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-rw-r--r--src/server/sv_init.c701
1 files changed, 701 insertions, 0 deletions
diff --git a/src/server/sv_init.c b/src/server/sv_init.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "server.h"
+
+/*
+===============
+SV_SetConfigstring
+
+===============
+*/
+void SV_SetConfigstring (int index, const char *val) {
+ int len, i;
+ int maxChunkSize = MAX_STRING_CHARS - 24;
+ 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_PRIMED ) {
+ 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 );
+ 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, &val[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, val );
+ }
+ }
+ }
+}
+
+
+
+/*
+===============
+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;
+ qboolean isBot;
+ 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;
+
+ // set nextmap to the same map, but it may be overriden
+ // by the game startup or another console command
+ Cvar_Set( "nextmap", "map_restart 0");
+// Cvar_Set( "nextmap", va("map %s", server) );
+
+ 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();
+
+ // don't allow a map_restart if game is modified
+ sv_gametype->modified = qfalse;
+
+ // run a few frames to allow everything to settle
+ for (i = 0;i < 3; i++)
+ {
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ SV_BotFrame (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;
+
+ if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
+ if ( killBots ) {
+ SV_DropClient( &svs.clients[i], "" );
+ continue;
+ }
+ isBot = qtrue;
+ }
+ else {
+ isBot = qfalse;
+ }
+
+ // connect the client again
+ denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // 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 {
+ if( !isBot ) {
+ // when we get the next packet from a connected client,
+ // the new gamestate will be sent
+ svs.clients[i].state = CS_CONNECTED;
+ }
+ else {
+ client_t *client;
+ sharedEntity_t *ent;
+
+ client = &svs.clients[i];
+ client->state = CS_ACTIVE;
+ ent = SV_GentityNum( i );
+ ent->s.number = i;
+ client->gentity = ent;
+
+ client->deltaMessage = -1;
+ client->nextSnapshotTime = svs.time; // generate a snapshot immediately
+
+ VM_Call( gvm, GAME_CLIENT_BEGIN, i );
+ }
+ }
+ }
+ }
+
+ // run another frame to allow things to look at all the players
+ VM_Call (gvm, GAME_RUN_FRAME, sv.time);
+ SV_BotFrame (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_BotInitBotLib(void);
+
+void SV_Init (void) {
+ SV_AddOperatorCommands ();
+
+ // serverinfo vars
+ Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
+ Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
+ Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
+ sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
+ 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_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 );
+ sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", 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 );
+ Cvar_Get ("nextmap", "", CVAR_TEMP );
+
+ sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
+ 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_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
+
+ // initialize bot cvars so they are listed and can be set before loading the botlib
+ SV_BotInitCvars();
+
+ // init the botlib here because we need the pre-compiler in the UI
+ SV_BotInitBotLib();
+}
+
+
+/*
+==================
+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\"", 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 -----\n" );
+
+ 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
+ CL_Disconnect( qfalse );
+}
+