public static void Error(int code, string fmt, params object[] vargs) { // va_list argptr; // static char msg[MAXPRINTMSG]; if (Com.recursive) { Sys.Error("recursive error after: " + Com.msg); } Com.recursive = true; Com.msg = Com.sprintf(fmt, vargs); if (code == Defines.ERR_DISCONNECT) { Cl.Drop(); Com.recursive = false; return; } if (code == Defines.ERR_DROP) { Com.Printf("********************\nERROR: " + Com.msg + "\n********************\n"); SV_MAIN.SV_Shutdown("Server crashed: " + Com.msg + "\n", false); Cl.Drop(); Com.recursive = false; return; } SV_MAIN.SV_Shutdown("Server fatal crashed: %s" + Com.msg + "\n", false); Cl.Shutdown(); Sys.Error(Com.msg); }
/** * SV_InitGame. * * A brand new game has been started. */ public static void SV_InitGame() { int i; edict_t ent; //char idmaster[32]; string idmaster; if (SV_INIT.svs.initialized) { // cause any connected clients to reconnect SV_MAIN.SV_Shutdown("Server restarted\n", true); } else { // make sure the client is down Cl.Drop(); SCR.BeginLoadingPlaque(); } // get any latched variable changes (maxclients, etc) Cvar.GetLatchedVars(); SV_INIT.svs.initialized = true; if (Cvar.VariableValue("coop") != 0 && Cvar.VariableValue("deathmatch") != 0) { Com.Printf("Deathmatch and Coop both set, disabling Coop\n"); Cvar.FullSet("coop", "0", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } // dedicated servers are can't be single player and are usually DM // so unless they explicity set coop, force it to deathmatch if (Globals.dedicated.value != 0) { if (0 == Cvar.VariableValue("coop")) { Cvar.FullSet("deathmatch", "1", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } } // init clients if (Cvar.VariableValue("deathmatch") != 0) { if (SV_MAIN.maxclients.value <= 1) { Cvar.FullSet("maxclients", "8", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } else if (SV_MAIN.maxclients.value > Defines.MAX_CLIENTS) { Cvar.FullSet("maxclients", "" + Defines.MAX_CLIENTS, Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } } else if (Cvar.VariableValue("coop") != 0) { if (SV_MAIN.maxclients.value <= 1 || SV_MAIN.maxclients.value > 4) { Cvar.FullSet("maxclients", "4", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } } else // non-deathmatch, non-coop is one player { Cvar.FullSet("maxclients", "1", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH); } SV_INIT.svs.spawncount = Lib.rand(); SV_INIT.svs.clients = new client_t[(int)SV_MAIN.maxclients.value]; for (var n = 0; n < SV_INIT.svs.clients.Length; n++) { SV_INIT.svs.clients[n] = new(); SV_INIT.svs.clients[n].serverindex = n; } SV_INIT.svs.num_client_entities = (int)SV_MAIN.maxclients.value * Defines.UPDATE_BACKUP * 64; //ok. SV_INIT.svs.client_entities = new entity_state_t[SV_INIT.svs.num_client_entities]; for (var n = 0; n < SV_INIT.svs.client_entities.Length; n++) { SV_INIT.svs.client_entities[n] = new(null); } // init network stuff NET.ConfigServer(SV_MAIN.maxclients.value > 1); // heartbeats will always be sent to the id master SV_INIT.svs.last_heartbeat = -99999; // send immediately idmaster = "192.246.40.37:" + Defines.PORT_MASTER; NET.StringToAdr(idmaster, SV_MAIN.master_adr[0]); // init game SV_GAME.SV_InitGameProgs(); for (i = 0; i < SV_MAIN.maxclients.value; i++) { ent = GameBase.g_edicts[i + 1]; SV_INIT.svs.clients[i].edict = ent; SV_INIT.svs.clients[i].lastcmd = new(); } }