summaryrefslogtreecommitdiff
path: root/src/server/sv_main.c
blob: 99a3b81a0a41680f98d272a798c394c3b939375f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
/*
===========================================================================
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"

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_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_maxRate;
cvar_t	*sv_minPing;
cvar_t	*sv_maxPing;
cvar_t	*sv_gametype;
cvar_t	*sv_pure;
cvar_t	*sv_floodProtect;
cvar_t	*sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
cvar_t	*sv_strictAuth;

/*
=============================================================================

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 ] ) );
				/*
				if ( client->netchan.remoteAddress.type != NA_BOT ) {
					Com_Printf( "WARNING: client %i removed double pending config string %i: %s\n", client-svs.clients, csnum1, cmd );
				}
				*/
				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;
//	}

	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++) {
		if ( client->state < CS_PRIMED ) {
			continue;
		}
		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	"QuakeArena-1"
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 ( !strstr( ":", 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
}


/*
==============================================================================

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];

	// ignore if we are in single player
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {
		return;
	}

	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];

	// ignore if we are in single player
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
		return;
	}

	/*
	 * 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, "gametype", va("%i", sv_gametype->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 (time<(lasttime+500)) {
		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, "ipAuthorize")) {
		SV_AuthorizeIpPacket( 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;
		}
		if ( cl->gentity->r.svFlags & SVF_BOT ) {
			cl->ping = 0;
			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 && cl->netchan.remoteAddress.type != NA_BOT ) {
			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.\n");
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if ( !com_sv_running->integer ) {
		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 ;

	sv.timeResidual += msec;

	if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);

	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( "vstr nextmap\n" );
		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( "vstr nextmap\n" );
		return;
	}

	if( sv.restartTime && svs.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();

	if (com_dedicated->integer) SV_BotFrame (sv.time);

	// 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();
}

//============================================================================