( cl, "was kicked" );
+ cl->lastPacketTime = svs.time; // in case there is a funny zombie
+ }
+}
+
+/*
+==================
+SV_Kick_f
+
+Kick a user off of the server FIXME: move to game
+==================
+*/
+static void SV_Kick_f( void ) {
+ client_t *cl;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc() != 2 ) {
+ Com_Printf ("Usage: kick <player name>\n");
+ return;
+ }
+
+ cl = SV_GetPlayerByHandle();
+ if ( !cl ) {
+ return;
+ }
+ if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
+ SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
+ return;
+ }
+
+ SV_DropClient( cl, "was kicked" );
+ cl->lastPacketTime = svs.time; // in case there is a funny zombie
+}
+
+/*
+==================
+SV_Ban_f
+
+Ban a user from being able to play on this server through the auth
+server
+==================
+*/
+static void SV_Ban_f( void ) {
+ client_t *cl;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc() != 2 ) {
+ Com_Printf ("Usage: banUser <player name>\n");
+ return;
+ }
+
+ cl = SV_GetPlayerByHandle();
+
+ if (!cl) {
+ return;
+ }
+
+ if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
+ SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
+ return;
+ }
+
+ //FIXME: there is no auth server in Tremulous
+#if 0
+ // look up the authorize server's IP
+ if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
+ Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
+ if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
+ Com_Printf( "Couldn't resolve address\n" );
+ return;
+ }
+ svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
+ Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
+ svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
+ svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
+ BigShort( svs.authorizeAddress.port ) );
+ }
+
+ // otherwise send their ip to the authorize server
+ if ( svs.authorizeAddress.type != NA_BAD ) {
+ NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
+ "banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
+ cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
+ Com_Printf("%s was banned from coming back\n", cl->name);
+ }
+#endif
+}
+
+/*
+==================
+SV_BanNum_f
+
+Ban a user from being able to play on this server through the auth
+server
+==================
+*/
+static void SV_BanNum_f( void ) {
+ client_t *cl;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc() != 2 ) {
+ Com_Printf ("Usage: banClient <client number>\n");
+ return;
+ }
+
+ cl = SV_GetPlayerByNum();
+ if ( !cl ) {
+ return;
+ }
+ if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
+ SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
+ return;
+ }
+
+ //FIXME: there is no auth server in Tremulous
+#if 0
+ // look up the authorize server's IP
+ if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
+ Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
+ if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
+ Com_Printf( "Couldn't resolve address\n" );
+ return;
+ }
+ svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
+ Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
+ svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
+ svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
+ BigShort( svs.authorizeAddress.port ) );
+ }
+
+ // otherwise send their ip to the authorize server
+ if ( svs.authorizeAddress.type != NA_BAD ) {
+ NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
+ "banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
+ cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
+ Com_Printf("%s was banned from coming back\n", cl->name);
+ }
+#endif
+}
+
+/*
+==================
+SV_KickNum_f
+
+Kick a user off of the server FIXME: move to game
+==================
+*/
+static void SV_KickNum_f( void ) {
+ client_t *cl;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc() != 2 ) {
+ Com_Printf ("Usage: kicknum <client number>\n");
+ return;
+ }
+
+ cl = SV_GetPlayerByNum();
+ if ( !cl ) {
+ return;
+ }
+ if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
+ SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
+ return;
+ }
+
+ SV_DropClient( cl, "was kicked" );
+ cl->lastPacketTime = svs.time; // in case there is a funny zombie
+}
+
+/*
+================
+SV_Status_f
+================
+*/
+static void SV_Status_f( void ) {
+ int i, j, l;
+ client_t *cl;
+ playerState_t *ps;
+ const char *s;
+ int ping;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ Com_Printf ("map: %s\n", sv_mapname->string );
+
+ Com_Printf ("num score ping name lastmsg address qport rate\n");
+ Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n");
+ for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++)
+ {
+ if (!cl->state)
+ continue;
+ Com_Printf ("%3i ", i);
+ ps = SV_GameClientNum( i );
+ Com_Printf ("%5i ", ps->persistant[PERS_SCORE]);
+
+ if (cl->state == CS_CONNECTED)
+ Com_Printf ("CNCT ");
+ else if (cl->state == CS_ZOMBIE)
+ Com_Printf ("ZMBI ");
+ else
+ {
+ ping = cl->ping < 9999 ? cl->ping : 9999;
+ Com_Printf ("%4i ", ping);
+ }
+
+ Com_Printf ("%s", cl->name);
+ // TTimo adding a ^7 to reset the color
+ // NOTE: colored names in status breaks the padding (WONTFIX)
+ Com_Printf ("^7");
+ l = 16 - strlen(cl->name);
+ for (j=0 ; j<l ; j++)
+ Com_Printf (" ");
+
+ Com_Printf ("%7i ", svs.time - cl->lastPacketTime );
+
+ s = NET_AdrToString( cl->netchan.remoteAddress );
+ Com_Printf ("%s", s);
+ l = 22 - strlen(s);
+ for (j=0 ; j<l ; j++)
+ Com_Printf (" ");
+
+ Com_Printf ("%5i", cl->netchan.qport);
+
+ Com_Printf (" %5i", cl->rate);
+
+ Com_Printf ("\n");
+ }
+ Com_Printf ("\n");
+}
+
+/*
+==================
+SV_ConSay_f
+==================
+*/
+static void SV_ConSay_f(void) {
+ char *p;
+ char text[1024];
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc () < 2 ) {
+ return;
+ }
+
+ strcpy (text, "console: ");
+ p = Cmd_Args();
+
+ if ( *p == '"' ) {
+ p++;
+ p[strlen(p)-1] = 0;
+ }
+
+ strcat(text, p);
+
+ SV_SendServerCommand(NULL, "chat \"%s\n\"", text);
+}
+
+
+/*
+==================
+SV_Heartbeat_f
+
+Also called by SV_DropClient, SV_DirectConnect, and SV_SpawnServer
+==================
+*/
+void SV_Heartbeat_f( void ) {
+ svs.nextHeartbeatTime = -9999999;
+}
+
+
+/*
+===========
+SV_Serverinfo_f
+
+Examine the serverinfo string
+===========
+*/
+static void SV_Serverinfo_f( void ) {
+ Com_Printf ("Server info settings:\n");
+ Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
+}
+
+
+/*
+===========
+SV_Systeminfo_f
+
+Examine or change the serverinfo string
+===========
+*/
+static void SV_Systeminfo_f( void ) {
+ Com_Printf ("System info settings:\n");
+ Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );
+}
+
+
+/*
+===========
+SV_DumpUser_f
+
+Examine all a users info strings FIXME: move to game
+===========
+*/
+static void SV_DumpUser_f( void ) {
+ client_t *cl;
+
+ // make sure server is running
+ if ( !com_sv_running->integer ) {
+ Com_Printf( "Server is not running.\n" );
+ return;
+ }
+
+ if ( Cmd_Argc() != 2 ) {
+ Com_Printf ("Usage: info <userid>\n");
+ return;
+ }
+
+ cl = SV_GetPlayerByHandle();
+ if ( !cl ) {
+ return;
+ }
+
+ Com_Printf( "userinfo\n" );
+ Com_Printf( "--------\n" );
+ Info_Print( cl->userinfo );
+}
+
+
+/*
+=================
+SV_KillServer
+=================
+*/
+static void SV_KillServer_f( void ) {
+ SV_Shutdown( "killserver" );
+}
+
+//===========================================================
+
+/*
+==================
+SV_AddOperatorCommands
+==================
+*/
+void SV_AddOperatorCommands( void ) {
+ static qboolean initialized;
+
+ if ( initialized ) {
+ return;
+ }
+ initialized = qtrue;
+
+ Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
+ Cmd_AddCommand ("kick", SV_Kick_f);
+ Cmd_AddCommand ("kickAll", SV_KickAll_f);
+ Cmd_AddCommand ("banUser", SV_Ban_f);
+ Cmd_AddCommand ("banClient", SV_BanNum_f);
+ Cmd_AddCommand ("clientkick", SV_KickNum_f);
+ Cmd_AddCommand ("status", SV_Status_f);
+ Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
+ Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
+ Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
+ Cmd_AddCommand ("map_restart", SV_MapRestart_f);
+ Cmd_AddCommand ("sectorlist", SV_SectorList_f);
+ Cmd_AddCommand ("map", SV_Map_f);
+ Cmd_AddCommand ("devmap", SV_Map_f);
+ Cmd_AddCommand ("killserver", SV_KillServer_f);
+ if( com_dedicated->integer ) {
+ Cmd_AddCommand ("say", SV_ConSay_f);
+ }
+}
+
+/*
+==================
+SV_RemoveOperatorCommands
+==================
+*/
+void SV_RemoveOperatorCommands( void ) {
+#if 0
+ // removing these won't let the server start again
+ Cmd_RemoveCommand ("heartbeat");
+ Cmd_RemoveCommand ("kick");
+ Cmd_RemoveCommand ("banUser");
+ Cmd_RemoveCommand ("banClient");
+ Cmd_RemoveCommand ("status");
+ Cmd_RemoveCommand ("serverinfo");
+ Cmd_RemoveCommand ("systeminfo");
+ Cmd_RemoveCommand ("dumpuser");
+ Cmd_RemoveCommand ("map_restart");
+ Cmd_RemoveCommand ("sectorlist");
+ Cmd_RemoveCommand ("say");
+#endif
+}
+
diff --git a/src/server/sv_client.c b/src/server/sv_client.c new file mode 100644 index 0000000..c5f7946 --- /dev/null +++ b/src/server/sv_client.c @@ -0,0 +1,1452 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// sv_client.c -- server code for dealing with clients + +#include "server.h" + +static void SV_CloseDownload( client_t *cl ); + +/* +================= +SV_GetChallenge + +A "getchallenge" OOB command has been received +Returns a challenge number that can be used +in a subsequent connectResponse command. +We do this to prevent denial of service attacks that +flood the server with invalid connection IPs. With a +challenge, they must give a valid IP address. + +If we are authorizing, a challenge request will cause a packet +to be sent to the authorize server. + +When an authorizeip is returned, a challenge response will be +sent to that ip. +================= +*/ +void SV_GetChallenge( netadr_t from ) { + int i; + int oldest; + int oldestTime; + challenge_t *challenge; + + oldest = 0; + oldestTime = 0x7fffffff; + + // see if we already have a challenge for this ip + challenge = &svs.challenges[0]; + for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { + if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) { + break; + } + if ( challenge->time < oldestTime ) { + oldestTime = challenge->time; + oldest = i; + } + } + + if (i == MAX_CHALLENGES) { + // this is the first time this client has asked for a challenge + challenge = &svs.challenges[oldest]; + + challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time; + challenge->adr = from; + challenge->firstTime = svs.time; + challenge->time = svs.time; + challenge->connected = qfalse; + i = oldest; + } + + // send the challengeResponse + challenge->pingTime = svs.time; + NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge ); +} + +/* +================== +SV_DirectConnect + +A "connect" OOB command has been received +================== +*/ +void SV_DirectConnect( netadr_t from ) { + char userinfo[MAX_INFO_STRING]; + int i; + client_t *cl, *newcl; + client_t temp; + sharedEntity_t *ent; + int clientNum; + int version; + int qport; + int challenge; + char *password; + int startIndex; + intptr_t denied; + int count; + char *ip; + + Com_DPrintf ("SVC_DirectConnect ()\n"); + + Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) ); + + version = atoi( Info_ValueForKey( userinfo, "protocol" ) ); + if ( version != PROTOCOL_VERSION ) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i", PROTOCOL_VERSION ); + Com_DPrintf (" rejected connect from version %i\n", version); + return; + } + + challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) ); + qport = atoi( Info_ValueForKey( userinfo, "qport" ) ); + + // quick reject + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( cl->state == CS_FREE ) { + continue; + } + if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) + && ( cl->netchan.qport == qport + || from.port == cl->netchan.remoteAddress.port ) ) { + if (( svs.time - cl->lastConnectTime) + < (sv_reconnectlimit->integer * 1000)) { + Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from)); + return; + } + break; + } + } + + // don't let "ip" overflow userinfo string + if ( NET_IsLocalAddress (from) ) + ip = "localhost"; + else + ip = (char *)NET_AdrToString( from ); + if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) { + NET_OutOfBandPrint( NS_SERVER, from, + "print\nUserinfo string length exceeded. " + "Try removing setu cvars from your config.\n" ); + return; + } + Info_SetValueForKey( userinfo, "ip", ip ); + + // see if the challenge is valid (LAN clients don't need to challenge) + if ( !NET_IsLocalAddress (from) ) { + int ping; + + for (i=0 ; i<MAX_CHALLENGES ; i++) { + if (NET_CompareAdr(from, svs.challenges[i].adr)) { + if ( challenge == svs.challenges[i].challenge ) { + break; // good + } + } + } + if (i == MAX_CHALLENGES) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address" ); + return; + } + + ping = svs.time - svs.challenges[i].pingTime; + Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping ); + svs.challenges[i].connected = qtrue; + + // never reject a LAN client based on ping + if ( !Sys_IsLANAddress( from ) ) { + if ( sv_minPing->value && ping < sv_minPing->value ) { + // don't let them keep trying until they get a big delay + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only" ); + Com_DPrintf ("Client %i rejected on a too low ping\n", i); + // reset the address otherwise their ping will keep increasing + // with each connect message and they'd eventually be able to connect + svs.challenges[i].adr.port = 0; + return; + } + if ( sv_maxPing->value && ping > sv_maxPing->value ) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only" ); + Com_DPrintf ("Client %i rejected on a too high ping\n", i); + return; + } + } + } + + newcl = &temp; + Com_Memset (newcl, 0, sizeof(client_t)); + + // if there is already a slot for this ip, reuse it + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( cl->state == CS_FREE ) { + continue; + } + if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) + && ( cl->netchan.qport == qport + || from.port == cl->netchan.remoteAddress.port ) ) { + Com_Printf ("%s:reconnect\n", NET_AdrToString (from)); + newcl = cl; + + // this doesn't work because it nukes the players userinfo + +// // disconnect the client from the game first so any flags the +// // player might have are dropped +// VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients ); + // + goto gotnewcl; + } + } + + // find a client slot + // if "sv_privateClients" is set > 0, then that number + // of client slots will be reserved for connections that + // have "password" set to the value of "sv_privatePassword" + // Info requests will report the maxclients as if the private + // slots didn't exist, to prevent people from trying to connect + // to a full server. + // This is to allow us to reserve a couple slots here on our + // servers so we can play without having to kick people. + + // check for privateClient password + password = Info_ValueForKey( userinfo, "password" ); + if ( !strcmp( password, sv_privatePassword->string ) ) { + startIndex = 0; + } else { + // skip past the reserved slots + startIndex = sv_privateClients->integer; + } + + newcl = NULL; + for ( i = startIndex; i < sv_maxclients->integer ; i++ ) { + cl = &svs.clients[i]; + if (cl->state == CS_FREE) { + newcl = cl; + break; + } + } + + if ( !newcl ) { + if ( NET_IsLocalAddress( from ) ) { + Com_Error( ERR_FATAL, "server is full on local connect\n" ); + return; + } + else { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full" ); + Com_DPrintf ("Rejected a connection.\n"); + return; + } + } + + // we got a newcl, so reset the reliableSequence and reliableAcknowledge + cl->reliableAcknowledge = 0; + cl->reliableSequence = 0; + +gotnewcl: + // build a new connection + // accept the new client + // this is the only place a client_t is ever initialized + *newcl = temp; + clientNum = newcl - svs.clients; + ent = SV_GentityNum( clientNum ); + newcl->gentity = ent; + + // save the challenge + newcl->challenge = challenge; + + // save the address + Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport); + // init the netchan queue + newcl->netchan_end_queue = &newcl->netchan_start_queue; + + // save the userinfo + Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) ); + + // get the game a chance to reject this connection or modify the userinfo + denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue ); // firstTime = qtrue + if ( denied ) { + // we can't just use VM_ArgPtr, because that is only valid inside a VM_Call + char *str = VM_ExplicitArgPtr( gvm, denied ); + + NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", str ); + Com_DPrintf ("Game rejected a connection: %s.\n", str); + return; + } + + SV_UserinfoChanged( newcl ); + + // send the connect packet to the client + NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" ); + + Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name ); + + newcl->state = CS_CONNECTED; + newcl->nextSnapshotTime = svs.time; + newcl->lastPacketTime = svs.time; + newcl->lastConnectTime = svs.time; + + // when we receive the first packet from the client, we will + // notice that it is from a different serverid and that the + // gamestate message was not just sent, forcing a retransmit + newcl->gamestateMessageNum = -1; + + // if this was the first client on the server, or the last client + // the server can hold, send a heartbeat to the master. + count = 0; + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + count++; + } + } + if ( count == 1 || count == sv_maxclients->integer ) { + SV_Heartbeat_f(); + } +} + + +/* +===================== +SV_DropClient + +Called when the player is totally leaving the server, either willingly +or unwillingly. This is NOT called if the entire server is quiting +or crashing -- SV_FinalMessage() will handle that +===================== +*/ +void SV_DropClient( client_t *drop, const char *reason ) { + int i; + challenge_t *challenge; + + if ( drop->state == CS_ZOMBIE ) { + return; // already dropped + } + + // see if we already have a challenge for this ip + challenge = &svs.challenges[0]; + + for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { + if ( NET_CompareAdr( drop->netchan.remoteAddress, challenge->adr ) ) { + challenge->connected = qfalse; + break; + } + } + + // Kill any download + SV_CloseDownload( drop ); + + // tell everyone why they got dropped + SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason ); + + + if (drop->download) { + FS_FCloseFile( drop->download ); + drop->download = 0; + } + + // call the prog function for removing a client + // this will remove the body, among other things + VM_Call( gvm, GAME_CLIENT_DISCONNECT, drop - svs.clients ); + + // add the disconnect command + SV_SendServerCommand( drop, "disconnect \"%s\"", reason); + + // nuke user info + SV_SetUserinfo( drop - svs.clients, "" ); + + Com_DPrintf( "Going to CS_ZOMBIE for %s\n", drop->name ); + drop->state = CS_ZOMBIE; // become free in a few seconds + + // if this was the last client on the server, send a heartbeat + // to the master so it is known the server is empty + // send a heartbeat now so the master will get up to date info + // if there is already a slot for this ip, reuse it + for (i=0 ; i < sv_maxclients->integer ; i++ ) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + break; + } + } + if ( i == sv_maxclients->integer ) { + SV_Heartbeat_f(); + } +} + +/* +================ +SV_SendClientGameState + +Sends the first message from the server to a connected client. +This will be sent on the initial connection and upon each new map load. + +It will be resent if the client acknowledges a later message but has +the wrong gamestate. +================ +*/ +void SV_SendClientGameState( client_t *client ) { + int start; + entityState_t *base, nullstate; + msg_t msg; + byte msgBuffer[MAX_MSGLEN]; + + Com_DPrintf ("SV_SendClientGameState() for %s\n", client->name); + Com_DPrintf( "Going from CS_CONNECTED to CS_PRIMED for %s\n", client->name ); + client->state = CS_PRIMED; + client->pureAuthentic = 0; + client->gotCP = qfalse; + + // when we receive the first packet from the client, we will + // notice that it is from a different serverid and that the + // gamestate message was not just sent, forcing a retransmit + client->gamestateMessageNum = client->netchan.outgoingSequence; + + MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) ); + + // NOTE, MRE: all server->client messages now acknowledge + // let the client know which reliable clientCommands we have received + MSG_WriteLong( &msg, client->lastClientCommand ); + + // send any server commands waiting to be sent first. + // we have to do this cause we send the client->reliableSequence + // with a gamestate and it sets the clc.serverCommandSequence at + // the client side + SV_UpdateServerCommandsToClient( client, &msg ); + + // send the gamestate + MSG_WriteByte( &msg, svc_gamestate ); + MSG_WriteLong( &msg, client->reliableSequence ); + + // write the configstrings + for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) { + if (sv.configstrings[start][0]) { + MSG_WriteByte( &msg, svc_configstring ); + MSG_WriteShort( &msg, start ); + MSG_WriteBigString( &msg, sv.configstrings[start] ); + } + } + + // write the baselines + Com_Memset( &nullstate, 0, sizeof( nullstate ) ); + for ( start = 0 ; start < MAX_GENTITIES; start++ ) { + base = &sv.svEntities[start].baseline; + if ( !base->number ) { + continue; + } + MSG_WriteByte( &msg, svc_baseline ); + MSG_WriteDeltaEntity( &msg, &nullstate, base, qtrue ); + } + + MSG_WriteByte( &msg, svc_EOF ); + + MSG_WriteLong( &msg, client - svs.clients); + + // write the checksum feed + MSG_WriteLong( &msg, sv.checksumFeed); + + // deliver this to the client + SV_SendMessageToClient( &msg, client ); +} + + +/* +================== +SV_ClientEnterWorld +================== +*/ +void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd ) { + int clientNum; + sharedEntity_t *ent; + + Com_DPrintf( "Going from CS_PRIMED to CS_ACTIVE for %s\n", client->name ); + client->state = CS_ACTIVE; + + // resend all configstrings using the cs commands since these are + // no longer sent when the client is CS_PRIMED + SV_UpdateConfigstrings( client ); + + // set up the entity for the client + clientNum = client - svs.clients; + ent = SV_GentityNum( clientNum ); + ent->s.number = clientNum; + client->gentity = ent; + + client->deltaMessage = -1; + client->nextSnapshotTime = svs.time; // generate a snapshot immediately + client->lastUsercmd = *cmd; + + // call the game begin function + VM_Call( gvm, GAME_CLIENT_BEGIN, client - svs.clients ); +} + +/* +============================================================ + +CLIENT COMMAND EXECUTION + +============================================================ +*/ + +/* +================== +SV_CloseDownload + +clear/free any download vars +================== +*/ +static void SV_CloseDownload( client_t *cl ) { + int i; + + // EOF + if (cl->download) { + FS_FCloseFile( cl->download ); + } + cl->download = 0; + *cl->downloadName = 0; + + // Free the temporary buffer space + for (i = 0; i < MAX_DOWNLOAD_WINDOW; i++) { + if (cl->downloadBlocks[i]) { + Z_Free( cl->downloadBlocks[i] ); + cl->downloadBlocks[i] = NULL; + } + } + +} + +/* +================== +SV_StopDownload_f + +Abort a download if in progress +================== +*/ +void SV_StopDownload_f( client_t *cl ) { + if (*cl->downloadName) + Com_DPrintf( "clientDownload: %d : file \"%s\" aborted\n", (int) (cl - svs.clients), cl->downloadName ); + + SV_CloseDownload( cl ); +} + +/* +================== +SV_DoneDownload_f + +Downloads are finished +================== +*/ +void SV_DoneDownload_f( client_t *cl ) { + Com_DPrintf( "clientDownload: %s Done\n", cl->name); + // resend the game state to update any clients that entered during the download + SV_SendClientGameState(cl); +} + +/* +================== +SV_NextDownload_f + +The argument will be the last acknowledged block from the client, it should be +the same as cl->downloadClientBlock +================== +*/ +void SV_NextDownload_f( client_t *cl ) +{ + int block = atoi( Cmd_Argv(1) ); + + if (block == cl->downloadClientBlock) { + Com_DPrintf( "clientDownload: %d : client acknowledge of block %d\n", (int) (cl - svs.clients), block ); + + // Find out if we are done. A zero-length block indicates EOF + if (cl->downloadBlockSize[cl->downloadClientBlock % MAX_DOWNLOAD_WINDOW] == 0) { + Com_Printf( "clientDownload: %d : file \"%s\" completed\n", (int) (cl - svs.clients), cl->downloadName ); + SV_CloseDownload( cl ); + return; + } + + cl->downloadSendTime = svs.time; + cl->downloadClientBlock++; + return; + } + // We aren't getting an acknowledge for the correct block, drop the client + // FIXME: this is bad... the client will never parse the disconnect message + // because the cgame isn't loaded yet + SV_DropClient( cl, "broken download" ); +} + +/* +================== +SV_BeginDownload_f +================== +*/ +void SV_BeginDownload_f( client_t *cl ) { + + // Kill any existing download + SV_CloseDownload( cl ); + + // cl->downloadName is non-zero now, SV_WriteDownloadToClient will see this and open + // the file itself + Q_strncpyz( cl->downloadName, Cmd_Argv(1), sizeof(cl->downloadName) ); +} + +/* +================== +SV_WriteDownloadToClient + +Check to see if the client wants a file, open it if needed and start pumping the client +Fill up msg with data +================== +*/ +void SV_WriteDownloadToClient( client_t *cl , msg_t *msg ) +{ + int curindex; + int rate; + int blockspersnap; + int idPack = 0, missionPack = 0, unreferenced = 1; + char errorMessage[1024]; + char pakbuf[MAX_QPATH], *pakptr; + int numRefPaks; + + if (!*cl->downloadName) + return; // Nothing being downloaded + + if (!cl->download) { + // Chop off filename extension. + Com_sprintf(pakbuf, sizeof(pakbuf), "%s", cl->downloadName); + pakptr = Q_strrchr(pakbuf, '.'); + + if(pakptr) + { + *pakptr = '\0'; + + // Check for pk3 filename extension + if(!Q_stricmp(pakptr + 1, "pk3")) + { + const char *referencedPaks = FS_ReferencedPakNames(); + + // Check whether the file appears in the list of referenced + // paks to prevent downloading of arbitrary files. + Cmd_TokenizeStringIgnoreQuotes(referencedPaks); + numRefPaks = Cmd_Argc(); + + for(curindex = 0; curindex < numRefPaks; curindex++) + { + if(!FS_FilenameCompare(Cmd_Argv(curindex), pakbuf)) + { + unreferenced = 0; + + // now that we know the file is referenced, + // check whether it's legal to download it. + missionPack = FS_idPak(pakbuf, "missionpack"); + idPack = missionPack || FS_idPak(pakbuf, BASEGAME); + + break; + } + } + } + } + + // We open the file here + if ( !(sv_allowDownload->integer & DLF_ENABLE) || + (sv_allowDownload->integer & DLF_NO_UDP) || + idPack || unreferenced || + ( cl->downloadSize = FS_SV_FOpenFileRead( cl->downloadName, &cl->download ) ) <= 0 ) { + // cannot auto-download file + if(unreferenced) + { + Com_Printf("clientDownload: %d : \"%s\" is not referenced and cannot be downloaded.\n", (int) (cl - svs.clients), cl->downloadName); + Com_sprintf(errorMessage, sizeof(errorMessage), "File \"%s\" is not referenced and cannot be downloaded.", cl->downloadName); + } + else if (idPack) { + Com_Printf("clientDownload: %d : \"%s\" cannot download id pk3 files\n", (int) (cl - svs.clients), cl->downloadName); + if (missionPack) { + Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload Team Arena file \"%s\"\n" + "The Team Arena mission pack can be found in your local game store.", cl->downloadName); + } + else { + Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload id pk3 file \"%s\"", cl->downloadName); + } + } + else if ( !(sv_allowDownload->integer & DLF_ENABLE) || + (sv_allowDownload->integer & DLF_NO_UDP) ) { + + Com_Printf("clientDownload: %d : \"%s\" download disabled", (int) (cl - svs.clients), cl->downloadName); + if (sv_pure->integer) { + Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n" + "You will need to get this file elsewhere before you " + "can connect to this pure server.\n", cl->downloadName); + } else { + Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n" + "The server you are connecting to is not a pure server, " + "set autodownload to No in your settings and you might be " + "able to join the game anyway.\n", cl->downloadName); + } + } else { + // NOTE TTimo this is NOT supposed to happen unless bug in our filesystem scheme? + // if the pk3 is referenced, it must have been found somewhere in the filesystem + Com_Printf("clientDownload: %d : \"%s\" file not found on server\n", (int) (cl - svs.clients), cl->downloadName); + Com_sprintf(errorMessage, sizeof(errorMessage), "File \"%s\" not found on server for autodownloading.\n", cl->downloadName); + } + MSG_WriteByte( msg, svc_download ); + MSG_WriteShort( msg, 0 ); // client is expecting block zero + MSG_WriteLong( msg, -1 ); // illegal file size + MSG_WriteString( msg, errorMessage ); + + *cl->downloadName = 0; + return; + } + + Com_Printf( "clientDownload: %d : beginning \"%s\"\n", (int) (cl - svs.clients), cl->downloadName ); + + // Init + cl->downloadCurrentBlock = cl->downloadClientBlock = cl->downloadXmitBlock = 0; + cl->downloadCount = 0; + cl->downloadEOF = qfalse; + } + + // Perform any reads that we need to + while (cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW && + cl->downloadSize != cl->downloadCount) { + + curindex = (cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW); + + if (!cl->downloadBlocks[curindex]) + cl->downloadBlocks[curindex] = Z_Malloc( MAX_DOWNLOAD_BLKSIZE ); + + cl->downloadBlockSize[curindex] = FS_Read( cl->downloadBlocks[curindex], MAX_DOWNLOAD_BLKSIZE, cl->download ); + + if (cl->downloadBlockSize[curindex] < 0) { + // EOF right now + cl->downloadCount = cl->downloadSize; + break; + } + + cl->downloadCount += cl->downloadBlockSize[curindex]; + + // Load in next block + cl->downloadCurrentBlock++; + } + + // Check to see if we have eof condition and add the EOF block + if (cl->downloadCount == cl->downloadSize && + !cl->downloadEOF && + cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW) { + + cl->downloadBlockSize[cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW] = 0; + cl->downloadCurrentBlock++; + + cl->downloadEOF = qtrue; // We have added the EOF block + } + + // Loop up to window size times based on how many blocks we can fit in the + // client snapMsec and rate + + // based on the rate, how many bytes can we fit in the snapMsec time of the client + // normal rate / snapshotMsec calculation + rate = cl->rate; + if ( sv_maxRate->integer ) { + if ( sv_maxRate->integer < 1000 ) { + Cvar_Set( "sv_MaxRate", "1000" ); + } + if ( sv_maxRate->integer < rate ) { + rate = sv_maxRate->integer; + } + } + if ( sv_minRate->integer ) { + if ( sv_minRate->integer < 1000 ) + Cvar_Set( "sv_minRate", "1000" ); + if ( sv_minRate->integer > rate ) + rate = sv_minRate->integer; + } + + if (!rate) { + blockspersnap = 1; + } else { + blockspersnap = ( (rate * cl->snapshotMsec) / 1000 + MAX_DOWNLOAD_BLKSIZE ) / + MAX_DOWNLOAD_BLKSIZE; + } + + if (blockspersnap < 0) + blockspersnap = 1; + + while (blockspersnap--) { + + // Write out the next section of the file, if we have already reached our window, + // automatically start retransmitting + + if (cl->downloadClientBlock == cl->downloadCurrentBlock) + return; // Nothing to transmit + + if (cl->downloadXmitBlock == cl->downloadCurrentBlock) { + // We have transmitted the complete window, should we start resending? + + //FIXME: This uses a hardcoded one second timeout for lost blocks + //the timeout should be based on client rate somehow + if (svs.time - cl->downloadSendTime > 1000) + cl->downloadXmitBlock = cl->downloadClientBlock; + else + return; + } + + // Send current block + curindex = (cl->downloadXmitBlock % MAX_DOWNLOAD_WINDOW); + + MSG_WriteByte( msg, svc_download ); + MSG_WriteShort( msg, cl->downloadXmitBlock ); + + // block zero is special, contains file size + if ( cl->downloadXmitBlock == 0 ) + MSG_WriteLong( msg, cl->downloadSize ); + + MSG_WriteShort( msg, cl->downloadBlockSize[curindex] ); + + // Write the block + if ( cl->downloadBlockSize[curindex] ) { + MSG_WriteData( msg, cl->downloadBlocks[curindex], cl->downloadBlockSize[curindex] ); + } + + Com_DPrintf( "clientDownload: %d : writing block %d\n", (int) (cl - svs.clients), cl->downloadXmitBlock ); + + // Move on to the next block + // It will get sent with next snap shot. The rate will keep us in line. + cl->downloadXmitBlock++; + + cl->downloadSendTime = svs.time; + } +} + +/* +================= +SV_Disconnect_f + +The client is going to disconnect, so remove the connection immediately FIXME: move to game? +================= +*/ +static void SV_Disconnect_f( client_t *cl ) { + SV_DropClient( cl, "disconnected" ); +} + +/* +================= +SV_VerifyPaks_f + +If we are pure, disconnect the client if they do no meet the following conditions: + +1. the first two checksums match our view of cgame and ui +2. there are no any additional checksums that we do not have + +This routine would be a bit simpler with a goto but i abstained + +================= +*/ +static void SV_VerifyPaks_f( client_t *cl ) { + int nChkSum1, nChkSum2, nClientPaks, nServerPaks, i, j, nCurArg; + int nClientChkSum[1024]; + int nServerChkSum[1024]; + const char *pPaks, *pArg; + qboolean bGood = qtrue; + + // if we are pure, we "expect" the client to load certain things from + // certain pk3 files, namely we want the client to have loaded the + // ui and cgame that we think should be loaded based on the pure setting + // + if ( sv_pure->integer != 0 ) { + + bGood = qtrue; + nChkSum1 = nChkSum2 = 0; + // we run the game, so determine which cgame and ui the client "should" be running + bGood = (FS_FileIsInPAK("vm/cgame.qvm", &nChkSum1) == 1); + if (bGood) + bGood = (FS_FileIsInPAK("vm/ui.qvm", &nChkSum2) == 1); + + nClientPaks = Cmd_Argc(); + + // start at arg 2 ( skip serverId cl_paks ) + nCurArg = 1; + + pArg = Cmd_Argv(nCurArg++); + if(!pArg) { + bGood = qfalse; + } + else + { + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 + // we may get incoming cp sequences from a previous checksumFeed, which we need to ignore + // since serverId is a frame count, it always goes up + if (atoi(pArg) < sv.checksumFeedServerId) + { + Com_DPrintf("ignoring outdated cp command from client %s\n", cl->name); + return; + } + } + + // we basically use this while loop to avoid using 'goto' :) + while (bGood) { + + // must be at least 6: "cl_paks cgame ui @ firstref ... numChecksums" + // numChecksums is encoded + if (nClientPaks < 6) { + bGood = qfalse; + break; + } + // verify first to be the cgame checksum + pArg = Cmd_Argv(nCurArg++); + if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum1 ) { + bGood = qfalse; + break; + } + // verify the second to be the ui checksum + pArg = Cmd_Argv(nCurArg++); + if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum2 ) { + bGood = qfalse; + break; + } + // should be sitting at the delimeter now + pArg = Cmd_Argv(nCurArg++); + if (*pArg != '@') { + bGood = qfalse; + break; + } + // store checksums since tokenization is not re-entrant + for (i = 0; nCurArg < nClientPaks; i++) { + nClientChkSum[i] = atoi(Cmd_Argv(nCurArg++)); + } + + // store number to compare against (minus one cause the last is the number of checksums) + nClientPaks = i - 1; + + // make sure none of the client check sums are the same + // so the client can't send 5 the same checksums + for (i = 0; i < nClientPaks; i++) { + for (j = 0; j < nClientPaks; j++) { + if (i == j) + continue; + if (nClientChkSum[i] == nClientChkSum[j]) { + bGood = qfalse; + break; + } + } + if (bGood == qfalse) + break; + } + if (bGood == qfalse) + break; + + // get the pure checksums of the pk3 files loaded by the server + pPaks = FS_LoadedPakPureChecksums(); + Cmd_TokenizeString( pPaks ); + nServerPaks = Cmd_Argc(); + if (nServerPaks > 1024) + nServerPaks = 1024; + + for (i = 0; i < nServerPaks; i++) { + nServerChkSum[i] = atoi(Cmd_Argv(i)); + } + + // check if the client has provided any pure checksums of pk3 files not loaded by the server + for (i = 0; i < nClientPaks; i++) { + for (j = 0; j < nServerPaks; j++) { + if (nClientChkSum[i] == nServerChkSum[j]) { + break; + } + } + if (j >= nServerPaks) { + bGood = qfalse; + break; + } + } + if ( bGood == qfalse ) { + break; + } + + // check if the number of checksums was correct + nChkSum1 = sv.checksumFeed; + for (i = 0; i < nClientPaks; i++) { + nChkSum1 ^= nClientChkSum[i]; + } + nChkSum1 ^= nClientPaks; + if (nChkSum1 != nClientChkSum[nClientPaks]) { + bGood = qfalse; + break; + } + + // break out + break; + } + + cl->gotCP = qtrue; + + if (bGood) { + cl->pureAuthentic = 1; + } + else { + cl->pureAuthentic = 0; + cl->nextSnapshotTime = -1; + cl->state = CS_ACTIVE; + SV_SendClientSnapshot( cl ); + SV_DropClient( cl, "Unpure client detected. Invalid .PK3 files referenced!" ); + } + } +} + +/* +================= +SV_ResetPureClient_f +================= +*/ +static void SV_ResetPureClient_f( client_t *cl ) { + cl->pureAuthentic = 0; + cl->gotCP = qfalse; +} + +/* +================= +SV_UserinfoChanged + +Pull specific info from a newly changed userinfo string +into a more C friendly form. +================= +*/ +void SV_UserinfoChanged( client_t *cl ) { + char *val; + char *ip; + int i; + int len; + + // name for C code + Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) ); + + // rate command + + // if the client is on the same subnet as the server and we aren't running an + // internet public server, assume they don't need a rate choke + if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) { + cl->rate = 99999; // lans should not rate limit + } else { + val = Info_ValueForKey (cl->userinfo, "rate"); + if (strlen(val)) { + i = atoi(val); + cl->rate = i; + if (cl->rate < 1000) { + cl->rate = 1000; + } else if (cl->rate > 90000) { + cl->rate = 90000; + } + } else { + cl->rate = 3000; + } + } + val = Info_ValueForKey (cl->userinfo, "handicap"); + if (strlen(val)) { + i = atoi(val); + if (i<=0 || i>100 || strlen(val) > 4) { + Info_SetValueForKey( cl->userinfo, "handicap", "100" ); + } + } + + // snaps command + val = Info_ValueForKey (cl->userinfo, "snaps"); + if (strlen(val)) { + i = atoi(val); + if ( i < 1 ) { + i = 1; + } else if ( i > sv_fps->integer ) { + i = sv_fps->integer; + } + cl->snapshotMsec = 1000/i; + } else { + cl->snapshotMsec = 50; + } + + // TTimo + // maintain the IP information + // the banning code relies on this being consistently present + if( NET_IsLocalAddress(cl->netchan.remoteAddress) ) + ip = "localhost"; + else + ip = (char*)NET_AdrToString( cl->netchan.remoteAddress ); + + val = Info_ValueForKey( cl->userinfo, "ip" ); + if( val[0] ) + len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo ); + else + len = strlen( ip ) + 4 + strlen( cl->userinfo ); + + if( len >= MAX_INFO_STRING ) + SV_DropClient( cl, "userinfo string length exceeded" ); + else + Info_SetValueForKey( cl->userinfo, "ip", ip ); + +} + + +/* +================== +SV_UpdateUserinfo_f +================== +*/ +static void SV_UpdateUserinfo_f( client_t *cl ) { + Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) ); + + SV_UserinfoChanged( cl ); + // call prog code to allow overrides + VM_Call( gvm, GAME_CLIENT_USERINFO_CHANGED, cl - svs.clients ); +} + +typedef struct { + char *name; + void (*func)( client_t *cl ); +} ucmd_t; + +static ucmd_t ucmds[] = { + {"userinfo", SV_UpdateUserinfo_f}, + {"disconnect", SV_Disconnect_f}, + {"cp", SV_VerifyPaks_f}, + {"vdr", SV_ResetPureClient_f}, + {"download", SV_BeginDownload_f}, + {"nextdl", SV_NextDownload_f}, + {"stopdl", SV_StopDownload_f}, + {"donedl", SV_DoneDownload_f}, + + {NULL, NULL} +}; + +/* +================== +SV_ExecuteClientCommand + +Also called by bot code +================== +*/ +void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK ) { + ucmd_t *u; + qboolean bProcessed = qfalse; + + Cmd_TokenizeString( s ); + + // see if it is a server level command + for (u=ucmds ; u->name ; u++) { + if (!strcmp (Cmd_Argv(0), u->name) ) { + u->func( cl ); + bProcessed = qtrue; + break; + } + } + + if (clientOK) { + // pass unknown strings to the game + if (!u->name && sv.state == SS_GAME) { + VM_Call( gvm, GAME_CLIENT_COMMAND, cl - svs.clients ); + } + } + else if (!bProcessed) + Com_DPrintf( "client text ignored for %s: %s\n", cl->name, Cmd_Argv(0) ); +} + +/* +=============== +SV_ClientCommand +=============== +*/ +static qboolean SV_ClientCommand( client_t *cl, msg_t *msg ) { + int seq; + const char *s; + qboolean clientOk = qtrue; + + seq = MSG_ReadLong( msg ); + s = MSG_ReadString( msg ); + + // see if we have already executed it + if ( cl->lastClientCommand >= seq ) { + return qtrue; + } + + Com_DPrintf( "clientCommand: %s : %i : %s\n", cl->name, seq, s ); + + // drop the connection if we have somehow lost commands + if ( seq > cl->lastClientCommand + 1 ) { + Com_Printf( "Client %s lost %i clientCommands\n", cl->name, + seq - cl->lastClientCommand + 1 ); + SV_DropClient( cl, "Lost reliable commands" ); + return qfalse; + } + + // malicious users may try using too many string commands + // to lag other players. If we decide that we want to stall + // the command, we will stop processing the rest of the packet, + // including the usercmd. This causes flooders to lag themselves + // but not other people + // We don't do this when the client hasn't been active yet since its + // normal to spam a lot of commands when downloading +#if 0 // flood protection in game for trem + if ( !com_cl_running->integer && + cl->state >= CS_ACTIVE && + sv_floodProtect->integer && + svs.time < cl->nextReliableTime ) { + // ignore any other text messages from this client but let them keep playing + // TTimo - moved the ignored verbose to the actual processing in SV_ExecuteClientCommand, only printing if the core doesn't intercept + clientOk = qfalse; + } +#endif + + // don't allow another command for one second + cl->nextReliableTime = svs.time + 1000; + + SV_ExecuteClientCommand( cl, s, clientOk ); + + cl->lastClientCommand = seq; + Com_sprintf(cl->lastClientCommandString, sizeof(cl->lastClientCommandString), "%s", s); + + return qtrue; // continue procesing +} + + +//================================================================================== + + +/* +================== +SV_ClientThink + +Also called by bot code +================== +*/ +void SV_ClientThink (client_t *cl, usercmd_t *cmd) { + cl->lastUsercmd = *cmd; + + if ( cl->state != CS_ACTIVE ) { + return; // may have been kicked during the last usercmd + } + + VM_Call( gvm, GAME_CLIENT_THINK, cl - svs.clients ); +} + +/* +================== +SV_UserMove + +The message usually contains all the movement commands +that were in the last three packets, so that the information +in dropped packets can be recovered. + +On very fast clients, there may be multiple usercmd packed into +each of the backup packets. +================== +*/ +static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) { + int i, key; + int cmdCount; + usercmd_t nullcmd; + usercmd_t cmds[MAX_PACKET_USERCMDS]; + usercmd_t *cmd, *oldcmd; + + if ( delta ) { + cl->deltaMessage = cl->messageAcknowledge; + } else { + cl->deltaMessage = -1; + } + + cmdCount = MSG_ReadByte( msg ); + + if ( cmdCount < 1 ) { + Com_Printf( "cmdCount < 1\n" ); + return; + } + + if ( cmdCount > MAX_PACKET_USERCMDS ) { + Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" ); + return; + } + + // use the checksum feed in the key + key = sv.checksumFeed; + // also use the message acknowledge + key ^= cl->messageAcknowledge; + // also use the last acknowledged server command in the key + key ^= Com_HashKey(cl->reliableCommands[ cl->reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ], 32); + + Com_Memset( &nullcmd, 0, sizeof(nullcmd) ); + oldcmd = &nullcmd; + for ( i = 0 ; i < cmdCount ; i++ ) { + cmd = &cmds[i]; + MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd ); + oldcmd = cmd; + } + + // save time for ping calculation + cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time; + + // TTimo + // catch the no-cp-yet situation before SV_ClientEnterWorld + // if CS_ACTIVE, then it's time to trigger a new gamestate emission + // if not, then we are getting remaining parasite usermove commands, which we should ignore + if (sv_pure->integer != 0 && cl->pureAuthentic == 0 && !cl->gotCP) { + if (cl->state == CS_ACTIVE) + { + // we didn't get a cp yet, don't assume anything and just send the gamestate all over again + Com_DPrintf( "%s: didn't get cp command, resending gamestate\n", cl->name); + SV_SendClientGameState( cl ); + } + return; + } + + // if this is the first usercmd we have received + // this gamestate, put the client into the world + if ( cl->state == CS_PRIMED ) { + SV_ClientEnterWorld( cl, &cmds[0] ); + // the moves can be processed normaly + } + + // a bad cp command was sent, drop the client + if (sv_pure->integer != 0 && cl->pureAuthentic == 0) { + SV_DropClient( cl, "Cannot validate pure client!"); + return; + } + + if ( cl->state != CS_ACTIVE ) { + cl->deltaMessage = -1; + return; + } + + // usually, the first couple commands will be duplicates + // of ones we have previously received, but the servertimes + // in the commands will cause them to be immediately discarded + for ( i = 0 ; i < cmdCount ; i++ ) { + // if this is a cmd from before a map_restart ignore it + if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) { + continue; + } + // extremely lagged or cmd from before a map_restart + //if ( cmds[i].serverTime > svs.time + 3000 ) { + // continue; + //} + // don't execute if this is an old cmd which is already executed + // these old cmds are included when cl_packetdup > 0 + if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) { + continue; + } + SV_ClientThink (cl, &cmds[ i ]); + } +} + + +/* +=========================================================================== + +USER CMD EXECUTION + +=========================================================================== +*/ + +/* +=================== +SV_ExecuteClientMessage + +Parse a client packet +=================== +*/ +void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) { + int c; + int serverId; + + MSG_Bitstream(msg); + + serverId = MSG_ReadLong( msg ); + cl->messageAcknowledge = MSG_ReadLong( msg ); + + if (cl->messageAcknowledge < 0) { + // usually only hackers create messages like this + // it is more annoying for them to let them hanging +#ifndef NDEBUG + SV_DropClient( cl, "DEBUG: illegible client message" ); +#endif + return; + } + + cl->reliableAcknowledge = MSG_ReadLong( msg ); + + // NOTE: when the client message is fux0red the acknowledgement numbers + // can be out of range, this could cause the server to send thousands of server + // commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient + if (cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS) { + // usually only hackers create messages like this + // it is more annoying for them to let them hanging +#ifndef NDEBUG + SV_DropClient( cl, "DEBUG: illegible client message" ); +#endif + cl->reliableAcknowledge = cl->reliableSequence; + return; + } + // if this is a usercmd from a previous gamestate, + // ignore it or retransmit the current gamestate + // + // if the client was downloading, let it stay at whatever serverId and + // gamestate it was at. This allows it to keep downloading even when + // the gamestate changes. After the download is finished, we'll + // notice and send it a new game state + // + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536 + // don't drop as long as previous command was a nextdl, after a dl is done, downloadName is set back to "" + // but we still need to read the next message to move to next download or send gamestate + // I don't like this hack though, it must have been working fine at some point, suspecting the fix is somewhere else + if ( serverId != sv.serverId && !*cl->downloadName && !strstr(cl->lastClientCommandString, "nextdl") ) { + if ( serverId >= sv.restartedServerId && serverId < sv.serverId ) { // TTimo - use a comparison here to catch multiple map_restart + // they just haven't caught the map_restart yet + Com_DPrintf("%s : ignoring pre map_restart / outdated client message\n", cl->name); + return; + } + // if we can tell that the client has dropped the last + // gamestate we sent them, resend it + if ( cl->messageAcknowledge > cl->gamestateMessageNum ) { + Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name ); + SV_SendClientGameState( cl ); + } + return; + } + + // this client has acknowledged the new gamestate so it's + // safe to start sending it the real time again + if( cl->oldServerTime && serverId == sv.serverId ){ + Com_DPrintf( "%s acknowledged gamestate\n", cl->name ); + cl->oldServerTime = 0; + } + + // read optional clientCommand strings + do { + c = MSG_ReadByte( msg ); + if ( c == clc_EOF ) { + break; + } + if ( c != clc_clientCommand ) { + break; + } + if ( !SV_ClientCommand( cl, msg ) ) { + return; // we couldn't execute it because of the flood protection + } + if (cl->state == CS_ZOMBIE) { + return; // disconnect command + } + } while ( 1 ); + + // read the usercmd_t + if ( c == clc_move ) { + SV_UserMove( cl, msg, qtrue ); + } else if ( c == clc_moveNoDelta ) { + SV_UserMove( cl, msg, qfalse ); + } else if ( c != clc_EOF ) { + Com_Printf( "WARNING: bad command byte for client %i\n", (int) (cl - svs.clients) ); + } +// if ( msg->readcount != msg->cursize ) { +// Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients ); +// } +}
\ No newline at end of file diff --git a/src/server/sv_game.c b/src/server/sv_game.c new file mode 100644 index 0000000..1f56ed0 --- /dev/null +++ b/src/server/sv_game.c @@ -0,0 +1,599 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// sv_game.c -- interface to the game dll + +#include "server.h" + +void SV_GameError( const char *string ) { + Com_Error( ERR_DROP, "%s", string ); +} + +void SV_GamePrint( const char *string ) { + Com_Printf( "%s", string ); +} + +// these functions must be used instead of pointer arithmetic, because +// the game allocates gentities with private information after the server shared part +int SV_NumForGentity( sharedEntity_t *ent ) { + int num; + + num = ( (byte *)ent - (byte *)sv.gentities ) / sv.gentitySize; + + return num; +} + +sharedEntity_t *SV_GentityNum( int num ) { + sharedEntity_t *ent; + + ent = (sharedEntity_t *)((byte *)sv.gentities + sv.gentitySize*(num)); + + return ent; +} + +playerState_t *SV_GameClientNum( int num ) { + playerState_t *ps; + + ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num)); + + return ps; +} + +svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ) { + if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) { + Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); + } + return &sv.svEntities[ gEnt->s.number ]; +} + +sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) { + int num; + + num = svEnt - sv.svEntities; + return SV_GentityNum( num ); +} + +/* +=============== +SV_GameSendServerCommand + +Sends a command string to a client +=============== +*/ +void SV_GameSendServerCommand( int clientNum, const char *text ) { + if ( clientNum == -1 ) { + SV_SendServerCommand( NULL, "%s", text ); + } else { + if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { + return; + } + SV_SendServerCommand( svs.clients + clientNum, "%s", text ); + } +} + + +/* +=============== +SV_GameDropClient + +Disconnects the client with a message +=============== +*/ +void SV_GameDropClient( int clientNum, const char *reason ) { + if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { + return; + } + SV_DropClient( svs.clients + clientNum, reason ); +} + + +/* +================= +SV_SetBrushModel + +sets mins and maxs for inline bmodels +================= +*/ +void SV_SetBrushModel( sharedEntity_t *ent, const char *name ) { + clipHandle_t h; + vec3_t mins, maxs; + + if (!name) { + Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" ); + } + + if (name[0] != '*') { + Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name ); + } + + + ent->s.modelindex = atoi( name + 1 ); + + h = CM_InlineModel( ent->s.modelindex ); + CM_ModelBounds( h, mins, maxs ); + VectorCopy (mins, ent->r.mins); + VectorCopy (maxs, ent->r.maxs); + ent->r.bmodel = qtrue; + + ent->r.contents = -1; // we don't know exactly what is in the brushes + + SV_LinkEntity( ent ); // FIXME: remove +} + + + +/* +================= +SV_inPVS + +Also checks portalareas so that doors block sight +================= +*/ +qboolean SV_inPVS (const vec3_t p1, const vec3_t p2) +{ + int leafnum; + int cluster; + int area1, area2; + byte *mask; + + leafnum = CM_PointLeafnum (p1); + cluster = CM_LeafCluster (leafnum); + area1 = CM_LeafArea (leafnum); + mask = CM_ClusterPVS (cluster); + + leafnum = CM_PointLeafnum (p2); + cluster = CM_LeafCluster (leafnum); + area2 = CM_LeafArea (leafnum); + if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) + return qfalse; + if (!CM_AreasConnected (area1, area2)) + return qfalse; // a door blocks sight + return qtrue; +} + + +/* +================= +SV_inPVSIgnorePortals + +Does NOT check portalareas +================= +*/ +qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2) +{ + int leafnum; + int cluster; + int area1, area2; + byte *mask; + + leafnum = CM_PointLeafnum (p1); + cluster = CM_LeafCluster (leafnum); + area1 = CM_LeafArea (leafnum); + mask = CM_ClusterPVS (cluster); + + leafnum = CM_PointLeafnum (p2); + cluster = CM_LeafCluster (leafnum); + area2 = CM_LeafArea (leafnum); + + if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) + return qfalse; + + return qtrue; +} + + +/* +======================== +SV_AdjustAreaPortalState +======================== +*/ +void SV_AdjustAreaPortalState( sharedEntity_t *ent, qboolean open ) { + svEntity_t *svEnt; + + svEnt = SV_SvEntityForGentity( ent ); + if ( svEnt->areanum2 == -1 ) { + return; + } + CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open ); +} + + +/* +================== +SV_GameAreaEntities +================== +*/ +qboolean SV_EntityContact( vec3_t mins, vec3_t maxs, const sharedEntity_t *gEnt, traceType_t type ) { + const float *origin, *angles; + clipHandle_t ch; + trace_t trace; + + // check for exact collision + origin = gEnt->r.currentOrigin; + angles = gEnt->r.currentAngles; + + ch = SV_ClipHandleForEntity( gEnt ); + CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs, + ch, -1, origin, angles, type ); + + return trace.startsolid; +} + + +/* +=============== +SV_GetServerinfo + +=============== +*/ +void SV_GetServerinfo( char *buffer, int bufferSize ) { + if ( bufferSize < 1 ) { + Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize ); + } + Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize ); +} + +/* +=============== +SV_LocateGameData + +=============== +*/ +void SV_LocateGameData( sharedEntity_t *gEnts, int numGEntities, int sizeofGEntity_t, + playerState_t *clients, int sizeofGameClient ) { + sv.gentities = gEnts; + sv.gentitySize = sizeofGEntity_t; + sv.num_entities = numGEntities; + + sv.gameClients = clients; + sv.gameClientSize = sizeofGameClient; +} + + +/* +=============== +SV_GetUsercmd + +=============== +*/ +void SV_GetUsercmd( int clientNum, usercmd_t *cmd ) { + if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { + Com_Error( ERR_DROP, "SV_GetUsercmd: bad clientNum:%i", clientNum ); + } + *cmd = svs.clients[clientNum].lastUsercmd; +} + +//============================================== + +static int FloatAsInt( float f ) { + union + { + int i; + float f; + } temp; + + temp.f = f; + return temp.i; +} + +/* +==================== +SV_GameSystemCalls + +The module is making a system call +==================== +*/ +intptr_t SV_GameSystemCalls( intptr_t *args ) { + switch( args[0] ) { + case G_PRINT: + Com_Printf( "%s", (const char*)VMA(1) ); + return 0; + case G_ERROR: + Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); + return 0; + case G_MILLISECONDS: + return Sys_Milliseconds(); + case G_CVAR_REGISTER: + Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); + return 0; + case G_CVAR_UPDATE: + Cvar_Update( VMA(1) ); + return 0; + case G_CVAR_SET: + Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) ); + return 0; + case G_CVAR_VARIABLE_INTEGER_VALUE: + return Cvar_VariableIntegerValue( (const char *)VMA(1) ); + case G_CVAR_VARIABLE_STRING_BUFFER: + Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); + return 0; + case G_ARGC: + return Cmd_Argc(); + case G_ARGV: + Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); + return 0; + case G_SEND_CONSOLE_COMMAND: + Cbuf_ExecuteText( args[1], VMA(2) ); + return 0; + + case G_FS_FOPEN_FILE: + return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); + case G_FS_READ: + FS_Read2( VMA(1), args[2], args[3] ); + return 0; + case G_FS_WRITE: + FS_Write( VMA(1), args[2], args[3] ); + return 0; + case G_FS_FCLOSE_FILE: + FS_FCloseFile( args[1] ); + return 0; + case G_FS_GETFILELIST: + return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); + case G_FS_SEEK: + return FS_Seek( args[1], args[2], args[3] ); + + case G_LOCATE_GAME_DATA: + SV_LocateGameData( VMA(1), args[2], args[3], VMA(4), args[5] ); + return 0; + case G_DROP_CLIENT: + SV_GameDropClient( args[1], VMA(2) ); + return 0; + case G_SEND_SERVER_COMMAND: + SV_GameSendServerCommand( args[1], VMA(2) ); + return 0; + case G_LINKENTITY: + SV_LinkEntity( VMA(1) ); + return 0; + case G_UNLINKENTITY: + SV_UnlinkEntity( VMA(1) ); + return 0; + case G_ENTITIES_IN_BOX: + return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); + case G_ENTITY_CONTACT: + return SV_EntityContact( VMA(1), VMA(2), VMA(3), TT_AABB ); + case G_ENTITY_CONTACTCAPSULE: + return SV_EntityContact( VMA(1), VMA(2), VMA(3), TT_CAPSULE ); + case G_TRACE: + SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB ); + return 0; + case G_TRACECAPSULE: + SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE ); + return 0; + case G_POINT_CONTENTS: + return SV_PointContents( VMA(1), args[2] ); + case G_SET_BRUSH_MODEL: + SV_SetBrushModel( VMA(1), VMA(2) ); + return 0; + case G_IN_PVS: + return SV_inPVS( VMA(1), VMA(2) ); + case G_IN_PVS_IGNORE_PORTALS: + return SV_inPVSIgnorePortals( VMA(1), VMA(2) ); + + case G_SET_CONFIGSTRING: + SV_SetConfigstring( args[1], VMA(2) ); + return 0; + case G_GET_CONFIGSTRING: + SV_GetConfigstring( args[1], VMA(2), args[3] ); + return 0; + case G_SET_USERINFO: + SV_SetUserinfo( args[1], VMA(2) ); + return 0; + case G_GET_USERINFO: + SV_GetUserinfo( args[1], VMA(2), args[3] ); + return 0; + case G_GET_SERVERINFO: + SV_GetServerinfo( VMA(1), args[2] ); + return 0; + case G_ADJUST_AREA_PORTAL_STATE: + SV_AdjustAreaPortalState( VMA(1), args[2] ); + return 0; + case G_AREAS_CONNECTED: + return CM_AreasConnected( args[1], args[2] ); + + case G_GET_USERCMD: + SV_GetUsercmd( args[1], VMA(2) ); + return 0; + case G_GET_ENTITY_TOKEN: + { + const char *s; + + s = COM_Parse( &sv.entityParsePoint ); + Q_strncpyz( VMA(1), s, args[2] ); + if ( !sv.entityParsePoint && !s[0] ) { + return qfalse; + } else { + return qtrue; + } + } + + case G_REAL_TIME: + return Com_RealTime( VMA(1) ); + case G_SNAPVECTOR: + Sys_SnapVector( VMA(1) ); + return 0; + + case G_SEND_GAMESTAT: + SV_MasterGameStat( VMA(1) ); + return 0; + + //==================================== + + case G_PARSE_ADD_GLOBAL_DEFINE: + return Parse_AddGlobalDefine( VMA(1) ); + case G_PARSE_LOAD_SOURCE: + return Parse_LoadSourceHandle( VMA(1) ); + case G_PARSE_FREE_SOURCE: + return Parse_FreeSourceHandle( args[1] ); + case G_PARSE_READ_TOKEN: + return Parse_ReadTokenHandle( args[1], VMA(2) ); + case G_PARSE_SOURCE_FILE_AND_LINE: + return Parse_SourceFileAndLine( args[1], VMA(2), VMA(3) ); + + case TRAP_MEMSET: + Com_Memset( VMA(1), args[2], args[3] ); + return 0; + + case TRAP_MEMCPY: + Com_Memcpy( VMA(1), VMA(2), args[3] ); + return 0; + + case TRAP_STRNCPY: + strncpy( VMA(1), VMA(2), args[3] ); + return args[1]; + + case TRAP_SIN: + return FloatAsInt( sin( VMF(1) ) ); + + case TRAP_COS: + return FloatAsInt( cos( VMF(1) ) ); + + case TRAP_ATAN2: + return FloatAsInt( atan2( VMF(1), VMF(2) ) ); + + case TRAP_SQRT: + return FloatAsInt( sqrt( VMF(1) ) ); + + case TRAP_MATRIXMULTIPLY: + MatrixMultiply( VMA(1), VMA(2), VMA(3) ); + return 0; + + case TRAP_ANGLEVECTORS: + AngleVectors( VMA(1), VMA(2), VMA(3), VMA(4) ); + return 0; + + case TRAP_PERPENDICULARVECTOR: + PerpendicularVector( VMA(1), VMA(2) ); + return 0; + + case TRAP_FLOOR: + return FloatAsInt( floor( VMF(1) ) ); + + case TRAP_CEIL: + return FloatAsInt( ceil( VMF(1) ) ); + + + default: + Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] ); + } + return -1; +} + +/* +=============== +SV_ShutdownGameProgs + +Called every time a map changes +=============== +*/ +void SV_ShutdownGameProgs( void ) { + if ( !gvm ) { + return; + } + VM_Call( gvm, GAME_SHUTDOWN, qfalse ); + VM_Free( gvm ); + gvm = NULL; +} + +/* +================== +SV_InitGameVM + +Called for both a full init and a restart +================== +*/ +static void SV_InitGameVM( qboolean restart ) { + int i; + + // start the entity parsing at the beginning + sv.entityParsePoint = CM_EntityString(); + + // clear all gentity pointers that might still be set from + // a previous level + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522 + // now done before GAME_INIT call + for ( i = 0 ; i < sv_maxclients->integer ; i++ ) { + svs.clients[i].gentity = NULL; + } + + // use the current msec count for a random seed + // init for this gamestate + VM_Call (gvm, GAME_INIT, sv.time, Com_Milliseconds(), restart); +} + + + +/* +=================== +SV_RestartGameProgs + +Called on a map_restart, but not on a normal map change +=================== +*/ +void SV_RestartGameProgs( void ) { + if ( !gvm ) { + return; + } + VM_Call( gvm, GAME_SHUTDOWN, qtrue ); + + // do a restart instead of a free + gvm = VM_Restart( gvm ); + if ( !gvm ) { // bk001212 - as done below + Com_Error( ERR_FATAL, "VM_Restart on game failed" ); + } + + SV_InitGameVM( qtrue ); +} + + +/* +=============== +SV_InitGameProgs + +Called on a normal map change, not on a map_restart +=============== +*/ +void SV_InitGameProgs( void ) { + // load the dll or bytecode + gvm = VM_Create( "game", SV_GameSystemCalls, Cvar_VariableValue( "vm_game" ) ); + if ( !gvm ) { + Com_Error( ERR_FATAL, "VM_Create on game failed" ); + } + + SV_InitGameVM( qfalse ); +} + + +/* +==================== +SV_GameCommand + +See if the current console command is claimed by the game +==================== +*/ +qboolean SV_GameCommand( void ) { + if ( sv.state != SS_GAME ) { + return qfalse; + } + + return VM_Call( gvm, GAME_CONSOLE_COMMAND ); +} + diff --git a/src/server/sv_init.c b/src/server/sv_init.c new file mode 100644 index 0000000..c24b50b --- /dev/null +++ b/src/server/sv_init.c @@ -0,0 +1,706 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "server.h"
+
+
+/*
+===============
+SV_SendConfigstring
+
+Creates and sends the server command necessary to update the CS index for the
+given client
+===============
+*/
+static void SV_SendConfigstring(client_t *client, int index)
+{
+ int maxChunkSize = MAX_STRING_CHARS - 24;
+ int len;
+
+ len = strlen(sv.configstrings[index]);
+
+ if( len >= maxChunkSize ) {
+ int sent = 0;
+ int remaining = len;
+ char *cmd;
+ char buf[MAX_STRING_CHARS];
+
+ while (remaining > 0 ) {
+ if ( sent == 0 ) {
+ cmd = "bcs0";
+ }
+ else if( remaining < maxChunkSize ) {
+ cmd = "bcs2";
+ }
+ else {
+ cmd = "bcs1";
+ }
+ Q_strncpyz( buf, &sv.configstrings[index][sent],
+ maxChunkSize );
+
+ SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
+ index, buf );
+
+ sent += (maxChunkSize - 1);
+ remaining -= (maxChunkSize - 1);
+ }
+ } else {
+ // standard cs, just send it
+ SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
+ sv.configstrings[index] );
+ }
+}
+
+/*
+===============
+SV_UpdateConfigstrings
+
+Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
+Configstring indexes that have changed while the client was in CS_PRIMED
+===============
+*/
+void SV_UpdateConfigstrings(client_t *client)
+{
+ int index;
+
+ for( index = 0; index <= MAX_CONFIGSTRINGS; index++ ) {
+ // if the CS hasn't changed since we went to CS_PRIMED, ignore
+ if(!client->csUpdated[index])
+ continue;
+
+ // do not always send server info to all clients
+ if ( index == CS_SERVERINFO && client->gentity &&
+ (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
+ continue;
+ }
+ SV_SendConfigstring(client, index);
+ client->csUpdated[index] = qfalse;
+ }
+}
+
+/*
+===============
+SV_SetConfigstring
+
+===============
+*/
+void SV_SetConfigstring (int index, const char *val) {
+ int len, i;
+ client_t *client;
+
+ if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
+ Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
+ }
+
+ if ( !val ) {
+ val = "";
+ }
+
+ // don't bother broadcasting an update if no change
+ if ( !strcmp( val, sv.configstrings[ index ] ) ) {
+ return;
+ }
+
+ // change the string in sv
+ Z_Free( sv.configstrings[index] );
+ sv.configstrings[index] = CopyString( val );
+
+ // send it to all the clients if we aren't
+ // spawning a new server
+ if ( sv.state == SS_GAME || sv.restarting ) {
+
+ // send the data to all relevent clients
+ for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
+ if ( client->state < CS_ACTIVE ) {
+ if ( client->state == CS_PRIMED )
+ client->csUpdated[ index ] = qtrue;
+ continue;
+ }
+ // do not always send server info to all clients
+ if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
+ continue;
+ }
+
+
+ len = strlen( val );
+ SV_SendConfigstring(client, index);
+ }
+ }
+}
+
+/*
+===============
+SV_GetConfigstring
+
+===============
+*/
+void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
+ if ( bufferSize < 1 ) {
+ Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
+ }
+ if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
+ Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
+ }
+ if ( !sv.configstrings[index] ) {
+ buffer[0] = 0;
+ return;
+ }
+
+ Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
+}
+
+
+/*
+===============
+SV_SetUserinfo
+
+===============
+*/
+void SV_SetUserinfo( int index, const char *val ) {
+ if ( index < 0 || index >= sv_maxclients->integer ) {
+ Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
+ }
+
+ if ( !val ) {
+ val = "";
+ }
+
+ Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
+ Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
+}
+
+
+
+/*
+===============
+SV_GetUserinfo
+
+===============
+*/
+void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
+ if ( bufferSize < 1 ) {
+ Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
+ }
+ if ( index < 0 || index >= sv_maxclients->integer ) {
+ Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
+ }
+ Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
+}
+
+
+/*
+================
+SV_CreateBaseline
+
+Entity baselines are used to compress non-delta messages
+to the clients -- only the fields that differ from the
+baseline will be transmitted
+================
+*/
+void SV_CreateBaseline( void ) {
+ sharedEntity_t *svent;
+ int entnum;
+
+ for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
+ svent = SV_GentityNum(entnum);
+ if (!svent->r.linked) {
+ continue;
+ }
+ svent->s.number = entnum;
+
+ //
+ // take current state as baseline
+ //
+ sv.svEntities[entnum].baseline = svent->s;
+ }
+}
+
+
+/*
+===============
+SV_BoundMaxClients
+
+===============
+*/
+void SV_BoundMaxClients( int minimum ) {
+ // get the current maxclients value
+ Cvar_Get( "sv_maxclients", "8", 0 );
+
+ sv_maxclients->modified = qfalse;
+
+ if ( sv_maxclients->integer < minimum ) {
+ Cvar_Set( "sv_maxclients", va("%i", minimum) );
+ } else if ( sv_maxclients->integer > MAX_CLIENTS ) {
+ Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
+ }
+}
+
+
+/*
+===============
+SV_Startup
+
+Called when a host starts a map when it wasn't running
+one before. Successive map or map_restart commands will
+NOT cause this to be called, unless the game is exited to
+the menu system first.
+===============
+*/
+void SV_Startup( void ) {
+ if ( svs.initialized ) {
+ Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
+ }
+ SV_BoundMaxClients( 1 );
+
+ svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
+ if ( com_dedicated->integer ) {
+ svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
+ } else {
+ // we don't need nearly as many when playing locally
+ svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
+ }
+ svs.initialized = qtrue;
+
+ Cvar_Set( "sv_running", "1" );
+}
+
+
+/*
+==================
+SV_ChangeMaxClients
+==================
+*/
+void SV_ChangeMaxClients( void ) {
+ int oldMaxClients;
+ int i;
+ client_t *oldClients;
+ int count;
+
+ // get the highest client number in use
+ count = 0;
+ for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
+ if ( svs.clients[i].state >= CS_CONNECTED ) {
+ if (i > count)
+ count = i;
+ }
+ }
+ count++;
+
+ oldMaxClients = sv_maxclients->integer;
+ // never go below the highest client number in use
+ SV_BoundMaxClients( count );
+ // if still the same
+ if ( sv_maxclients->integer == oldMaxClients ) {
+ return;
+ }
+
+ oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
+ // copy the clients to hunk memory
+ for ( i = 0 ; i < count ; i++ ) {
+ if ( svs.clients[i].state >= CS_CONNECTED ) {
+ oldClients[i] = svs.clients[i];
+ }
+ else {
+ Com_Memset(&oldClients[i], 0, sizeof(client_t));
+ }
+ }
+
+ // free old clients arrays
+ Z_Free( svs.clients );
+
+ // allocate new clients
+ svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
+ Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
+
+ // copy the clients over
+ for ( i = 0 ; i < count ; i++ ) {
+ if ( oldClients[i].state >= CS_CONNECTED ) {
+ svs.clients[i] = oldClients[i];
+ }
+ }
+
+ // free the old clients on the hunk
+ Hunk_FreeTempMemory( oldClients );
+
+ // allocate new snapshot entities
+ if ( com_dedicated->integer ) {
+ svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
+ } else {
+ // we don't need nearly as many when playing locally
+ svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
+ }
+}
+
+/*
+================
+SV_ClearServer
+================
+*/
+void SV_ClearServer(void) {
+ int i;
+
+ for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
+ if ( sv.configstrings[i] ) {
+ Z_Free( sv.configstrings[i] );
+ }
+ }
+ Com_Memset (&sv, 0, sizeof(sv));
+}
+
+/*
+================
+SV_TouchCGame
+
+ touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
+================
+*/
+void SV_TouchCGame(void) {
+ fileHandle_t f;
+ char filename[MAX_QPATH];
+
+ Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
+ FS_FOpenFileRead( filename, &f, qfalse );
+ if ( f ) {
+ FS_FCloseFile( f );
+ }
+}
+
+/*
+================
+SV_SpawnServer
+
+Change the server to a new map, taking all connected
+clients along with it.
+This is NOT called for map_restart
+================
+*/
+void SV_SpawnServer( char *server, qboolean killBots ) {
+ int i;
+ int checksum;
+ char systemInfo[16384];
+ const char *p;
+
+ // shut down the existing game if it is running
+ SV_ShutdownGameProgs();
+
+ Com_Printf ("------ Server Initialization ------\n");
+ Com_Printf ("Server: %s\n",server);
+
+ // if not running a dedicated server CL_MapLoading will connect the client to the server
+ // also print some status stuff
+ CL_MapLoading();
+
+ // make sure all the client stuff is unloaded
+ CL_ShutdownAll();
+
+ // clear the whole hunk because we're (re)loading the server
+ Hunk_Clear();
+
+ // clear collision map data
+ CM_ClearMap();
+
+ // init client structures and svs.numSnapshotEntities
+ if ( !Cvar_VariableValue("sv_running") ) {
+ SV_Startup();
+ } else {
+ // check for maxclients change
+ if ( sv_maxclients->modified ) {
+ SV_ChangeMaxClients();
+ }
+ }
+
+ // clear pak references
+ FS_ClearPakReferences(0);
+
+ // allocate the snapshot entities on the hunk
+ svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
+ svs.nextSnapshotEntities = 0;
+
+ // toggle the server bit so clients can detect that a
+ // server has changed
+ svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
+
+ for (i=0 ; i<sv_maxclients->integer ; i++) {
+ // save when the server started for each client already connected
+ if (svs.clients[i].state >= CS_CONNECTED) {
+ svs.clients[i].oldServerTime = sv.time;
+ }
+ }
+
+ // wipe the entire per-level structure
+ SV_ClearServer();
+ for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
+ sv.configstrings[i] = CopyString("");
+ }
+
+ // make sure we are not paused
+ Cvar_Set("cl_paused", "0");
+
+ // get a new checksum feed and restart the file system
+ srand(Com_Milliseconds());
+ sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
+ FS_Restart( sv.checksumFeed );
+
+ CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
+
+ // set serverinfo visible name
+ Cvar_Set( "mapname", server );
+
+ Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
+
+ // serverid should be different each time
+ sv.serverId = com_frameTime;
+ sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
+ sv.checksumFeedServerId = sv.serverId;
+ Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
+
+ // clear physics interaction links
+ SV_ClearWorld ();
+
+ // media configstring setting should be done during
+ // the loading stage, so connected clients don't have
+ // to load during actual gameplay
+ sv.state = SS_LOADING;
+
+ // load and spawn all other entities
+ SV_InitGameProgs();
+
+ // run a few frames to allow everything to settle
+ for (i = 0;i < 3; i++)
+ {
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ sv.time += 100;
+ svs.time += 100;
+ }
+
+ // create a baseline for more efficient communications
+ SV_CreateBaseline ();
+
+ for (i=0 ; i<sv_maxclients->integer ; i++) {
+ // send the new gamestate to all connected clients
+ if (svs.clients[i].state >= CS_CONNECTED) {
+ char *denied;
+
+ // connect the client again
+ denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) ); // firstTime = qfalse
+ if ( denied ) {
+ // this generally shouldn't happen, because the client
+ // was connected before the level change
+ SV_DropClient( &svs.clients[i], denied );
+ } else {
+ // when we get the next packet from a connected client,
+ // the new gamestate will be sent
+ svs.clients[i].state = CS_CONNECTED;
+ }
+ }
+ }
+
+ // run another frame to allow things to look at all the players
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ sv.time += 100;
+ svs.time += 100;
+
+ if ( sv_pure->integer ) {
+ // the server sends these to the clients so they will only
+ // load pk3s also loaded at the server
+ p = FS_LoadedPakChecksums();
+ Cvar_Set( "sv_paks", p );
+ if (strlen(p) == 0) {
+ Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
+ }
+ p = FS_LoadedPakNames();
+ Cvar_Set( "sv_pakNames", p );
+
+ // if a dedicated pure server we need to touch the cgame because it could be in a
+ // seperate pk3 file and the client will need to load the latest cgame.qvm
+ if ( com_dedicated->integer ) {
+ SV_TouchCGame();
+ }
+ }
+ else {
+ Cvar_Set( "sv_paks", "" );
+ Cvar_Set( "sv_pakNames", "" );
+ }
+ // the server sends these to the clients so they can figure
+ // out which pk3s should be auto-downloaded
+ p = FS_ReferencedPakChecksums();
+ Cvar_Set( "sv_referencedPaks", p );
+ p = FS_ReferencedPakNames();
+ Cvar_Set( "sv_referencedPakNames", p );
+
+ // save systeminfo and serverinfo strings
+ Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
+ cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
+ SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
+
+ SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
+ cvar_modifiedFlags &= ~CVAR_SERVERINFO;
+
+ // any media configstring setting now should issue a warning
+ // and any configstring changes should be reliably transmitted
+ // to all clients
+ sv.state = SS_GAME;
+
+ // send a heartbeat now so the master will get up to date info
+ SV_Heartbeat_f();
+
+ Hunk_SetMark();
+
+ Com_Printf ("-----------------------------------\n");
+}
+
+/*
+===============
+SV_Init
+
+Only called at main exe startup, not for each game
+===============
+*/
+void SV_Init (void) {
+ SV_AddOperatorCommands ();
+
+ // serverinfo vars
+ Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
+ Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
+ Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
+ sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
+ sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
+ sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
+ sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
+
+ sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
+ sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
+ sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
+ sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
+
+ // systeminfo
+ Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
+ sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
+ sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
+ Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
+ Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
+ Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
+ Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
+
+ // server vars
+ sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
+ sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
+ sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
+ sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
+ sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
+
+ sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
+ Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE);
+ sv_wwwDownload = Cvar_Get ("sv_wwwDownload", "1",
+ CVAR_SYSTEMINFO|CVAR_ARCHIVE);
+ sv_wwwBaseURL = Cvar_Get ("sv_wwwBaseURL", "",
+ CVAR_SYSTEMINFO|CVAR_ARCHIVE);
+ sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
+ sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE );
+ sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE );
+ sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE );
+ sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE );
+ sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
+ sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
+ sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
+ sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
+ sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
+ sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
+ sv_dequeuePeriod = Cvar_Get ("sv_dequeuePeriod", "500", CVAR_ARCHIVE );
+}
+
+
+/*
+==================
+SV_FinalMessage
+
+Used by SV_Shutdown to send a final message to all
+connected clients before the server goes down. The messages are sent immediately,
+not just stuck on the outgoing message list, because the server is going
+to totally exit after returning from this function.
+==================
+*/
+void SV_FinalMessage( char *message ) {
+ int i, j;
+ client_t *cl;
+
+ // send it twice, ignoring rate
+ for ( j = 0 ; j < 2 ; j++ ) {
+ for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
+ if (cl->state >= CS_CONNECTED) {
+ // don't send a disconnect to a local client
+ if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
+ SV_SendServerCommand( cl, "print \"%s\n\"\n", message );
+ SV_SendServerCommand( cl, "disconnect" );
+ }
+ // force a snapshot to be sent
+ cl->nextSnapshotTime = -1;
+ SV_SendClientSnapshot( cl );
+ }
+ }
+ }
+}
+
+
+/*
+================
+SV_Shutdown
+
+Called when each game quits,
+before Sys_Quit or Sys_Error
+================
+*/
+void SV_Shutdown( char *finalmsg ) {
+ if ( !com_sv_running || !com_sv_running->integer ) {
+ return;
+ }
+
+ Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg );
+
+ if ( svs.clients && !com_errorEntered ) {
+ SV_FinalMessage( finalmsg );
+ }
+
+ SV_RemoveOperatorCommands();
+ SV_MasterShutdown();
+ SV_ShutdownGameProgs();
+
+ // free current level
+ SV_ClearServer();
+
+ // free server static data
+ if ( svs.clients ) {
+ Z_Free( svs.clients );
+ }
+ Com_Memset( &svs, 0, sizeof( svs ) );
+
+ Cvar_Set( "sv_running", "0" );
+ Cvar_Set("ui_singlePlayerActive", "0");
+
+ Com_Printf( "---------------------------\n" );
+
+ // disconnect any local clients
+ if( sv_killserver->integer != 2 )
+ CL_Disconnect( qfalse );
+}
+
diff --git a/src/server/sv_main.c b/src/server/sv_main.c new file mode 100644 index 0000000..d054653 --- /dev/null +++ b/src/server/sv_main.c @@ -0,0 +1,895 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "server.h"
+
+serverStatic_t svs; // persistant server info
+server_t sv; // local server
+vm_t *gvm = NULL; // game virtual machine // bk001212 init
+
+cvar_t *sv_fps; // time rate for running non-clients
+cvar_t *sv_timeout; // seconds without any message
+cvar_t *sv_zombietime; // seconds to sink messages after disconnect
+cvar_t *sv_rconPassword; // password for remote server commands
+cvar_t *sv_privatePassword; // password for the privateClient slots
+cvar_t *sv_allowDownload;
+cvar_t *sv_wwwBaseURL;
+cvar_t *sv_wwwDownload;
+cvar_t *sv_maxclients;
+
+cvar_t *sv_privateClients; // number of clients reserved for password
+cvar_t *sv_hostname;
+cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
+cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
+cvar_t *sv_showloss; // report when usercmds are lost
+cvar_t *sv_padPackets; // add nop bytes to messages
+cvar_t *sv_killserver; // menu system can set to 1 to shut server down
+cvar_t *sv_mapname;
+cvar_t *sv_mapChecksum;
+cvar_t *sv_serverid;
+cvar_t *sv_minRate;
+cvar_t *sv_maxRate;
+cvar_t *sv_minPing;
+cvar_t *sv_maxPing;
+cvar_t *sv_pure;
+cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
+cvar_t *sv_dequeuePeriod;
+
+/*
+=============================================================================
+
+EVENT MESSAGES
+
+=============================================================================
+*/
+
+/*
+===============
+SV_ExpandNewlines
+
+Converts newlines to "\n" so a line prints nicer
+===============
+*/
+char *SV_ExpandNewlines( char *in ) {
+ static char string[1024];
+ int l;
+
+ l = 0;
+ while ( *in && l < sizeof(string) - 3 ) {
+ if ( *in == '\n' ) {
+ string[l++] = '\\';
+ string[l++] = 'n';
+ } else {
+ string[l++] = *in;
+ }
+ in++;
+ }
+ string[l] = 0;
+
+ return string;
+}
+
+/*
+======================
+SV_ReplacePendingServerCommands
+
+ This is ugly
+======================
+*/
+int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
+ int i, index, csnum1, csnum2;
+
+ for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
+ index = i & ( MAX_RELIABLE_COMMANDS - 1 );
+ //
+ if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
+ sscanf(cmd, "cs %i", &csnum1);
+ sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
+ if ( csnum1 == csnum2 ) {
+ Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
+ return qtrue;
+ }
+ }
+ }
+ return qfalse;
+}
+
+/*
+======================
+SV_AddServerCommand
+
+The given command will be transmitted to the client, and is guaranteed to
+not have future snapshot_t executed before it is executed
+======================
+*/
+void SV_AddServerCommand( client_t *client, const char *cmd ) {
+ int index, i;
+
+ // this is very ugly but it's also a waste to for instance send multiple config string updates
+ // for the same config string index in one snapshot
+// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
+// return;
+// }
+
+ // do not send commands until the gamestate has been sent
+ if( client->state < CS_PRIMED )
+ return;
+
+ client->reliableSequence++;
+ // if we would be losing an old command that hasn't been acknowledged,
+ // we must drop the connection
+ // we check == instead of >= so a broadcast print added by SV_DropClient()
+ // doesn't cause a recursive drop client
+ if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
+ Com_Printf( "===== pending server commands =====\n" );
+ for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
+ Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
+ }
+ Com_Printf( "cmd %5d: %s\n", i, cmd );
+ SV_DropClient( client, "Server command overflow" );
+ return;
+ }
+ index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
+ Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
+}
+
+/*
+=================
+SV_SendServerCommand
+
+Sends a reliable command string to be interpreted by
+the client game module: "cp", "print", "chat", etc
+A NULL client will broadcast to all clients
+=================
+*/
+void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
+ va_list argptr;
+ byte message[MAX_MSGLEN];
+ client_t *client;
+ int j;
+
+ va_start (argptr,fmt);
+ Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
+ va_end (argptr);
+
+ // Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt
+ // The actual cause of the bug is probably further downstream
+ // and should maybe be addressed later, but this certainly
+ // fixes the problem for now
+ if ( strlen ((char *)message) > 1022 ) {
+ return;
+ }
+
+ if ( cl != NULL ) {
+ SV_AddServerCommand( cl, (char *)message );
+ return;
+ }
+
+ // hack to echo broadcast prints to console
+ if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
+ Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
+ }
+
+ // send the data to all relevent clients
+ for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
+ SV_AddServerCommand( client, (char *)message );
+ }
+}
+
+
+/*
+==============================================================================
+
+MASTER SERVER FUNCTIONS
+
+==============================================================================
+*/
+
+/*
+================
+SV_MasterHeartbeat
+
+Send a message to the masters every few minutes to
+let it know we are alive, and log information.
+We will also have a heartbeat sent when a server
+changes from empty to non-empty, and full to non-full,
+but not on every player enter or exit.
+================
+*/
+#define HEARTBEAT_MSEC 300*1000
+#define HEARTBEAT_GAME "Tremulous"
+void SV_MasterHeartbeat( void ) {
+ static netadr_t adr[MAX_MASTER_SERVERS];
+ int i;
+
+ // "dedicated 1" is for lan play, "dedicated 2" is for inet public play
+ if ( !com_dedicated || com_dedicated->integer != 2 ) {
+ return; // only dedicated servers send heartbeats
+ }
+
+ // if not time yet, don't send anything
+ if ( svs.time < svs.nextHeartbeatTime ) {
+ return;
+ }
+ svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
+
+
+ // send to group masters
+ for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
+ if ( !sv_master[i]->string[0] ) {
+ continue;
+ }
+
+ // see if we haven't already resolved the name
+ // resolving usually causes hitches on win95, so only
+ // do it when needed
+ if ( sv_master[i]->modified ) {
+ sv_master[i]->modified = qfalse;
+
+ Com_Printf( "Resolving %s\n", sv_master[i]->string );
+ if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
+ // if the address failed to resolve, clear it
+ // so we don't take repeated dns hits
+ Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
+ Cvar_Set( sv_master[i]->name, "" );
+ sv_master[i]->modified = qfalse;
+ continue;
+ }
+ if ( !strchr( sv_master[i]->string, ':' ) ) {
+ adr[i].port = BigShort( PORT_MASTER );
+ }
+ Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
+ adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
+ BigShort( adr[i].port ) );
+ }
+
+
+ Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
+ // this command should be changed if the server info / status format
+ // ever incompatably changes
+ NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", HEARTBEAT_GAME );
+ }
+}
+
+/*
+=================
+SV_MasterShutdown
+
+Informs all masters that this server is going down
+=================
+*/
+void SV_MasterShutdown( void ) {
+ // send a hearbeat right now
+ svs.nextHeartbeatTime = -9999;
+ SV_MasterHeartbeat();
+
+ // send it again to minimize chance of drops
+ svs.nextHeartbeatTime = -9999;
+ SV_MasterHeartbeat();
+
+ // when the master tries to poll the server, it won't respond, so
+ // it will be removed from the list
+}
+
+/*
+=================
+SV_MasterGameStat
+=================
+*/
+void SV_MasterGameStat( const char *data )
+{
+ static netadr_t adr;
+
+ if( !com_dedicated || com_dedicated->integer != 2 )
+ return; // only dedicated servers send stats
+
+ Com_Printf( "Resolving %s\n", MASTER_SERVER_NAME );
+ if( !NET_StringToAdr( MASTER_SERVER_NAME, &adr ) )
+ {
+ Com_Printf( "Couldn't resolve address: %s\n", MASTER_SERVER_NAME );
+ return;
+ }
+ else
+ {
+ if( !strstr( ":", MASTER_SERVER_NAME ) )
+ adr.port = BigShort( PORT_MASTER );
+
+ Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", MASTER_SERVER_NAME,
+ adr.ip[0], adr.ip[1], adr.ip[2], adr.ip[3],
+ BigShort( adr.port ) );
+ }
+
+ Com_Printf ("Sending gamestat to %s\n", MASTER_SERVER_NAME );
+ NET_OutOfBandPrint( NS_SERVER, adr, "gamestat %s", data );
+}
+
+/*
+==============================================================================
+
+CONNECTIONLESS COMMANDS
+
+==============================================================================
+*/
+
+/*
+================
+SVC_Status
+
+Responds with all the info that qplug or qspy can see about the server
+and all connected players. Used for getting detailed information after
+the simple info query.
+================
+*/
+void SVC_Status( netadr_t from ) {
+ char player[1024];
+ char status[MAX_MSGLEN];
+ int i;
+ client_t *cl;
+ playerState_t *ps;
+ int statusLength;
+ int playerLength;
+ char infostring[MAX_INFO_STRING];
+
+ strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
+
+ // echo back the parameter to status. so master servers can use it as a challenge
+ // to prevent timed spoofed reply packets that add ghost servers
+ Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
+
+ // add "demo" to the sv_keywords if restricted
+ if ( Cvar_VariableValue( "fs_restrict" ) ) {
+ char keywords[MAX_INFO_STRING];
+
+ Com_sprintf( keywords, sizeof( keywords ), "demo %s",
+ Info_ValueForKey( infostring, "sv_keywords" ) );
+ Info_SetValueForKey( infostring, "sv_keywords", keywords );
+ }
+
+ status[0] = 0;
+ statusLength = 0;
+
+ for (i=0 ; i < sv_maxclients->integer ; i++) {
+ cl = &svs.clients[i];
+ if ( cl->state >= CS_CONNECTED ) {
+ ps = SV_GameClientNum( i );
+ Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
+ ps->persistant[PERS_SCORE], cl->ping, cl->name);
+ playerLength = strlen(player);
+ if (statusLength + playerLength >= sizeof(status) ) {
+ break; // can't hold any more
+ }
+ strcpy (status + statusLength, player);
+ statusLength += playerLength;
+ }
+ }
+
+ NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
+}
+
+/*
+================
+SVC_Info
+
+Responds with a short info message that should be enough to determine
+if a user is interested in a server to do a full status
+================
+*/
+void SVC_Info( netadr_t from ) {
+ int i, count;
+ char *gamedir;
+ char infostring[MAX_INFO_STRING];
+
+ /*
+ * Check whether Cmd_Argv(1) has a sane length. This was not done in the original Quake3 version which led
+ * to the Infostring bug discovered by Luigi Auriemma. See http://aluigi.altervista.org/ for the advisory.
+ */
+
+ // A maximum challenge length of 128 should be more than plenty.
+ if(strlen(Cmd_Argv(1)) > 128)
+ return;
+
+ // don't count privateclients
+ count = 0;
+ for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
+ if ( svs.clients[i].state >= CS_CONNECTED ) {
+ count++;
+ }
+ }
+
+ infostring[0] = 0;
+
+ // echo back the parameter to status. so servers can use it as a challenge
+ // to prevent timed spoofed reply packets that add ghost servers
+ Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
+
+ Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
+ Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
+ Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
+ Info_SetValueForKey( infostring, "clients", va("%i", count) );
+ Info_SetValueForKey( infostring, "sv_maxclients",
+ va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
+ Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
+
+ if( sv_minPing->integer ) {
+ Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
+ }
+ if( sv_maxPing->integer ) {
+ Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
+ }
+ gamedir = Cvar_VariableString( "fs_game" );
+ if( *gamedir ) {
+ Info_SetValueForKey( infostring, "game", gamedir );
+ }
+
+ NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
+}
+
+/*
+================
+SVC_FlushRedirect
+
+================
+*/
+void SV_FlushRedirect( char *outputbuf ) {
+ NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
+}
+
+/*
+===============
+SVC_RemoteCommand
+
+An rcon packet arrived from the network.
+Shift down the remaining args
+Redirect all printfs
+===============
+*/
+void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
+ qboolean valid;
+ unsigned int time;
+ char remaining[1024];
+ // TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
+ // (OOB messages are the bottleneck here)
+#define SV_OUTPUTBUF_LENGTH (1024 - 16)
+ char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
+ static unsigned int lasttime = 0;
+ char *cmd_aux;
+
+ // TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
+ time = Com_Milliseconds();
+ if ( (unsigned)( time - lasttime ) < 500u ) {
+ return;
+ }
+ lasttime = time;
+
+ if ( !strlen( sv_rconPassword->string ) ||
+ strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
+ valid = qfalse;
+ Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
+ } else {
+ valid = qtrue;
+ Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
+ }
+
+ // start redirecting all print outputs to the packet
+ svs.redirectAddress = from;
+ Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
+
+ if ( !strlen( sv_rconPassword->string ) ) {
+ Com_Printf ("No rconpassword set on the server.\n");
+ } else if ( !valid ) {
+ Com_Printf ("Bad rconpassword.\n");
+ } else {
+ remaining[0] = 0;
+
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
+ // get the command directly, "rcon <pass> <command>" to avoid quoting issues
+ // extract the command by walking
+ // since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
+ cmd_aux = Cmd_Cmd();
+ cmd_aux+=4;
+ while(cmd_aux[0]==' ')
+ cmd_aux++;
+ while(cmd_aux[0] && cmd_aux[0]!=' ') // password
+ cmd_aux++;
+ while(cmd_aux[0]==' ')
+ cmd_aux++;
+
+ Q_strcat( remaining, sizeof(remaining), cmd_aux);
+
+ Cmd_ExecuteString (remaining);
+
+ }
+
+ Com_EndRedirect ();
+}
+
+/*
+=================
+SV_ConnectionlessPacket
+
+A connectionless packet has four leading 0xff
+characters to distinguish it from a game channel.
+Clients that are in the game can still send
+connectionless packets.
+=================
+*/
+void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
+ char *s;
+ char *c;
+
+ MSG_BeginReadingOOB( msg );
+ MSG_ReadLong( msg ); // skip the -1 marker
+
+ if (!Q_strncmp("connect", (char *) &msg->data[4], 7)) {
+ Huff_Decompress(msg, 12);
+ }
+
+ s = MSG_ReadStringLine( msg );
+ Cmd_TokenizeString( s );
+
+ c = Cmd_Argv(0);
+ Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
+
+ if (!Q_stricmp(c, "getstatus")) {
+ SVC_Status( from );
+ } else if (!Q_stricmp(c, "getinfo")) {
+ SVC_Info( from );
+ } else if (!Q_stricmp(c, "getchallenge")) {
+ SV_GetChallenge( from );
+ } else if (!Q_stricmp(c, "connect")) {
+ SV_DirectConnect( from );
+ } else if (!Q_stricmp(c, "rcon")) {
+ SVC_RemoteCommand( from, msg );
+ } else if (!Q_stricmp(c, "disconnect")) {
+ // if a client starts up a local server, we may see some spurious
+ // server disconnect messages when their new server sees our final
+ // sequenced messages to the old client
+ } else {
+ Com_DPrintf ("bad connectionless packet from %s:\n%s\n"
+ , NET_AdrToString (from), s);
+ }
+}
+
+//============================================================================
+
+/*
+=================
+SV_ReadPackets
+=================
+*/
+void SV_PacketEvent( netadr_t from, msg_t *msg ) {
+ int i;
+ client_t *cl;
+ int qport;
+
+ // check for connectionless packet (0xffffffff) first
+ if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
+ SV_ConnectionlessPacket( from, msg );
+ return;
+ }
+
+ // read the qport out of the message so we can fix up
+ // stupid address translating routers
+ MSG_BeginReadingOOB( msg );
+ MSG_ReadLong( msg ); // sequence number
+ qport = MSG_ReadShort( msg ) & 0xffff;
+
+ // find which client the message is from
+ for (i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ if (cl->state == CS_FREE) {
+ continue;
+ }
+ if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
+ continue;
+ }
+ // it is possible to have multiple clients from a single IP
+ // address, so they are differentiated by the qport variable
+ if (cl->netchan.qport != qport) {
+ continue;
+ }
+
+ // the IP port can't be used to differentiate them, because
+ // some address translating routers periodically change UDP
+ // port assignments
+ if (cl->netchan.remoteAddress.port != from.port) {
+ Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
+ cl->netchan.remoteAddress.port = from.port;
+ }
+
+ // make sure it is a valid, in sequence packet
+ if (SV_Netchan_Process(cl, msg)) {
+ // zombie clients still need to do the Netchan_Process
+ // to make sure they don't need to retransmit the final
+ // reliable message, but they don't do any other processing
+ if (cl->state != CS_ZOMBIE) {
+ cl->lastPacketTime = svs.time; // don't timeout
+ SV_ExecuteClientMessage( cl, msg );
+ }
+ }
+ return;
+ }
+
+ // if we received a sequenced packet from an address we don't recognize,
+ // send an out of band disconnect packet to it
+ NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
+}
+
+
+/*
+===================
+SV_CalcPings
+
+Updates the cl->ping variables
+===================
+*/
+void SV_CalcPings( void ) {
+ int i, j;
+ client_t *cl;
+ int total, count;
+ int delta;
+ playerState_t *ps;
+
+ for (i=0 ; i < sv_maxclients->integer ; i++) {
+ cl = &svs.clients[i];
+ if ( cl->state != CS_ACTIVE ) {
+ cl->ping = 999;
+ continue;
+ }
+ if ( !cl->gentity ) {
+ cl->ping = 999;
+ continue;
+ }
+
+ total = 0;
+ count = 0;
+ for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
+ if ( cl->frames[j].messageAcked <= 0 ) {
+ continue;
+ }
+ delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
+ count++;
+ total += delta;
+ }
+ if (!count) {
+ cl->ping = 999;
+ } else {
+ cl->ping = total/count;
+ if ( cl->ping > 999 ) {
+ cl->ping = 999;
+ }
+ }
+
+ // let the game dll know about the ping
+ ps = SV_GameClientNum( i );
+ ps->ping = cl->ping;
+ }
+}
+
+/*
+==================
+SV_CheckTimeouts
+
+If a packet has not been received from a client for timeout->integer
+seconds, drop the conneciton. Server time is used instead of
+realtime to avoid dropping the local client while debugging.
+
+When a client is normally dropped, the client_t goes into a zombie state
+for a few seconds to make sure any final reliable message gets resent
+if necessary
+==================
+*/
+void SV_CheckTimeouts( void ) {
+ int i;
+ client_t *cl;
+ int droppoint;
+ int zombiepoint;
+
+ droppoint = svs.time - 1000 * sv_timeout->integer;
+ zombiepoint = svs.time - 1000 * sv_zombietime->integer;
+
+ for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ // message times may be wrong across a changelevel
+ if (cl->lastPacketTime > svs.time) {
+ cl->lastPacketTime = svs.time;
+ }
+
+ if (cl->state == CS_ZOMBIE
+ && cl->lastPacketTime < zombiepoint) {
+ // using the client id cause the cl->name is empty at this point
+ Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
+ cl->state = CS_FREE; // can now be reused
+ continue;
+ }
+ if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
+ // wait several frames so a debugger session doesn't
+ // cause a timeout
+ if ( ++cl->timeoutCount > 5 ) {
+ SV_DropClient (cl, "timed out");
+ cl->state = CS_FREE; // don't bother with zombie state
+ }
+ } else {
+ cl->timeoutCount = 0;
+ }
+ }
+}
+
+
+/*
+==================
+SV_CheckPaused
+==================
+*/
+qboolean SV_CheckPaused( void ) {
+ int count;
+ client_t *cl;
+ int i;
+
+ if ( !cl_paused->integer ) {
+ return qfalse;
+ }
+
+ // only pause if there is just a single client connected
+ count = 0;
+ for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
+ if ( cl->state >= CS_CONNECTED ) {
+ count++;
+ }
+ }
+
+ if ( count > 1 ) {
+ // don't pause
+ if (sv_paused->integer)
+ Cvar_Set("sv_paused", "0");
+ return qfalse;
+ }
+
+ if (!sv_paused->integer)
+ Cvar_Set("sv_paused", "1");
+ return qtrue;
+}
+
+/*
+==================
+SV_Frame
+
+Player movement occurs as a result of packet events, which
+happen before SV_Frame is called
+==================
+*/
+void SV_Frame( int msec ) {
+ int frameMsec;
+ int startTime;
+
+ // the menu kills the server with this cvar
+ if ( sv_killserver->integer ) {
+ SV_Shutdown ("Server was killed");
+ Cvar_Set( "sv_killserver", "0" );
+ return;
+ }
+
+ if (!com_sv_running->integer)
+ {
+ if(com_dedicated->integer)
+ {
+ // Block indefinitely until something interesting happens
+ // on STDIN.
+ NET_Sleep(-1);
+ }
+
+ return;
+ }
+
+ // allow pause if only the local client is connected
+ if ( SV_CheckPaused() ) {
+ return;
+ }
+
+ // if it isn't time for the next frame, do nothing
+ if ( sv_fps->integer < 1 ) {
+ Cvar_Set( "sv_fps", "10" );
+ }
+
+ frameMsec = 1000 / sv_fps->integer * com_timescale->value;
+ // don't let it scale below 1ms
+ if(frameMsec < 1)
+ {
+ Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f));
+ frameMsec = 1;
+ }
+
+ sv.timeResidual += msec;
+
+ if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
+ // NET_Sleep will give the OS time slices until either get a packet
+ // or time enough for a server frame has gone by
+ NET_Sleep(frameMsec - sv.timeResidual);
+ return;
+ }
+
+ // if time is about to hit the 32nd bit, kick all clients
+ // and clear sv.time, rather
+ // than checking for negative time wraparound everywhere.
+ // 2giga-milliseconds = 23 days, so it won't be too often
+ if ( svs.time > 0x70000000 ) {
+ SV_Shutdown( "Restarting server due to time wrapping" );
+ Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
+ return;
+ }
+ // this can happen considerably earlier when lots of clients play and the map doesn't change
+ if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
+ SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
+ Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
+ return;
+ }
+
+ if( sv.restartTime && sv.time >= sv.restartTime ) {
+ sv.restartTime = 0;
+ Cbuf_AddText( "map_restart 0\n" );
+ return;
+ }
+
+ // update infostrings if anything has been changed
+ if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
+ SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
+ cvar_modifiedFlags &= ~CVAR_SERVERINFO;
+ }
+ if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
+ SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
+ cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
+ }
+
+ if ( com_speeds->integer ) {
+ startTime = Sys_Milliseconds ();
+ } else {
+ startTime = 0; // quite a compiler warning
+ }
+
+ // update ping based on the all received frames
+ SV_CalcPings();
+
+ // run the game simulation in chunks
+ while ( sv.timeResidual >= frameMsec ) {
+ sv.timeResidual -= frameMsec;
+ svs.time += frameMsec;
+ sv.time += frameMsec;
+
+ // let everything in the world think and move
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ }
+
+ if ( com_speeds->integer ) {
+ time_game = Sys_Milliseconds () - startTime;
+ }
+
+ // check timeouts
+ SV_CheckTimeouts();
+
+ // send messages back to the clients
+ SV_SendClientMessages();
+
+ // send a heartbeat to the master if needed
+ SV_MasterHeartbeat();
+}
+
+//============================================================================
+
diff --git a/src/server/sv_net_chan.c b/src/server/sv_net_chan.c new file mode 100644 index 0000000..e1d835d --- /dev/null +++ b/src/server/sv_net_chan.c @@ -0,0 +1,208 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "../qcommon/q_shared.h" +#include "../qcommon/qcommon.h" +#include "server.h" + +/* +============== +SV_Netchan_Encode + + // first four bytes of the data are always: + long reliableAcknowledge; + +============== +*/ +static void SV_Netchan_Encode( client_t *client, msg_t *msg ) { + long reliableAcknowledge, i, index; + byte key, *string; + int srdc, sbit, soob; + + if ( msg->cursize < SV_ENCODE_START ) { + return; + } + + srdc = msg->readcount; + sbit = msg->bit; + soob = msg->oob; + + msg->bit = 0; + msg->readcount = 0; + msg->oob = 0; + + reliableAcknowledge = MSG_ReadLong(msg); + + msg->oob = soob; + msg->bit = sbit; + msg->readcount = srdc; + + string = (byte *)client->lastClientCommandString; + index = 0; + // xor the client challenge with the netchan sequence number + key = client->challenge ^ client->netchan.outgoingSequence; + for (i = SV_ENCODE_START; i < msg->cursize; i++) { + // modify the key with the last received and with this message acknowledged client command + if (!string[index]) + index = 0; + if (string[index] > 127 || string[index] == '%') { + key ^= '.' << (i & 1); + } + else { + key ^= string[index] << (i & 1); + } + index++; + // encode the data with this key + *(msg->data + i) = *(msg->data + i) ^ key; + } +} + +/* +============== +SV_Netchan_Decode + + // first 12 bytes of the data are always: + long serverId; + long messageAcknowledge; + long reliableAcknowledge; + +============== +*/ +static void SV_Netchan_Decode( client_t *client, msg_t *msg ) { + int serverId, messageAcknowledge, reliableAcknowledge; + int i, index, srdc, sbit, soob; + byte key, *string; + + srdc = msg->readcount; + sbit = msg->bit; + soob = msg->oob; + + msg->oob = 0; + + serverId = MSG_ReadLong(msg); + messageAcknowledge = MSG_ReadLong(msg); + reliableAcknowledge = MSG_ReadLong(msg); + + msg->oob = soob; + msg->bit = sbit; + msg->readcount = srdc; + + string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ]; + index = 0; + // + key = client->challenge ^ serverId ^ messageAcknowledge; + for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) { + // modify the key with the last sent and acknowledged server command + if (!string[index]) + index = 0; + if (string[index] > 127 || string[index] == '%') { + key ^= '.' << (i & 1); + } + else { + key ^= string[index] << (i & 1); + } + index++; + // decode the data with this key + *(msg->data + i) = *(msg->data + i) ^ key; + } +} + +/* +================= +SV_Netchan_TransmitNextFragment +================= +*/ +void SV_Netchan_TransmitNextFragment( client_t *client ) { + Netchan_TransmitNextFragment( &client->netchan ); + if (!client->netchan.unsentFragments) + { + // make sure the netchan queue has been properly initialized (you never know) + if (!client->netchan_end_queue) { + Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n"); + } + // the last fragment was transmitted, check wether we have queued messages + if (client->netchan_start_queue) { + netchan_buffer_t *netbuf; + Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n"); + netbuf = client->netchan_start_queue; + SV_Netchan_Encode( client, &netbuf->msg ); + Netchan_Transmit( &client->netchan, netbuf->msg.cursize, netbuf->msg.data ); + // pop from queue + client->netchan_start_queue = netbuf->next; + if (!client->netchan_start_queue) { + Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n"); + client->netchan_end_queue = &client->netchan_start_queue; + } + else + Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n"); + Z_Free(netbuf); + } + } +} + + +/* +=============== +SV_Netchan_Transmit +TTimo +https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462 +if there are some unsent fragments (which may happen if the snapshots +and the gamestate are fragmenting, and collide on send for instance) +then buffer them and make sure they get sent in correct order +================ +*/ + +void SV_Netchan_Transmit( client_t *client, msg_t *msg) { //int length, const byte *data ) { + MSG_WriteByte( msg, svc_EOF ); + if (client->netchan.unsentFragments) { + netchan_buffer_t *netbuf; + Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n"); + netbuf = (netchan_buffer_t *)Z_Malloc(sizeof(netchan_buffer_t)); + // store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending + MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg); + netbuf->next = NULL; + // insert it in the queue, the message will be encoded and sent later + *client->netchan_end_queue = netbuf; + client->netchan_end_queue = &(*client->netchan_end_queue)->next; + // emit the next fragment of the current message for now + Netchan_TransmitNextFragment(&client->netchan); + } else { + SV_Netchan_Encode( client, msg ); + Netchan_Transmit( &client->netchan, msg->cursize, msg->data ); + } +} + +/* +================= +Netchan_SV_Process +================= +*/ +qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) { + int ret; + ret = Netchan_Process( &client->netchan, msg ); + if (!ret) + return qfalse; + SV_Netchan_Decode( client, msg ); + return qtrue; +} + diff --git a/src/server/sv_rankings.c b/src/server/sv_rankings.c new file mode 100644 index 0000000..20d24fd --- /dev/null +++ b/src/server/sv_rankings.c @@ -0,0 +1,1538 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// sv_rankings.c -- global rankings interface + +#include "server.h" +#include "..\rankings\1.0\gr\grapi.h" +#include "..\rankings\1.0\gr\grlog.h" + +typedef struct +{ + GR_CONTEXT context; + uint64_t game_id; + uint64_t match; + uint64_t player_id; + GR_PLAYER_TOKEN token; + grank_status_t grank_status; + grank_status_t final_status; // status to set after cleanup + uint32_t grank; // global rank + char name[32]; +} ranked_player_t; + +static int s_rankings_contexts = 0; +static qboolean s_rankings_active = qfalse; +static GR_CONTEXT s_server_context = 0; +static uint64_t s_server_match = 0; +static char* s_rankings_game_key = NULL; +static uint64_t s_rankings_game_id = 0; +static ranked_player_t* s_ranked_players = NULL; +static qboolean s_server_quitting = qfalse; +static const char s_ascii_encoding[] = + "0123456789abcdef" + "ghijklmnopqrstuv" + "wxyzABCDEFGHIJKL" + "MNOPQRSTUVWXYZ[]"; + +// private functions +static void SV_RankNewGameCBF( GR_NEWGAME* gr_newgame, void* cbf_arg ); +static void SV_RankUserCBF( GR_LOGIN* gr_login, void* cbf_arg ); +static void SV_RankJoinGameCBF( GR_JOINGAME* gr_joingame, void* cbf_arg ); +static void SV_RankSendReportsCBF( GR_STATUS* gr_status, void* cbf_arg ); +static void SV_RankCleanupCBF( GR_STATUS* gr_status, void* cbf_arg ); +static void SV_RankCloseContext( ranked_player_t* ranked_player ); +static int SV_RankAsciiEncode( char* dest, const unsigned char* src, + int src_len ); +static int SV_RankAsciiDecode( unsigned char* dest, const char* src, + int src_len ); +static void SV_RankEncodeGameID( uint64_t game_id, char* result, + int len ); +static uint64_t SV_RankDecodePlayerID( const char* string ); +static void SV_RankDecodePlayerKey( const char* string, GR_PLAYER_TOKEN key ); +static char* SV_RankStatusString( GR_STATUS status ); +static void SV_RankError( const char* fmt, ... ); +static char SV_RankGameKey[64]; + +/* +================ +SV_RankBegin +================ +*/ +void SV_RankBegin( char *gamekey ) +{ + GR_INIT init; + GR_STATUS status; + + assert( s_rankings_contexts == 0 ); + assert( !s_rankings_active ); + assert( s_ranked_players == NULL ); + + if( sv_enableRankings->integer == 0 ) + { + s_rankings_active = qfalse; + if( sv_rankingsActive->integer == 1 ) + { + Cvar_Set( "sv_rankingsActive", "0" ); + } + return; + } + + // only allow official game key on pure servers + if( strcmp(gamekey, GR_GAMEKEY) == 0 ) + { +/* + if( Cvar_VariableValue("sv_pure") != 1 ) + { + Cvar_Set( "sv_enableRankings", "0" ); + return; + } +*/ + + // substitute game-specific game key + switch( (int)Cvar_VariableValue("g_gametype") ) + { + case GT_FFA: + gamekey = "Q3 Free For All"; + break; + case GT_TOURNAMENT: + gamekey = "Q3 Tournament"; + break; + case GT_TEAM: + gamekey = "Q3 Team Deathmatch"; + break; + case GT_CTF: + gamekey = "Q3 Capture the Flag"; + break; + case GT_1FCTF: + gamekey = "Q3 One Flag CTF"; + break; + case GT_OBELISK: + gamekey = "Q3 Overload"; + break; + case GT_HARVESTER: + gamekey = "Q3 Harvester"; + break; + default: + break; + } + } + s_rankings_game_key = gamekey; + + // initialize rankings + GRankLogLevel( GRLOG_OFF ); + memset(SV_RankGameKey,0,sizeof(SV_RankGameKey)); + strncpy(SV_RankGameKey,gamekey,sizeof(SV_RankGameKey)-1); + init = GRankInit( 1, SV_RankGameKey, GR_OPT_POLL, GR_OPT_END ); + s_server_context = init.context; + s_rankings_contexts++; + Com_DPrintf( "SV_RankBegin(); GR_GAMEKEY is %s\n", gamekey ); + Com_DPrintf( "SV_RankBegin(); s_rankings_contexts=%d\n",s_rankings_contexts ); + Com_DPrintf( "SV_RankBegin(); s_server_context=%d\n",init.context ); + + // new game + if(!strlen(Cvar_VariableString( "sv_leagueName" ))) + { + status = GRankNewGameAsync + ( + s_server_context, + SV_RankNewGameCBF, + NULL, + GR_OPT_LEAGUENAME, + (void*)(Cvar_VariableString( "sv_leagueName" )), + GR_OPT_END + ); + } + else + { + status = GRankNewGameAsync + ( + s_server_context, + SV_RankNewGameCBF, + NULL, + GR_OPT_END + ); + } + + if( status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankBegin: Expected GR_STATUS_PENDING, got %s", + SV_RankStatusString( status ) ); + return; + } + + // logging + if( com_developer->value ) + { + GRankLogLevel( GRLOG_TRACE ); + } + + // allocate rankings info for each player + s_ranked_players = Z_Malloc( sv_maxclients->value * + sizeof(ranked_player_t) ); + memset( (void*)s_ranked_players, 0 ,sv_maxclients->value + * sizeof(ranked_player_t)); +} + +/* +================ +SV_RankEnd +================ +*/ +void SV_RankEnd( void ) +{ + GR_STATUS status; + int i; + + Com_DPrintf( "SV_RankEnd();\n" ); + + if( !s_rankings_active ) + { + // cleanup after error during game + if( s_ranked_players != NULL ) + { + for( i = 0; i < sv_maxclients->value; i++ ) + { + if( s_ranked_players[i].context != 0 ) + { + SV_RankCloseContext( &(s_ranked_players[i]) ); + } + } + } + if( s_server_context != 0 ) + { + SV_RankCloseContext( NULL ); + } + + return; + } + + for( i = 0; i < sv_maxclients->value; i++ ) + { + if( s_ranked_players[i].grank_status == QGR_STATUS_ACTIVE ) + { + SV_RankUserLogout( i ); + Com_DPrintf( "SV_RankEnd: SV_RankUserLogout %d\n",i ); + } + } + + assert( s_server_context != 0 ); + + // send match reports, proceed to SV_RankSendReportsCBF + status = GRankSendReportsAsync + ( + s_server_context, + 0, + SV_RankSendReportsCBF, + NULL, + GR_OPT_END + ); + + if( status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankEnd: Expected GR_STATUS_PENDING, got %s", + SV_RankStatusString( status ) ); + } + + s_rankings_active = qfalse; + Cvar_Set( "sv_rankingsActive", "0" ); +} + +/* +================ +SV_RankPoll +================ +*/ +void SV_RankPoll( void ) +{ + GRankPoll(); +} + +/* +================ +SV_RankCheckInit +================ +*/ +qboolean SV_RankCheckInit( void ) +{ + return (s_rankings_contexts > 0); +} + +/* +================ +SV_RankActive +================ +*/ +qboolean SV_RankActive( void ) +{ + return s_rankings_active; +} + +/* +================= +SV_RankUserStatus +================= +*/ +grank_status_t SV_RankUserStatus( int index ) +{ + if( !s_rankings_active ) + { + return GR_STATUS_ERROR; + } + + assert( s_ranked_players != NULL ); + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + + return s_ranked_players[index].grank_status; +} + +/* +================ +SV_RankUserGRank +================ +*/ +int SV_RankUserGrank( int index ) +{ + if( !s_rankings_active ) + { + return 0; + } + + assert( s_ranked_players != NULL ); + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + + return s_ranked_players[index].grank; +} + +/* +================ +SV_RankUserReset +================ +*/ +void SV_RankUserReset( int index ) +{ + if( !s_rankings_active ) + { + return; + } + + assert( s_ranked_players != NULL ); + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + + switch( s_ranked_players[index].grank_status ) + { + case QGR_STATUS_SPECTATOR: + case QGR_STATUS_NO_USER: + case QGR_STATUS_BAD_PASSWORD: + case QGR_STATUS_USER_EXISTS: + case QGR_STATUS_NO_MEMBERSHIP: + case QGR_STATUS_TIMEOUT: + case QGR_STATUS_ERROR: + s_ranked_players[index].grank_status = QGR_STATUS_NEW; + break; + default: + break; + } +} + +/* +================ +SV_RankUserSpectate +================ +*/ +void SV_RankUserSpectate( int index ) +{ + if( !s_rankings_active ) + { + return; + } + + assert( s_ranked_players != NULL ); + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + + // GRANK_FIXME - check current status? + s_ranked_players[index].grank_status = QGR_STATUS_SPECTATOR; +} + +/* +================ +SV_RankUserCreate +================ +*/ +void SV_RankUserCreate( int index, char* username, char* password, + char* email ) +{ + GR_INIT init; + GR_STATUS status; + + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + assert( username != NULL ); + assert( password != NULL ); + assert( email != NULL ); + assert( s_ranked_players ); + assert( s_ranked_players[index].grank_status != QGR_STATUS_ACTIVE ); + + Com_DPrintf( "SV_RankUserCreate( %d, %s, \"****\", %s );\n", index, + username, email ); + + if( !s_rankings_active ) + { + Com_DPrintf( "SV_RankUserCreate: Not ready to create\n" ); + s_ranked_players[index].grank_status = QGR_STATUS_ERROR; + return; + } + + if( s_ranked_players[index].grank_status == QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankUserCreate: Got Create from active player\n" ); + return; + } + + // get a separate context for the new user + init = GRankInit( 0, SV_RankGameKey, GR_OPT_POLL, GR_OPT_END ); + s_ranked_players[index].context = init.context; + s_rankings_contexts++; + Com_DPrintf( "SV_RankUserCreate(); s_rankings_contexts=%d\n",s_rankings_contexts ); + Com_DPrintf( "SV_RankUserCreate(); s_ranked_players[%d].context=%d\n",index,init.context ); + + // attempt to create a new account, proceed to SV_RankUserCBF + status = GRankUserCreateAsync + ( + s_ranked_players[index].context, + username, + password, + email, + SV_RankUserCBF, + (void*)&s_ranked_players[index], + GR_OPT_END + ); + + if( status == GR_STATUS_PENDING ) + { + s_ranked_players[index].grank_status = QGR_STATUS_PENDING; + s_ranked_players[index].final_status = QGR_STATUS_NEW; + } + else + { + SV_RankError( "SV_RankUserCreate: Expected GR_STATUS_PENDING, got %s", + SV_RankStatusString( status ) ); + } +} + +/* +================ +SV_RankUserLogin +================ +*/ +void SV_RankUserLogin( int index, char* username, char* password ) +{ + GR_INIT init; + GR_STATUS status; + + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + assert( username != NULL ); + assert( password != NULL ); + assert( s_ranked_players ); + assert( s_ranked_players[index].grank_status != QGR_STATUS_ACTIVE ); + + Com_DPrintf( "SV_RankUserLogin( %d, %s, \"****\" );\n", index, username ); + + if( !s_rankings_active ) + { + Com_DPrintf( "SV_RankUserLogin: Not ready for login\n" ); + s_ranked_players[index].grank_status = QGR_STATUS_ERROR; + return; + } + + if( s_ranked_players[index].grank_status == QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankUserLogin: Got Login from active player\n" ); + return; + } + + // get a separate context for the new user + init = GRankInit( 0, SV_RankGameKey, GR_OPT_POLL, GR_OPT_END ); + s_ranked_players[index].context = init.context; + s_rankings_contexts++; + Com_DPrintf( "SV_RankUserLogin(); s_rankings_contexts=%d\n",s_rankings_contexts ); + Com_DPrintf( "SV_RankUserLogin(); s_ranked_players[%d].context=%d\n",index,init.context ); + + // login user, proceed to SV_RankUserCBF + status = GRankUserLoginAsync + ( + s_ranked_players[index].context, + username, + password, + SV_RankUserCBF, + (void*)&s_ranked_players[index], + GR_OPT_END + ); + + if( status == GR_STATUS_PENDING ) + { + s_ranked_players[index].grank_status = QGR_STATUS_PENDING; + s_ranked_players[index].final_status = QGR_STATUS_NEW; + } + else + { + SV_RankError( "SV_RankUserLogin: Expected GR_STATUS_PENDING, got %s", + SV_RankStatusString( status ) ); + } +} + +/* +=================== +SV_RankUserValidate +=================== +*/ +qboolean SV_RankUserValidate( int index, const char* player_id, const char* key, int token_len, int rank, char* name ) +{ + GR_INIT init; + GR_STATUS status; + qboolean rVal; + ranked_player_t* ranked_player; + int i; + + assert( s_ranked_players ); + assert( s_ranked_players[index].grank_status != QGR_STATUS_ACTIVE ); + + rVal = qfalse; + + if( !s_rankings_active ) + { + Com_DPrintf( "SV_RankUserValidate: Not ready to validate\n" ); + s_ranked_players[index].grank_status = QGR_STATUS_ERROR; + return rVal; + } + + ranked_player = &(s_ranked_players[index]); + + if ( (player_id != NULL) && (key != NULL)) + { + // the real player_id and key is set when SV_RankJoinGameCBF + // is called we do this so that SV_RankUserValidate + // can be shared by both server side login and client side login + + // for client side logined in players + // server is creating GR_OPT_PLAYERCONTEXT + init = GRankInit( 0, SV_RankGameKey, GR_OPT_POLL, GR_OPT_END ); + ranked_player->context = init.context; + s_rankings_contexts++; + Com_DPrintf( "SV_RankUserValidate(); s_rankings_contexts=%d\n",s_rankings_contexts ); + Com_DPrintf( "SV_RankUserValidate(); s_ranked_players[%d].context=%d\n",index,init.context ); + + // uudecode player id and player token + ranked_player->player_id = SV_RankDecodePlayerID(player_id); + Com_DPrintf( "SV_RankUserValidate(); ranked_player->player_id =%u\n", (uint32_t)ranked_player->player_id ); + SV_RankDecodePlayerKey(key, ranked_player->token); + + // save name and check for duplicates + Q_strncpyz( ranked_player->name, name, sizeof(ranked_player->name) ); + for( i = 0; i < sv_maxclients->value; i++ ) + { + if( (i != index) && (s_ranked_players[i].grank_status == QGR_STATUS_ACTIVE) && + (strcmp( s_ranked_players[i].name, name ) == 0) ) + { + Com_DPrintf( "SV_RankUserValidate: Duplicate login\n" ); + ranked_player->grank_status = QGR_STATUS_NO_USER; + ranked_player->final_status = QGR_STATUS_NEW; + ranked_player->grank = 0; + return qfalse; + } + } + + // then validate + status = GRankPlayerValidate( + s_server_context, + ranked_player->player_id, + ranked_player->token, + token_len, + GR_OPT_PLAYERCONTEXT, + ranked_player->context, + GR_OPT_END); + } + else + { + // make server side login (bots) happy + status = GR_STATUS_OK; + } + + if (status == GR_STATUS_OK) + { + ranked_player->grank_status = QGR_STATUS_ACTIVE; + ranked_player->final_status = QGR_STATUS_NEW; + ranked_player->grank = rank; + rVal = qtrue; + } + else if (status == GR_STATUS_INVALIDUSER) + { + ranked_player->grank_status = QGR_STATUS_INVALIDUSER; + ranked_player->final_status = QGR_STATUS_NEW; + ranked_player->grank = 0; + rVal = qfalse; + } + else + { + SV_RankError( "SV_RankUserValidate: Unexpected status %s", + SV_RankStatusString( status ) ); + s_ranked_players[index].grank_status = QGR_STATUS_ERROR; + ranked_player->grank = 0; + } + + return rVal; +} + +/* +================ +SV_RankUserLogout +================ +*/ +void SV_RankUserLogout( int index ) +{ + GR_STATUS status; + GR_STATUS cleanup_status; + + if( !s_rankings_active ) + { + return; + } + + assert( index >= 0 ); + assert( index < sv_maxclients->value ); + assert( s_ranked_players ); + + if( s_ranked_players[index].context == 0 ) { + return; + } + + Com_DPrintf( "SV_RankUserLogout( %d );\n", index ); + + // masqueraded player may not be active yet, if they fail validation, + // but still they have a context needs to be cleaned + // what matters is the s_ranked_players[index].context + + // send reports, proceed to SV_RankSendReportsCBF + status = GRankSendReportsAsync + ( + s_ranked_players[index].context, + 0, + SV_RankSendReportsCBF, + (void*)&s_ranked_players[index], + GR_OPT_END + ); + + if( status == GR_STATUS_PENDING ) + { + s_ranked_players[index].grank_status = QGR_STATUS_PENDING; + s_ranked_players[index].final_status = QGR_STATUS_NEW; + } + else + { + SV_RankError( "SV_RankUserLogout: Expected GR_STATUS_PENDING, got %s", + SV_RankStatusString( status ) ); + + cleanup_status = GRankCleanupAsync + ( + s_ranked_players[index].context, + 0, + SV_RankCleanupCBF, + (void*)&s_ranked_players[index], + GR_OPT_END + ); + + if( cleanup_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankUserLogout: Expected " + "GR_STATUS_PENDING from GRankCleanupAsync, got %s", + SV_RankStatusString( cleanup_status ) ); + SV_RankCloseContext( &(s_ranked_players[index]) ); + } + } +} + +/* +================ +SV_RankReportInt +================ +*/ +void SV_RankReportInt( int index1, int index2, int key, int value, + qboolean accum ) +{ + GR_STATUS status; + GR_CONTEXT context; + uint64_t match; + uint64_t user1; + uint64_t user2; + int opt_accum; + + if( !s_rankings_active ) + { + return; + } + + assert( index1 >= -1 ); + assert( index1 < sv_maxclients->value ); + assert( index2 >= -1 ); + assert( index2 < sv_maxclients->value ); + assert( s_ranked_players ); + +// Com_DPrintf( "SV_RankReportInt( %d, %d, %d, %d, %d );\n", index1, index2, +// key, value, accum ); + + // get context, match, and player_id for player index1 + if( index1 == -1 ) + { + context = s_server_context; + match = s_server_match; + user1 = 0; + } + else + { + if( s_ranked_players[index1].grank_status != QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankReportInt: Expecting QGR_STATUS_ACTIVE" + " Got Unexpected status %d for player %d\n", + s_ranked_players[index1].grank_status, index1 ); + return; + } + + context = s_ranked_players[index1].context; + match = s_ranked_players[index1].match; + user1 = s_ranked_players[index1].player_id; + } + + // get player_id for player index2 + if( index2 == -1 ) + { + user2 = 0; + } + else + { + if( s_ranked_players[index2].grank_status != QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankReportInt: Expecting QGR_STATUS_ACTIVE" + " Got Unexpected status %d for player %d\n", + s_ranked_players[index2].grank_status, index2 ); + return; + } + + user2 = s_ranked_players[index2].player_id; + } + + opt_accum = accum ? GR_OPT_ACCUM : GR_OPT_END; + + status = GRankReportInt + ( + context, + match, + user1, + user2, + key, + value, + opt_accum, + GR_OPT_END + ); + + if( status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankReportInt: Unexpected status %s", + SV_RankStatusString( status ) ); + } + + if( user2 != 0 ) + { + context = s_ranked_players[index2].context; + match = s_ranked_players[index2].match; + + status = GRankReportInt + ( + context, + match, + user1, + user2, + key, + value, + opt_accum, + GR_OPT_END + ); + + if( status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankReportInt: Unexpected status %s", + SV_RankStatusString( status ) ); + } + } +} + +/* +================ +SV_RankReportStr +================ +*/ +void SV_RankReportStr( int index1, int index2, int key, char* value ) +{ + GR_STATUS status; + GR_CONTEXT context; + uint64_t match; + uint64_t user1; + uint64_t user2; + + if( !s_rankings_active ) + { + return; + } + + assert( index1 >= -1 ); + assert( index1 < sv_maxclients->value ); + assert( index2 >= -1 ); + assert( index2 < sv_maxclients->value ); + assert( s_ranked_players ); + +// Com_DPrintf( "SV_RankReportStr( %d, %d, %d, \"%s\" );\n", index1, index2, +// key, value ); + + // get context, match, and player_id for player index1 + if( index1 == -1 ) + { + context = s_server_context; + match = s_server_match; + user1 = 0; + } + else + { + if( s_ranked_players[index1].grank_status != QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankReportStr: Unexpected status %d\n", + s_ranked_players[index1].grank_status ); + return; + } + + context = s_ranked_players[index1].context; + match = s_ranked_players[index1].match; + user1 = s_ranked_players[index1].player_id; + } + + // get player_id for player index2 + if( index2 == -1 ) + { + user2 = 0; + } + else + { + if( s_ranked_players[index2].grank_status != QGR_STATUS_ACTIVE ) + { + Com_DPrintf( "SV_RankReportStr: Unexpected status %d\n", + s_ranked_players[index2].grank_status ); + return; + } + + user2 = s_ranked_players[index2].player_id; + } + + status = GRankReportStr + ( + context, + match, + user1, + user2, + key, + value, + GR_OPT_END + ); + + if( status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankReportStr: Unexpected status %s", + SV_RankStatusString( status ) ); + } + + if( user2 != 0 ) + { + context = s_ranked_players[index2].context; + match = s_ranked_players[index2].match; + + status = GRankReportStr + ( + context, + match, + user1, + user2, + key, + value, + GR_OPT_END + ); + + if( status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankReportInt: Unexpected status %s", + SV_RankStatusString( status ) ); + } + } +} + +/* +================ +SV_RankQuit +================ +*/ +void SV_RankQuit( void ) +{ + int i; + int j = 0; + // yuck + + while( s_rankings_contexts > 1 ) + { + assert(s_ranked_players); + if( s_ranked_players != NULL ) + { + for( i = 0; i < sv_maxclients->value; i++ ) + { + // check for players that weren't yet active in SV_RankEnd + if( s_ranked_players[i].grank_status == QGR_STATUS_ACTIVE ) + { + SV_RankUserLogout( i ); + Com_DPrintf( "SV_RankQuit: SV_RankUserLogout %d\n",i ); + } + else + { + if( s_ranked_players[i].context ) + { + GR_STATUS cleanup_status; + cleanup_status = GRankCleanupAsync + ( + s_ranked_players[i].context, + 0, + SV_RankCleanupCBF, + (void*)&(s_ranked_players[i]), + GR_OPT_END + ); + + if( cleanup_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankQuit: Expected " + "GR_STATUS_PENDING from GRankCleanupAsync, got %s", + SV_RankStatusString( cleanup_status ) ); + } + } + } + } + } + SV_RankPoll(); + + // should've finished by now + assert( (j++) < 68 ); + } +} + +/* +============================================================================== + +Private Functions + +============================================================================== +*/ + +/* +================= +SV_RankNewGameCBF +================= +*/ +static void SV_RankNewGameCBF( GR_NEWGAME* gr_newgame, void* cbf_arg ) +{ + GR_MATCH match; + int i; + + assert( gr_newgame != NULL ); + assert( cbf_arg == NULL ); + + Com_DPrintf( "SV_RankNewGameCBF( %08X, %08X );\n", gr_newgame, cbf_arg ); + + if( gr_newgame->status == GR_STATUS_OK ) + { + char info[MAX_INFO_STRING]; + char gameid[sizeof(s_ranked_players[i].game_id) * 4 / 3 + 2]; + + // save game id + s_rankings_game_id = gr_newgame->game_id; + + // encode gameid + memset(gameid,0,sizeof(gameid)); + SV_RankEncodeGameID(s_rankings_game_id,gameid,sizeof(gameid)); + + // set CS_GRANK rankingsGameID to pass to client + memset(info,0,sizeof(info)); + Info_SetValueForKey( info, "rankingsGameKey", s_rankings_game_key ); + Info_SetValueForKey( info, "rankingsGameID", gameid ); + SV_SetConfigstring( CS_GRANK, info ); + + // initialize client status + for( i = 0; i < sv_maxclients->value; i++ ) + s_ranked_players[i].grank_status = QGR_STATUS_NEW; + + // start new match + match = GRankStartMatch( s_server_context ); + s_server_match = match.match; + + // ready to go + s_rankings_active = qtrue; + Cvar_Set( "sv_rankingsActive", "1" ); + + } + else if( gr_newgame->status == GR_STATUS_BADLEAGUE ) + { + SV_RankError( "SV_RankNewGameCBF: Invalid League name\n" ); + } + else + { + //GRank handle new game failure + // force SV_RankEnd() to run + //SV_RankEnd(); + SV_RankError( "SV_RankNewGameCBF: Unexpected status %s", + SV_RankStatusString( gr_newgame->status ) ); + } +} + +/* +================ +SV_RankUserCBF +================ +*/ +static void SV_RankUserCBF( GR_LOGIN* gr_login, void* cbf_arg ) +{ + ranked_player_t* ranked_player; + GR_STATUS join_status; + GR_STATUS cleanup_status; + + assert( gr_login != NULL ); + assert( cbf_arg != NULL ); + + Com_DPrintf( "SV_RankUserCBF( %08X, %08X );\n", gr_login, cbf_arg ); + + ranked_player = (ranked_player_t*)cbf_arg; + assert(ranked_player); + assert( ranked_player->context ); + + switch( gr_login->status ) + { + case GR_STATUS_OK: + // attempt to join the game, proceed to SV_RankJoinGameCBF + join_status = GRankJoinGameAsync + ( + ranked_player->context, + s_rankings_game_id, + SV_RankJoinGameCBF, + cbf_arg, + GR_OPT_END + ); + + if( join_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankUserCBF: Expected GR_STATUS_PENDING " + "from GRankJoinGameAsync, got %s", + SV_RankStatusString( join_status ) ); + } + break; + case GR_STATUS_NOUSER: + Com_DPrintf( "SV_RankUserCBF: Got status %s\n", + SV_RankStatusString( gr_login->status ) ); + ranked_player->final_status = QGR_STATUS_NO_USER; + break; + case GR_STATUS_BADPASSWORD: + Com_DPrintf( "SV_RankUserCBF: Got status %s\n", + SV_RankStatusString( gr_login->status ) ); + ranked_player->final_status = QGR_STATUS_BAD_PASSWORD; + break; + case GR_STATUS_TIMEOUT: + Com_DPrintf( "SV_RankUserCBF: Got status %s\n", + SV_RankStatusString( gr_login->status ) ); + ranked_player->final_status = QGR_STATUS_TIMEOUT; + break; + default: + Com_DPrintf( "SV_RankUserCBF: Unexpected status %s\n", + SV_RankStatusString( gr_login->status ) ); + ranked_player->final_status = QGR_STATUS_ERROR; + break; + } + + if( ranked_player->final_status != QGR_STATUS_NEW ) + { + // login or create failed, so clean up before the next attempt + cleanup_status = GRankCleanupAsync + ( + ranked_player->context, + 0, + SV_RankCleanupCBF, + (void*)ranked_player, + GR_OPT_END + ); + + if( cleanup_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankUserCBF: Expected GR_STATUS_PENDING " + "from GRankCleanupAsync, got %s", + SV_RankStatusString( cleanup_status ) ); + SV_RankCloseContext( ranked_player ); + } + } +} + +/* +================ +SV_RankJoinGameCBF +================ +*/ +static void SV_RankJoinGameCBF( GR_JOINGAME* gr_joingame, void* cbf_arg ) +{ + ranked_player_t* ranked_player; + GR_MATCH match; + GR_STATUS cleanup_status; + + assert( gr_joingame != NULL ); + assert( cbf_arg != NULL ); + + Com_DPrintf( "SV_RankJoinGameCBF( %08X, %08X );\n", gr_joingame, cbf_arg ); + + ranked_player = (ranked_player_t*)cbf_arg; + + assert( ranked_player ); + assert( ranked_player->context != 0 ); + + if( gr_joingame->status == GR_STATUS_OK ) + { + int i; + // save user id + ranked_player->player_id = gr_joingame->player_id; + memcpy(ranked_player->token,gr_joingame->token, + sizeof(GR_PLAYER_TOKEN)) ; + match = GRankStartMatch( ranked_player->context ); + ranked_player->match = match.match; + ranked_player->grank = gr_joingame->rank; + + // find the index and call SV_RankUserValidate + for (i=0;i<sv_maxclients->value;i++) + if ( ranked_player == &s_ranked_players[i] ) + SV_RankUserValidate(i,NULL,NULL,0, gr_joingame->rank,ranked_player->name); + } + else + { + //GRand handle join game failure + SV_RankError( "SV_RankJoinGameCBF: Unexpected status %s", + SV_RankStatusString( gr_joingame->status ) ); + + cleanup_status = GRankCleanupAsync + ( + ranked_player->context, + 0, + SV_RankCleanupCBF, + cbf_arg, + GR_OPT_END + ); + + if( cleanup_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankJoinGameCBF: Expected " + "GR_STATUS_PENDING from GRankCleanupAsync, got %s", + SV_RankStatusString( cleanup_status ) ); + SV_RankCloseContext( ranked_player ); + } + } +} + +/* +================ +SV_RankSendReportsCBF +================ +*/ +static void SV_RankSendReportsCBF( GR_STATUS* status, void* cbf_arg ) +{ + ranked_player_t* ranked_player; + GR_CONTEXT context; + GR_STATUS cleanup_status; + + assert( status != NULL ); + // NULL cbf_arg means server is sending match reports + + Com_DPrintf( "SV_RankSendReportsCBF( %08X, %08X );\n", status, cbf_arg ); + + ranked_player = (ranked_player_t*)cbf_arg; + if( ranked_player == NULL ) + { + Com_DPrintf( "SV_RankSendReportsCBF: server\n" ); + context = s_server_context; + } + else + { + Com_DPrintf( "SV_RankSendReportsCBF: player\n" ); + context = ranked_player->context; + } + + //assert( context != 0 ); + if( *status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankSendReportsCBF: Unexpected status %s", + SV_RankStatusString( *status ) ); + } + + if( context == 0 ) + { + Com_DPrintf( "SV_RankSendReportsCBF: WARNING: context == 0" ); + SV_RankCloseContext( ranked_player ); + } + else + { + cleanup_status = GRankCleanupAsync + ( + context, + 0, + SV_RankCleanupCBF, + cbf_arg, + GR_OPT_END + ); + + if( cleanup_status != GR_STATUS_PENDING ) + { + SV_RankError( "SV_RankSendReportsCBF: Expected " + "GR_STATUS_PENDING from GRankCleanupAsync, got %s", + SV_RankStatusString( cleanup_status ) ); + SV_RankCloseContext( ranked_player ); + } + } +} + +/* +================ +SV_RankCleanupCBF +================ +*/ +static void SV_RankCleanupCBF( GR_STATUS* status, void* cbf_arg ) +{ + ranked_player_t* ranked_player; + ranked_player = (ranked_player_t*)cbf_arg; + + assert( status != NULL ); + // NULL cbf_arg means server is cleaning up + + Com_DPrintf( "SV_RankCleanupCBF( %08X, %08X );\n", status, cbf_arg ); + + if( *status != GR_STATUS_OK ) + { + SV_RankError( "SV_RankCleanupCBF: Unexpected status %s", + SV_RankStatusString( *status ) ); + } + + SV_RankCloseContext( ranked_player ); +} + +/* +================ +SV_RankCloseContext +================ +*/ +static void SV_RankCloseContext( ranked_player_t* ranked_player ) +{ + if( ranked_player == NULL ) + { + // server cleanup + if( s_server_context == 0 ) + { + return; + } + s_server_context = 0; + s_server_match = 0; + } + else + { + // player cleanup + if( s_ranked_players == NULL ) + { + return; + } + if( ranked_player->context == 0 ) + { + return; + } + ranked_player->context = 0; + ranked_player->match = 0; + ranked_player->player_id = 0; + memset( ranked_player->token, 0, sizeof(GR_PLAYER_TOKEN) ); + ranked_player->grank_status = ranked_player->final_status; + ranked_player->final_status = QGR_STATUS_NEW; + ranked_player->name[0] = '\0'; + } + + assert( s_rankings_contexts > 0 ); + s_rankings_contexts--; + Com_DPrintf( "SV_RankCloseContext: s_rankings_contexts = %d\n", + s_rankings_contexts ); + + if( s_rankings_contexts == 0 ) + { + GRankLogLevel( GRLOG_OFF ); + + if( s_ranked_players != NULL ) + { + Z_Free( s_ranked_players ); + s_ranked_players = NULL; + } + + s_rankings_active = qfalse; + Cvar_Set( "sv_rankingsActive", "0" ); + } +} + +/* +================ +SV_RankAsciiEncode + +Encodes src_len bytes of binary data from the src buffer as ASCII text, +using 6 bits per character. The result string is null-terminated and +stored in the dest buffer. + +The dest buffer must be at least (src_len * 4) / 3 + 2 bytes in length. + +Returns the length of the result string, not including the null. +================ +*/ +static int SV_RankAsciiEncode( char* dest, const unsigned char* src, + int src_len ) +{ + unsigned char bin[3]; + unsigned char txt[4]; + int dest_len = 0; + int i; + int j; + int num_chars; + + assert( dest != NULL ); + assert( src != NULL ); + + for( i = 0; i < src_len; i += 3 ) + { + // read three bytes of input + for( j = 0; j < 3; j++ ) + { + bin[j] = (i + j < src_len) ? src[i + j] : 0; + } + + // get four 6-bit values from three bytes + txt[0] = bin[0] >> 2; + txt[1] = ((bin[0] << 4) | (bin[1] >> 4)) & 63; + txt[2] = ((bin[1] << 2) | (bin[2] >> 6)) & 63; + txt[3] = bin[2] & 63; + + // store ASCII encoding of 6-bit values + num_chars = (i + 2 < src_len) ? 4 : ((src_len - i) * 4) / 3 + 1; + for( j = 0; j < num_chars; j++ ) + { + dest[dest_len++] = s_ascii_encoding[txt[j]]; + } + } + + dest[dest_len] = '\0'; + + return dest_len; +} + +/* +================ +SV_RankAsciiDecode + +Decodes src_len characters of ASCII text from the src buffer, stores +the binary result in the dest buffer. + +The dest buffer must be at least (src_len * 3) / 4 bytes in length. + +Returns the length of the binary result, or zero for invalid input. +================ +*/ +static int SV_RankAsciiDecode( unsigned char* dest, const char* src, + int src_len ) +{ + static unsigned char s_inverse_encoding[256]; + static char s_init = 0; + + unsigned char bin[3]; + unsigned char txt[4]; + int dest_len = 0; + int i; + int j; + int num_bytes; + + assert( dest != NULL ); + assert( src != NULL ); + + if( !s_init ) + { + // initialize lookup table for decoding + memset( s_inverse_encoding, 255, sizeof(s_inverse_encoding) ); + for( i = 0; i < 64; i++ ) + { + s_inverse_encoding[s_ascii_encoding[i]] = i; + } + s_init = 1; + } + + for( i = 0; i < src_len; i += 4 ) + { + // read four characters of input, decode them to 6-bit values + for( j = 0; j < 4; j++ ) + { + txt[j] = (i + j < src_len) ? s_inverse_encoding[src[i + j]] : 0; + if (txt[j] == 255) + { + return 0; // invalid input character + } + } + + // get three bytes from four 6-bit values + bin[0] = (txt[0] << 2) | (txt[1] >> 4); + bin[1] = (txt[1] << 4) | (txt[2] >> 2); + bin[2] = (txt[2] << 6) | txt[3]; + + // store binary data + num_bytes = (i + 3 < src_len) ? 3 : ((src_len - i) * 3) / 4; + for( j = 0; j < num_bytes; j++ ) + { + dest[dest_len++] = bin[j]; + } + } + + return dest_len; +} + +/* +================ +SV_RankEncodeGameID +================ +*/ +static void SV_RankEncodeGameID( uint64_t game_id, char* result, + int len ) +{ + assert( result != NULL ); + + if( len < ( ( sizeof(game_id) * 4) / 3 + 2) ) + { + Com_DPrintf( "SV_RankEncodeGameID: result buffer too small\n" ); + result[0] = '\0'; + } + else + { + qint64 gameid = LittleLong64(*(qint64*)&game_id); + SV_RankAsciiEncode( result, (unsigned char*)&gameid, + sizeof(qint64) ); + } +} + +/* +================ +SV_RankDecodePlayerID +================ +*/ +static uint64_t SV_RankDecodePlayerID( const char* string ) +{ + unsigned char buffer[9]; + int len; + qint64 player_id; + + assert( string != NULL ); + + len = strlen (string) ; + Com_DPrintf( "SV_RankDecodePlayerID: string length %d\n",len ); + SV_RankAsciiDecode( buffer, string, len ); + player_id = LittleLong64(*(qint64*)buffer); + return *(uint64_t*)&player_id; +} + +/* +================ +SV_RankDecodePlayerKey +================ +*/ +static void SV_RankDecodePlayerKey( const char* string, GR_PLAYER_TOKEN key ) +{ + unsigned char buffer[1400]; + int len; + assert( string != NULL ); + + len = strlen (string) ; + Com_DPrintf( "SV_RankDecodePlayerKey: string length %d\n",len ); + + memset(key,0,sizeof(GR_PLAYER_TOKEN)); + memset(buffer,0,sizeof(buffer)); + memcpy( key, buffer, SV_RankAsciiDecode( buffer, string, len ) ); +} + +/* +================ +SV_RankStatusString +================ +*/ +static char* SV_RankStatusString( GR_STATUS status ) +{ + switch( status ) + { + case GR_STATUS_OK: return "GR_STATUS_OK"; + case GR_STATUS_ERROR: return "GR_STATUS_ERROR"; + case GR_STATUS_BADPARAMS: return "GR_STATUS_BADPARAMS"; + case GR_STATUS_NETWORK: return "GR_STATUS_NETWORK"; + case GR_STATUS_NOUSER: return "GR_STATUS_NOUSER"; + case GR_STATUS_BADPASSWORD: return "GR_STATUS_BADPASSWORD"; + case GR_STATUS_BADGAME: return "GR_STATUS_BADGAME"; + case GR_STATUS_PENDING: return "GR_STATUS_PENDING"; + case GR_STATUS_BADDOMAIN: return "GR_STATUS_BADDOMAIN"; + case GR_STATUS_DOMAINLOCK: return "GR_STATUS_DOMAINLOCK"; + case GR_STATUS_TIMEOUT: return "GR_STATUS_TIMEOUT"; + case GR_STATUS_INVALIDUSER: return "GR_STATUS_INVALIDUSER"; + case GR_STATUS_INVALIDCONTEXT: return "GR_STATUS_INVALIDCONTEXT"; + default: return "(UNKNOWN)"; + } +} + +/* +================ +SV_RankError +================ +*/ +static void SV_RankError( const char* fmt, ... ) +{ + va_list arg_ptr; + char text[1024]; + + va_start( arg_ptr, fmt ); + vsprintf( text, fmt, arg_ptr ); + va_end( arg_ptr ); + + Com_DPrintf( "****************************************\n" ); + Com_DPrintf( "SV_RankError: %s\n", text ); + Com_DPrintf( "****************************************\n" ); + + s_rankings_active = qfalse; + Cvar_Set( "sv_rankingsActive", "0" ); + // FIXME - attempt clean shutdown? +} + diff --git a/src/server/sv_snapshot.c b/src/server/sv_snapshot.c new file mode 100644 index 0000000..47471ba --- /dev/null +++ b/src/server/sv_snapshot.c @@ -0,0 +1,693 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "server.h" + + +/* +============================================================================= + +Delta encode a client frame onto the network channel + +A normal server packet will look like: + +4 sequence number (high bit set if an oversize fragment) +<optional reliable commands> +1 svc_snapshot +4 last client reliable command +4 serverTime +1 lastframe for delta compression +1 snapFlags +1 areaBytes +<areabytes> +<playerstate> +<packetentities> + +============================================================================= +*/ + +/* +============= +SV_EmitPacketEntities + +Writes a delta update of an entityState_t list to the message. +============= +*/ +static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) { + entityState_t *oldent, *newent; + int oldindex, newindex; + int oldnum, newnum; + int from_num_entities; + + // generate the delta update + if ( !from ) { + from_num_entities = 0; + } else { + from_num_entities = from->num_entities; + } + + newent = NULL; + oldent = NULL; + newindex = 0; + oldindex = 0; + while ( newindex < to->num_entities || oldindex < from_num_entities ) { + if ( newindex >= to->num_entities ) { + newnum = 9999; + } else { + newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities]; + newnum = newent->number; + } + + if ( oldindex >= from_num_entities ) { + oldnum = 9999; + } else { + oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities]; + oldnum = oldent->number; + } + + if ( newnum == oldnum ) { + // delta update from old position + // because the force parm is qfalse, this will not result + // in any bytes being emited if the entity has not changed at all + MSG_WriteDeltaEntity (msg, oldent, newent, qfalse ); + oldindex++; + newindex++; + continue; + } + + if ( newnum < oldnum ) { + // this is a new entity, send it from the baseline + MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue ); + newindex++; + continue; + } + + if ( newnum > oldnum ) { + // the old entity isn't present in the new message + MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue ); + oldindex++; + continue; + } + } + + MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities +} + + + +/* +================== +SV_WriteSnapshotToClient +================== +*/ +static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) { + clientSnapshot_t *frame, *oldframe; + int lastframe; + int i; + int snapFlags; + + // this is the snapshot we are creating + frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; + + // try to use a previous frame as the source for delta compressing the snapshot + if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) { + // client is asking for a retransmit + oldframe = NULL; + lastframe = 0; + } else if ( client->netchan.outgoingSequence - client->deltaMessage + >= (PACKET_BACKUP - 3) ) { + // client hasn't gotten a good message through in a long time + Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name); + oldframe = NULL; + lastframe = 0; + } else { + // we have a valid snapshot to delta from + oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ]; + lastframe = client->netchan.outgoingSequence - client->deltaMessage; + + // the snapshot's entities may still have rolled off the buffer, though + if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) { + Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name); + oldframe = NULL; + lastframe = 0; + } + } + + MSG_WriteByte (msg, svc_snapshot); + + // NOTE, MRE: now sent at the start of every message from server to client + // let the client know which reliable clientCommands we have received + //MSG_WriteLong( msg, client->lastClientCommand ); + + // send over the current server time so the client can drift + // its view of time to try to match + if( client->oldServerTime ) { + // The server has not yet got an acknowledgement of the + // new gamestate from this client, so continue to send it + // a time as if the server has not restarted. Note from + // the client's perspective this time is strictly speaking + // incorrect, but since it'll be busy loading a map at + // the time it doesn't really matter. + MSG_WriteLong (msg, sv.time + client->oldServerTime); + } else { + MSG_WriteLong (msg, sv.time); + } + + // what we are delta'ing from + MSG_WriteByte (msg, lastframe); + + snapFlags = svs.snapFlagServerBit; + if ( client->rateDelayed ) { + snapFlags |= SNAPFLAG_RATE_DELAYED; + } + if ( client->state != CS_ACTIVE ) { + snapFlags |= SNAPFLAG_NOT_ACTIVE; + } + + MSG_WriteByte (msg, snapFlags); + + // send over the areabits + MSG_WriteByte (msg, frame->areabytes); + MSG_WriteData (msg, frame->areabits, frame->areabytes); + + // delta encode the playerstate + if ( oldframe ) { + MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps ); + } else { + MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps ); + } + + // delta encode the entities + SV_EmitPacketEntities (oldframe, frame, msg); + + // padding for rate debugging + if ( sv_padPackets->integer ) { + for ( i = 0 ; i < sv_padPackets->integer ; i++ ) { + MSG_WriteByte (msg, svc_nop); + } + } +} + + +/* +================== +SV_UpdateServerCommandsToClient + +(re)send all server commands the client hasn't acknowledged yet +================== +*/ +void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) { + int i; + + // write any unacknowledged serverCommands + for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) { + MSG_WriteByte( msg, svc_serverCommand ); + MSG_WriteLong( msg, i ); + MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); + } + client->reliableSent = client->reliableSequence; +} + +/* +============================================================================= + +Build a client snapshot structure + +============================================================================= +*/ + +#define MAX_SNAPSHOT_ENTITIES 1024 +typedef struct { + int numSnapshotEntities; + int snapshotEntities[MAX_SNAPSHOT_ENTITIES]; +} snapshotEntityNumbers_t; + +/* +======================= +SV_QsortEntityNumbers +======================= +*/ +static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) { + int *ea, *eb; + + ea = (int *)a; + eb = (int *)b; + + if ( *ea == *eb ) { + Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" ); + } + + if ( *ea < *eb ) { + return -1; + } + + return 1; +} + + +/* +=============== +SV_AddEntToSnapshot +=============== +*/ +static void SV_AddEntToSnapshot( svEntity_t *svEnt, sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums ) { + // if we have already added this entity to this snapshot, don't add again + if ( svEnt->snapshotCounter == sv.snapshotCounter ) { + return; + } + svEnt->snapshotCounter = sv.snapshotCounter; + + // if we are full, silently discard entities + if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) { + return; + } + + eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number; + eNums->numSnapshotEntities++; +} + +/* +=============== +SV_AddEntitiesVisibleFromPoint +=============== +*/ +static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame, + snapshotEntityNumbers_t *eNums, qboolean portal ) { + int e, i; + sharedEntity_t *ent; + svEntity_t *svEnt; + int l; + int clientarea, clientcluster; + int leafnum; + int c_fullsend; + byte *clientpvs; + byte *bitvector; + + // during an error shutdown message we may need to transmit + // the shutdown message after the server has shutdown, so + // specfically check for it + if ( !sv.state ) { + return; + } + + leafnum = CM_PointLeafnum (origin); + clientarea = CM_LeafArea (leafnum); + clientcluster = CM_LeafCluster (leafnum); + + // calculate the visible areas + frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea ); + + clientpvs = CM_ClusterPVS (clientcluster); + + c_fullsend = 0; + + for ( e = 0 ; e < sv.num_entities ; e++ ) { + ent = SV_GentityNum(e); + + // never send entities that aren't linked in + if ( !ent->r.linked ) { + continue; + } + + if (ent->s.number != e) { + Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n"); + ent->s.number = e; + } + + // entities can be flagged to explicitly not be sent to the client + if ( ent->r.svFlags & SVF_NOCLIENT ) { + continue; + } + + // entities can be flagged to be sent to only one client + if ( ent->r.svFlags & SVF_SINGLECLIENT ) { + if ( ent->r.singleClient != frame->ps.clientNum ) { + continue; + } + } + // entities can be flagged to be sent to everyone but one client + if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) { + if ( ent->r.singleClient == frame->ps.clientNum ) { + continue; + } + } + // entities can be flagged to be sent to a given mask of clients + if ( ent->r.svFlags & SVF_CLIENTMASK ) { + if (frame->ps.clientNum >= 32) + Com_Error( ERR_DROP, "SVF_CLIENTMASK: cientNum > 32\n" ); + if (~ent->r.singleClient & (1 << frame->ps.clientNum)) + continue; + } + + svEnt = SV_SvEntityForGentity( ent ); + + // don't double add an entity through portals + if ( svEnt->snapshotCounter == sv.snapshotCounter ) { + continue; + } + + // broadcast entities are always sent + if ( ent->r.svFlags & SVF_BROADCAST ) { + SV_AddEntToSnapshot( svEnt, ent, eNums ); + continue; + } + + // ignore if not touching a PV leaf + // check area + if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) { + // doors can legally straddle two areas, so + // we may need to check another one + if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) { + continue; // blocked by a door + } + } + + bitvector = clientpvs; + + // check individual leafs + if ( !svEnt->numClusters ) { + continue; + } + l = 0; + for ( i=0 ; i < svEnt->numClusters ; i++ ) { + l = svEnt->clusternums[i]; + if ( bitvector[l >> 3] & (1 << (l&7) ) ) { + break; + } + } + + // if we haven't found it to be visible, + // check overflow clusters that coudln't be stored + if ( i == svEnt->numClusters ) { + if ( svEnt->lastCluster ) { + for ( ; l <= svEnt->lastCluster ; l++ ) { + if ( bitvector[l >> 3] & (1 << (l&7) ) ) { + break; + } + } + if ( l == svEnt->lastCluster ) { + continue; // not visible + } + } else { + continue; + } + } + + // add it + SV_AddEntToSnapshot( svEnt, ent, eNums ); + + // if its a portal entity, add everything visible from its camera position + if ( ent->r.svFlags & SVF_PORTAL ) { + if ( ent->s.generic1 ) { + vec3_t dir; + VectorSubtract(ent->s.origin, origin, dir); + if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) { + continue; + } + } + SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue ); + } + + } +} + +/* +============= +SV_BuildClientSnapshot + +Decides which entities are going to be visible to the client, and +copies off the playerstate and areabits. + +This properly handles multiple recursive portals, but the render +currently doesn't. + +For viewing through other player's eyes, clent can be something other than client->gentity +============= +*/ +static void SV_BuildClientSnapshot( client_t *client ) { + vec3_t org; + clientSnapshot_t *frame; + snapshotEntityNumbers_t entityNumbers; + int i; + sharedEntity_t *ent; + entityState_t *state; + svEntity_t *svEnt; + sharedEntity_t *clent; + int clientNum; + playerState_t *ps; + + // bump the counter used to prevent double adding + sv.snapshotCounter++; + + // this is the frame we are creating + frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; + + // clear everything in this snapshot + entityNumbers.numSnapshotEntities = 0; + Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) ); + + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62 + frame->num_entities = 0; + + clent = client->gentity; + if ( !clent || client->state == CS_ZOMBIE ) { + return; + } + + // grab the current playerState_t + ps = SV_GameClientNum( client - svs.clients ); + frame->ps = *ps; + + // never send client's own entity, because it can + // be regenerated from the playerstate + clientNum = frame->ps.clientNum; + if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) { + Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); + } + svEnt = &sv.svEntities[ clientNum ]; + + svEnt->snapshotCounter = sv.snapshotCounter; + + // find the client's viewpoint + VectorCopy( ps->origin, org ); + org[2] += ps->viewheight; + + // add all the entities directly visible to the eye, which + // may include portal entities that merge other viewpoints + SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse ); + + // if there were portals visible, there may be out of order entities + // in the list which will need to be resorted for the delta compression + // to work correctly. This also catches the error condition + // of an entity being included twice. + qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities, + sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers ); + + // now that all viewpoint's areabits have been OR'd together, invert + // all of them to make it a mask vector, which is what the renderer wants + for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) { + ((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1; + } + + // copy the entity states out + frame->num_entities = 0; + frame->first_entity = svs.nextSnapshotEntities; + for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) { + ent = SV_GentityNum(entityNumbers.snapshotEntities[i]); + state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities]; + *state = ent->s; + svs.nextSnapshotEntities++; + // this should never hit, map should always be restarted first in SV_Frame + if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) { + Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped"); + } + frame->num_entities++; + } +} + + +/* +==================== +SV_RateMsec + +Return the number of msec a given size message is supposed +to take to clear, based on the current rate +==================== +*/ +#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead +static int SV_RateMsec( client_t *client, int messageSize ) { + int rate; + int rateMsec; + + // individual messages will never be larger than fragment size + if ( messageSize > 1500 ) { + messageSize = 1500; + } + rate = client->rate; + if ( sv_maxRate->integer ) { + if ( sv_maxRate->integer < 1000 ) { + Cvar_Set( "sv_MaxRate", "1000" ); + } + if ( sv_maxRate->integer < rate ) { + rate = sv_maxRate->integer; + } + } + if ( sv_minRate->integer ) { + if ( sv_minRate->integer < 1000 ) + Cvar_Set( "sv_minRate", "1000" ); + if ( sv_minRate->integer > rate ) + rate = sv_minRate->integer; + } + + rateMsec = ( messageSize + HEADER_RATE_BYTES ) * 1000 / rate * com_timescale->value; + + return rateMsec; +} + +/* +======================= +SV_SendMessageToClient + +Called by SV_SendClientSnapshot and SV_SendClientGameState +======================= +*/ +void SV_SendMessageToClient( msg_t *msg, client_t *client ) { + int rateMsec; + + // record information about the message + client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize; + client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time; + client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1; + + // send the datagram + SV_Netchan_Transmit( client, msg ); //msg->cursize, msg->data ); + + // set nextSnapshotTime based on rate and requested number of updates + + // local clients get snapshots every server frame + // TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491 + // added sv_lanForceRate check + if ( client->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress (client->netchan.remoteAddress)) ) { + client->nextSnapshotTime = svs.time + (1000.0 / sv_fps->integer * com_timescale->value); + return; + } + + // normal rate / snapshotMsec calculation + rateMsec = SV_RateMsec(client, msg->cursize); + + if ( rateMsec < client->snapshotMsec * com_timescale->value) { + // never send more packets than this, no matter what the rate is at + rateMsec = client->snapshotMsec * com_timescale->value; + client->rateDelayed = qfalse; + } else { + client->rateDelayed = qtrue; + } + + client->nextSnapshotTime = svs.time + rateMsec * com_timescale->value; + + // don't pile up empty snapshots while connecting + if ( client->state != CS_ACTIVE ) { + // a gigantic connection message may have already put the nextSnapshotTime + // more than a second away, so don't shorten it + // do shorten if client is downloading + if (!*client->downloadName && client->nextSnapshotTime < svs.time + 1000 * com_timescale->value) + client->nextSnapshotTime = svs.time + 1000 * com_timescale->value; + } +} + + +/* +======================= +SV_SendClientSnapshot + +Also called by SV_FinalMessage + +======================= +*/ +void SV_SendClientSnapshot( client_t *client ) { + byte msg_buf[MAX_MSGLEN]; + msg_t msg; + + // build the snapshot + SV_BuildClientSnapshot( client ); + + MSG_Init (&msg, msg_buf, sizeof(msg_buf)); + msg.allowoverflow = qtrue; + + // NOTE, MRE: all server->client messages now acknowledge + // let the client know which reliable clientCommands we have received + MSG_WriteLong( &msg, client->lastClientCommand ); + + // (re)send any reliable server commands + SV_UpdateServerCommandsToClient( client, &msg ); + + // send over all the relevant entityState_t + // and the playerState_t + SV_WriteSnapshotToClient( client, &msg ); + + // Add any download data if the client is downloading + SV_WriteDownloadToClient( client, &msg ); + + // check for overflow + if ( msg.overflowed ) { + Com_Printf ("WARNING: msg overflowed for %s\n", client->name); + MSG_Clear (&msg); + } + + SV_SendMessageToClient( &msg, client ); +} + + +/* +======================= +SV_SendClientMessages +======================= +*/ +void SV_SendClientMessages( void ) { + int i; + client_t *c; + + // send a message to each connected client + for (i=0, c = svs.clients ; i < sv_maxclients->integer ; i++, c++) { + if (!c->state) { + continue; // not connected + } + + if ( svs.time < c->nextSnapshotTime ) { + continue; // not time yet + } + + // send additional message fragments if the last message + // was too large to send at once + if ( c->netchan.unsentFragments ) { + c->nextSnapshotTime = svs.time + + SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart ); + SV_Netchan_TransmitNextFragment( c ); + continue; + } + + // generate and send a new message + SV_SendClientSnapshot( c ); + } +} + diff --git a/src/server/sv_world.c b/src/server/sv_world.c new file mode 100644 index 0000000..d40cc21 --- /dev/null +++ b/src/server/sv_world.c @@ -0,0 +1,692 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// world.c -- world query functions + +#include "server.h" + +/* +================ +SV_ClipHandleForEntity + +Returns a headnode that can be used for testing or clipping to a +given entity. If the entity is a bsp model, the headnode will +be returned, otherwise a custom box tree will be constructed. +================ +*/ +clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) { + if ( ent->r.bmodel ) { + // explicit hulls in the BSP model + return CM_InlineModel( ent->s.modelindex ); + } + if ( ent->r.svFlags & SVF_CAPSULE ) { + // create a temp capsule from bounding box sizes + return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue ); + } + + // create a temp tree from bounding box sizes + return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse ); +} + + + +/* +=============================================================================== + +ENTITY CHECKING + +To avoid linearly searching through lists of entities during environment testing, +the world is carved up with an evenly spaced, axially aligned bsp tree. Entities +are kept in chains either at the final leafs, or at the first node that splits +them, which prevents having to deal with multiple fragments of a single entity. + +=============================================================================== +*/ + +typedef struct worldSector_s { + int axis; // -1 = leaf node + float dist; + struct worldSector_s *children[2]; + svEntity_t *entities; +} worldSector_t; + +#define AREA_DEPTH 4 +#define AREA_NODES 64 + +worldSector_t sv_worldSectors[AREA_NODES]; +int sv_numworldSectors; + + +/* +=============== +SV_SectorList_f +=============== +*/ +void SV_SectorList_f( void ) { + int i, c; + worldSector_t *sec; + svEntity_t *ent; + + for ( i = 0 ; i < AREA_NODES ; i++ ) { + sec = &sv_worldSectors[i]; + + c = 0; + for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) { + c++; + } + Com_Printf( "sector %i: %i entities\n", i, c ); + } +} + +/* +=============== +SV_CreateworldSector + +Builds a uniformly subdivided tree for the given world size +=============== +*/ +worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) { + worldSector_t *anode; + vec3_t size; + vec3_t mins1, maxs1, mins2, maxs2; + + anode = &sv_worldSectors[sv_numworldSectors]; + sv_numworldSectors++; + + if (depth == AREA_DEPTH) { + anode->axis = -1; + anode->children[0] = anode->children[1] = NULL; + return anode; + } + + VectorSubtract (maxs, mins, size); + if (size[0] > size[1]) { + anode->axis = 0; + } else { + anode->axis = 1; + } + + anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]); + VectorCopy (mins, mins1); + VectorCopy (mins, mins2); + VectorCopy (maxs, maxs1); + VectorCopy (maxs, maxs2); + + maxs1[anode->axis] = mins2[anode->axis] = anode->dist; + + anode->children[0] = SV_CreateworldSector (depth+1, mins2, maxs2); + anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1); + + return anode; +} + +/* +=============== +SV_ClearWorld + +=============== +*/ +void SV_ClearWorld( void ) { + clipHandle_t h; + vec3_t mins, maxs; + + Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) ); + sv_numworldSectors = 0; + + // get world map bounds + h = CM_InlineModel( 0 ); + CM_ModelBounds( h, mins, maxs ); + SV_CreateworldSector( 0, mins, maxs ); +} + + +/* +=============== +SV_UnlinkEntity + +=============== +*/ +void SV_UnlinkEntity( sharedEntity_t *gEnt ) { + svEntity_t *ent; + svEntity_t *scan; + worldSector_t *ws; + + ent = SV_SvEntityForGentity( gEnt ); + + gEnt->r.linked = qfalse; + + ws = ent->worldSector; + if ( !ws ) { + return; // not linked in anywhere + } + ent->worldSector = NULL; + + if ( ws->entities == ent ) { + ws->entities = ent->nextEntityInWorldSector; + return; + } + + for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) { + if ( scan->nextEntityInWorldSector == ent ) { + scan->nextEntityInWorldSector = ent->nextEntityInWorldSector; + return; + } + } + + Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" ); +} + + +/* +=============== +SV_LinkEntity + +=============== +*/ +#define MAX_TOTAL_ENT_LEAFS 128 +void SV_LinkEntity( sharedEntity_t *gEnt ) { + worldSector_t *node; + int leafs[MAX_TOTAL_ENT_LEAFS]; + int cluster; + int num_leafs; + int i, j, k; + int area; + int lastLeaf; + float *origin, *angles; + svEntity_t *ent; + + ent = SV_SvEntityForGentity( gEnt ); + + if ( ent->worldSector ) { + SV_UnlinkEntity( gEnt ); // unlink from old position + } + + // encode the size into the entityState_t for client prediction + if ( gEnt->r.bmodel ) { + gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value + } else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) { + // assume that x/y are equal and symetric + i = gEnt->r.maxs[0]; + if (i<1) + i = 1; + if (i>255) + i = 255; + + // z is not symetric + j = (-gEnt->r.mins[2]); + if (j<1) + j = 1; + if (j>255) + j = 255; + + // and z maxs can be negative... + k = (gEnt->r.maxs[2]+32); + if (k<1) + k = 1; + if (k>255) + k = 255; + + gEnt->s.solid = (k<<16) | (j<<8) | i; + } else { + gEnt->s.solid = 0; + } + + // get the position + origin = gEnt->r.currentOrigin; + angles = gEnt->r.currentAngles; + + // set the abs box + if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) { + // expand for rotation + float max; + int i; + + max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs ); + for (i=0 ; i<3 ; i++) { + gEnt->r.absmin[i] = origin[i] - max; + gEnt->r.absmax[i] = origin[i] + max; + } + } else { + // normal + VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin); + VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax); + } + + // because movement is clipped an epsilon away from an actual edge, + // we must fully check even when bounding boxes don't quite touch + gEnt->r.absmin[0] -= 1; + gEnt->r.absmin[1] -= 1; + gEnt->r.absmin[2] -= 1; + gEnt->r.absmax[0] += 1; + gEnt->r.absmax[1] += 1; + gEnt->r.absmax[2] += 1; + + // link to PVS leafs + ent->numClusters = 0; + ent->lastCluster = 0; + ent->areanum = -1; + ent->areanum2 = -1; + + //get all leafs, including solids + num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax, + leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf ); + + // if none of the leafs were inside the map, the + // entity is outside the world and can be considered unlinked + if ( !num_leafs ) { + return; + } + + // set areas, even from clusters that don't fit in the entity array + for (i=0 ; i<num_leafs ; i++) { + area = CM_LeafArea (leafs[i]); + if (area != -1) { + // doors may legally straggle two areas, + // but nothing should evern need more than that + if (ent->areanum != -1 && ent->areanum != area) { + if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) { + Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n", + gEnt->s.number, + gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]); + } + ent->areanum2 = area; + } else { + ent->areanum = area; + } + } + } + + // store as many explicit clusters as we can + ent->numClusters = 0; + for (i=0 ; i < num_leafs ; i++) { + cluster = CM_LeafCluster( leafs[i] ); + if ( cluster != -1 ) { + ent->clusternums[ent->numClusters++] = cluster; + if ( ent->numClusters == MAX_ENT_CLUSTERS ) { + break; + } + } + } + + // store off a last cluster if we need to + if ( i != num_leafs ) { + ent->lastCluster = CM_LeafCluster( lastLeaf ); + } + + gEnt->r.linkcount++; + + // find the first world sector node that the ent's box crosses + node = sv_worldSectors; + while (1) + { + if (node->axis == -1) + break; + if ( gEnt->r.absmin[node->axis] > node->dist) + node = node->children[0]; + else if ( gEnt->r.absmax[node->axis] < node->dist) + node = node->children[1]; + else + break; // crosses the node + } + + // link it in + ent->worldSector = node; + ent->nextEntityInWorldSector = node->entities; + node->entities = ent; + + gEnt->r.linked = qtrue; +} + +/* +============================================================================ + +AREA QUERY + +Fills in a list of all entities who's absmin / absmax intersects the given +bounds. This does NOT mean that they actually touch in the case of bmodels. +============================================================================ +*/ + +typedef struct { + const float *mins; + const float *maxs; + int *list; + int count, maxcount; +} areaParms_t; + + +/* +==================== +SV_AreaEntities_r + +==================== +*/ +void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) { + svEntity_t *check, *next; + sharedEntity_t *gcheck; + int count; + + count = 0; + + for ( check = node->entities ; check ; check = next ) { + next = check->nextEntityInWorldSector; + + gcheck = SV_GEntityForSvEntity( check ); + + if ( gcheck->r.absmin[0] > ap->maxs[0] + || gcheck->r.absmin[1] > ap->maxs[1] + || gcheck->r.absmin[2] > ap->maxs[2] + || gcheck->r.absmax[0] < ap->mins[0] + || gcheck->r.absmax[1] < ap->mins[1] + || gcheck->r.absmax[2] < ap->mins[2]) { + continue; + } + + if ( ap->count == ap->maxcount ) { + Com_Printf ("SV_AreaEntities: MAXCOUNT\n"); + return; + } + + ap->list[ap->count] = check - sv.svEntities; + ap->count++; + } + + if (node->axis == -1) { + return; // terminal node + } + + // recurse down both sides + if ( ap->maxs[node->axis] > node->dist ) { + SV_AreaEntities_r ( node->children[0], ap ); + } + if ( ap->mins[node->axis] < node->dist ) { + SV_AreaEntities_r ( node->children[1], ap ); + } +} + +/* +================ +SV_AreaEntities +================ +*/ +int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) { + areaParms_t ap; + + ap.mins = mins; + ap.maxs = maxs; + ap.list = entityList; + ap.count = 0; + ap.maxcount = maxcount; + + SV_AreaEntities_r( sv_worldSectors, &ap ); + + return ap.count; +} + + + +//=========================================================================== + + +typedef struct { + vec3_t boxmins, boxmaxs;// enclose the test object along entire move + const float *mins; + const float *maxs; // size of the moving object + const float *start; + vec3_t end; + trace_t trace; + int passEntityNum; + int contentmask; + traceType_t collisionType; +} moveclip_t; + + +/* +==================== +SV_ClipToEntity + +==================== +*/ +void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, traceType_t type ) { + sharedEntity_t *touch; + clipHandle_t clipHandle; + float *origin, *angles; + + touch = SV_GentityNum( entityNum ); + + Com_Memset(trace, 0, sizeof(trace_t)); + + // if it doesn't have any brushes of a type we + // are looking for, ignore it + if ( ! ( contentmask & touch->r.contents ) ) { + trace->fraction = 1.0; + return; + } + + // might intersect, so do an exact clip + clipHandle = SV_ClipHandleForEntity (touch); + + origin = touch->r.currentOrigin; + angles = touch->r.currentAngles; + + if ( !touch->r.bmodel ) { + angles = vec3_origin; // boxes don't rotate + } + + CM_TransformedBoxTrace ( trace, (float *)start, (float *)end, + (float *)mins, (float *)maxs, clipHandle, contentmask, + origin, angles, type); + + if ( trace->fraction < 1 ) { + trace->entityNum = touch->s.number; + } +} + + +/* +==================== +SV_ClipMoveToEntities + +==================== +*/ +void SV_ClipMoveToEntities( moveclip_t *clip ) { + int i, num; + int touchlist[MAX_GENTITIES]; + sharedEntity_t *touch; + int passOwnerNum; + trace_t trace; + clipHandle_t clipHandle; + float *origin, *angles; + + num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES); + + if ( clip->passEntityNum != ENTITYNUM_NONE ) { + passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum; + if ( passOwnerNum == ENTITYNUM_NONE ) { + passOwnerNum = -1; + } + } else { + passOwnerNum = -1; + } + + for ( i=0 ; i<num ; i++ ) { + if ( clip->trace.allsolid ) { + return; + } + touch = SV_GentityNum( touchlist[i] ); + + // see if we should ignore this entity + if ( clip->passEntityNum != ENTITYNUM_NONE ) { + if ( touchlist[i] == clip->passEntityNum ) { + continue; // don't clip against the pass entity + } + if ( touch->r.ownerNum == clip->passEntityNum ) { + continue; // don't clip against own missiles + } + if ( touch->r.ownerNum == passOwnerNum ) { + continue; // don't clip against other missiles from our owner + } + } + + // if it doesn't have any brushes of a type we + // are looking for, ignore it + if ( ! ( clip->contentmask & touch->r.contents ) ) { + continue; + } + + // might intersect, so do an exact clip + clipHandle = SV_ClipHandleForEntity (touch); + + origin = touch->r.currentOrigin; + angles = touch->r.currentAngles; + + + if ( !touch->r.bmodel ) { + angles = vec3_origin; // boxes don't rotate + } + + CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end, + (float *)clip->mins, (float *)clip->maxs, clipHandle, clip->contentmask, + origin, angles, clip->collisionType); + + if ( trace.allsolid ) { + clip->trace.allsolid = qtrue; + trace.entityNum = touch->s.number; + } else if ( trace.startsolid ) { + clip->trace.startsolid = qtrue; + trace.entityNum = touch->s.number; + } + + if ( trace.fraction < clip->trace.fraction ) { + qboolean oldStart; + + // make sure we keep a startsolid from a previous trace + oldStart = clip->trace.startsolid; + + trace.entityNum = touch->s.number; + clip->trace = trace; + clip->trace.startsolid |= oldStart; + } + } +} + + +/* +================== +SV_Trace + +Moves the given mins/maxs volume through the world from start to end. +passEntityNum and entities owned by passEntityNum are explicitly not checked. +================== +*/ +void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, traceType_t type ) { + moveclip_t clip; + int i; + + if ( !mins ) { + mins = vec3_origin; + } + if ( !maxs ) { + maxs = vec3_origin; + } + + Com_Memset ( &clip, 0, sizeof ( moveclip_t ) ); + + // clip to world + CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, type ); + clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + if ( clip.trace.fraction == 0 ) { + *results = clip.trace; + return; // blocked immediately by the world + } + + clip.contentmask = contentmask; + clip.start = start; +// VectorCopy( clip.trace.endpos, clip.end ); + VectorCopy( end, clip.end ); + clip.mins = mins; + clip.maxs = maxs; + clip.passEntityNum = passEntityNum; + clip.collisionType = type; + + // create the bounding box of the entire move + // we can limit it to the part of the move not + // already clipped off by the world, which can be + // a significant savings for line of sight and shot traces + for ( i=0 ; i<3 ; i++ ) { + if ( end[i] > start[i] ) { + clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1; + clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1; + } else { + clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1; + clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1; + } + } + + // clip to other solid entities + SV_ClipMoveToEntities ( &clip ); + + *results = clip.trace; +} + + + +/* +============= +SV_PointContents +============= +*/ +int SV_PointContents( const vec3_t p, int passEntityNum ) { + int touch[MAX_GENTITIES]; + sharedEntity_t *hit; + int i, num; + int contents, c2; + clipHandle_t clipHandle; + float *angles; + + // get base contents from world + contents = CM_PointContents( p, 0 ); + + // or in contents from all the other entities + num = SV_AreaEntities( p, p, touch, MAX_GENTITIES ); + + for ( i=0 ; i<num ; i++ ) { + if ( touch[i] == passEntityNum ) { + continue; + } + hit = SV_GentityNum( touch[i] ); + // might intersect, so do an exact clip + clipHandle = SV_ClipHandleForEntity( hit ); + angles = hit->s.angles; + if ( !hit->r.bmodel ) { + angles = vec3_origin; // boxes don't rotate + } + + c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles); + + contents |= c2; + } + + return contents; +} + + |