예제 #1
0
        public static void Gotnewcl(Int32 i, Int32 challenge, String userinfo, netadr_t adr, Int32 qport)
        {
            SV_MAIN.sv_client = SV_INIT.svs.clients[i];
            var     edictnum = i + 1;
            edict_t ent      = GameBase.g_edicts[edictnum];

            SV_INIT.svs.clients[i].edict     = ent;
            SV_INIT.svs.clients[i].challenge = challenge;
            if (!(PlayerClient.ClientConnect(ent, userinfo)))
            {
                if (Info.Info_ValueForKey(userinfo, "rejmsg") != null)
                {
                    Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "print\\n" + Info.Info_ValueForKey(userinfo, "rejmsg") + "\\nConnection refused.\\n");
                }
                else
                {
                    Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "print\\nConnection refused.\\n");
                }
                Com.DPrintf("Game rejected a connection.\\n");
                return;
            }

            SV_INIT.svs.clients[i].userinfo = userinfo;
            SV_UserinfoChanged(SV_INIT.svs.clients[i]);
            Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "client_connect");
            Netchan.Setup(Defines.NS_SERVER, SV_INIT.svs.clients[i].netchan, adr, qport);
            SV_INIT.svs.clients[i].state = Defines.cs_connected;
            SZ.Init(SV_INIT.svs.clients[i].datagram, SV_INIT.svs.clients[i].datagram_buf, SV_INIT.svs.clients[i].datagram_buf.Length);
            SV_INIT.svs.clients[i].datagram.allowoverflow = true;
            SV_INIT.svs.clients[i].lastmessage            = SV_INIT.svs.realtime;
            SV_INIT.svs.clients[i].lastconnect            = SV_INIT.svs.realtime;
            Com.DPrintf("new client added.\\n");
        }
예제 #2
0
 public static void SV_Init( )
 {
     SV_CCMDS.SV_InitOperatorCommands();
     SV_MAIN.rcon_password = Cvar.Get("rcon_password", "", 0);
     Cvar.Get("skill", "1", 0);
     Cvar.Get("deathmatch", "0", Defines.CVAR_LATCH);
     Cvar.Get("coop", "0", Defines.CVAR_LATCH);
     Cvar.Get("dmflags", "" + Defines.DF_INSTANT_ITEMS, Defines.CVAR_SERVERINFO);
     Cvar.Get("fraglimit", "0", Defines.CVAR_SERVERINFO);
     Cvar.Get("timelimit", "0", Defines.CVAR_SERVERINFO);
     Cvar.Get("cheats", "0", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH);
     Cvar.Get("protocol", "" + Defines.PROTOCOL_VERSION, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET);
     SV_MAIN.maxclients             = Cvar.Get("maxclients", "1", Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH);
     SV_MAIN.hostname               = Cvar.Get("hostname", "noname", Defines.CVAR_SERVERINFO | Defines.CVAR_ARCHIVE);
     SV_MAIN.timeout                = Cvar.Get("timeout", "125", 0);
     SV_MAIN.zombietime             = Cvar.Get("zombietime", "2", 0);
     SV_MAIN.sv_showclamp           = Cvar.Get("showclamp", "0", 0);
     SV_MAIN.sv_paused              = Cvar.Get("paused", "0", 0);
     SV_MAIN.sv_timedemo            = Cvar.Get("timedemo", "0", 0);
     SV_MAIN.sv_enforcetime         = Cvar.Get("sv_enforcetime", "0", 0);
     SV_MAIN.allow_download         = Cvar.Get("allow_download", "1", Defines.CVAR_ARCHIVE);
     SV_MAIN.allow_download_players = Cvar.Get("allow_download_players", "0", Defines.CVAR_ARCHIVE);
     SV_MAIN.allow_download_models  = Cvar.Get("allow_download_models", "1", Defines.CVAR_ARCHIVE);
     SV_MAIN.allow_download_sounds  = Cvar.Get("allow_download_sounds", "1", Defines.CVAR_ARCHIVE);
     SV_MAIN.allow_download_maps    = Cvar.Get("allow_download_maps", "1", Defines.CVAR_ARCHIVE);
     SV_MAIN.sv_noreload            = Cvar.Get("sv_noreload", "0", 0);
     SV_MAIN.sv_airaccelerate       = Cvar.Get("sv_airaccelerate", "0", Defines.CVAR_LATCH);
     SV_MAIN.public_server          = Cvar.Get("public", "0", 0);
     SV_MAIN.sv_reconnect_limit     = Cvar.Get("sv_reconnect_limit", "3", Defines.CVAR_ARCHIVE);
     SZ.Init(Globals.net_message, Globals.net_message_buffer, Globals.net_message_buffer.Length);
 }
예제 #3
0
        public static Boolean SV_SendClientDatagram(client_t client)
        {
            SV_ENTS.SV_BuildClientFrame(client);
            SZ.Init(msg, msgbuf, msgbuf.Length);
            msg.allowoverflow = true;
            SV_ENTS.SV_WriteFrameToClient(client, msg);
            if (client.datagram.overflowed)
            {
                Com.Printf("WARNING: datagram overflowed for " + client.name + "\\n");
            }
            else
            {
                SZ.Write(msg, client.datagram.data, client.datagram.cursize);
            }
            SZ.Clear(client.datagram);
            if (msg.overflowed)
            {
                Com.Printf("WARNING: msg overflowed for " + client.name + "\\n");
                SZ.Clear(msg);
            }

            Netchan.Transmit(client.netchan, msg.cursize, msg.data);
            client.message_size[SV_INIT.sv.framenum % Defines.RATE_MESSAGES] = msg.cursize;
            return(true);
        }
예제 #4
0
        /**
         * Save everything in the world out without deltas. Used for recording
         * footage for merged or assembled demos.
         */
        public static void SV_RecordDemoMessage()
        {
            if (SV_INIT.svs.demofile == null)
            {
                return;
            }

            //memset (nostate, 0, sizeof(nostate));
            entity_state_t nostate = new(null);
            sizebuf_t      buf     = new();

            SZ.Init(buf, SV_ENTS.buf_data, SV_ENTS.buf_data.Length);

            // write a frame message that doesn't contain a player_state_t
            MSG.WriteByte(buf, Defines.svc_frame);
            MSG.WriteLong(buf, SV_INIT.sv.framenum);

            MSG.WriteByte(buf, Defines.svc_packetentities);

            var e   = 1;
            var ent = GameBase.g_edicts[e];

            while (e < GameBase.num_edicts)
            {
                // ignore ents without visible models unless they have an effect
                if (ent.inuse &&
                    ent.s.number != 0 &&
                    (ent.s.modelindex != 0 || ent.s.effects != 0 || ent.s.sound != 0 || ent.s.@event != 0) &&
                    0 == (ent.svflags & Defines.SVF_NOCLIENT))
                {
                    MSG.WriteDeltaEntity(nostate, ent.s, buf, false, true);
                }

                e++;
                ent = GameBase.g_edicts[e];
            }

            MSG.WriteShort(buf, 0);             // end of packetentities

            // now add the accumulated multicast information
            SZ.Write(buf, SV_INIT.svs.demo_multicast.data, SV_INIT.svs.demo_multicast.cursize);
            SZ.Clear(SV_INIT.svs.demo_multicast);

            // now write the entire message to the file, prefixed by the length
            var len = EndianHandler.swapInt(buf.cursize);

            try
            {
                //fwrite (len, 4, 1, svs.demofile);
                SV_INIT.svs.demofile.Write(len);

                //fwrite (buf.data, buf.cursize, 1, svs.demofile);
                SV_INIT.svs.demofile.Write(buf.data, 0, buf.cursize);
            }
            catch (Exception)
            {
                Com.Printf("Error writing demo file:" + e);
            }
        }
예제 #5
0
        /**
         * Initializes player structures after successfull connection.
         */
        public static void gotnewcl(int i, int challenge, string userinfo, netadr_t adr, int qport)
        {
            // build a new connection
            // accept the new client
            // this is the only place a client_t is ever initialized

            SV_MAIN.sv_client = SV_INIT.svs.clients[i];

            var edictnum = i + 1;

            var ent = GameBase.g_edicts[edictnum];

            SV_INIT.svs.clients[i].edict = ent;

            // save challenge for checksumming
            SV_INIT.svs.clients[i].challenge = challenge;

            // get the game a chance to reject this connection or modify the
            // userinfo
            if (!PlayerClient.ClientConnect(ent, userinfo))
            {
                if (Info.Info_ValueForKey(userinfo, "rejmsg") != null)
                {
                    Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "print\n" + Info.Info_ValueForKey(userinfo, "rejmsg") + "\nConnection refused.\n");
                }
                else
                {
                    Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "print\nConnection refused.\n");
                }

                Com.DPrintf("Game rejected a connection.\n");

                return;
            }

            // parse some info from the info strings
            SV_INIT.svs.clients[i].userinfo = userinfo;
            SV_MAIN.SV_UserinfoChanged(SV_INIT.svs.clients[i]);

            // send the connect packet to the client
            Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "client_connect");

            Netchan.Setup(Defines.NS_SERVER, SV_INIT.svs.clients[i].netchan, adr, qport);

            SV_INIT.svs.clients[i].state = Defines.cs_connected;

            SZ.Init(SV_INIT.svs.clients[i].datagram, SV_INIT.svs.clients[i].datagram_buf, SV_INIT.svs.clients[i].datagram_buf.Length);

            SV_INIT.svs.clients[i].datagram.allowoverflow = true;
            SV_INIT.svs.clients[i].lastmessage            = SV_INIT.svs.realtime;  // don't timeout
            SV_INIT.svs.clients[i].lastconnect            = SV_INIT.svs.realtime;
            Com.DPrintf("new client added.\n");
        }
예제 #6
0
        public static void SV_RecordDemoMessage( )
        {
            if (SV_INIT.svs.demofile == null)
            {
                return;
            }
            entity_state_t nostate = new entity_state_t(null);
            sizebuf_t      buf     = new sizebuf_t();

            SZ.Init(buf, buf_data, buf_data.Length);
            MSG.WriteByte(buf, Defines.svc_frame);
            MSG.WriteLong(buf, SV_INIT.sv.framenum);
            MSG.WriteByte(buf, Defines.svc_packetentities);
            var     e   = 1;
            edict_t ent = GameBase.g_edicts[e];

            while (e < GameBase.num_edicts)
            {
                if (ent.inuse && ent.s.number != 0 && (ent.s.modelindex != 0 || ent.s.effects != 0 || ent.s.sound != 0 || ent.s.event_renamed != 0) && 0 == (ent.svflags & Defines.SVF_NOCLIENT))
                {
                    MSG.WriteDeltaEntity(nostate, ent.s, buf, false, true);
                }
                e++;
                ent = GameBase.g_edicts[e];
            }

            MSG.WriteShort(buf, 0);
            SZ.Write(buf, SV_INIT.svs.demo_multicast.data, SV_INIT.svs.demo_multicast.cursize);
            SZ.Clear(SV_INIT.svs.demo_multicast);
            var len = EndianHandler.SwapInt(buf.cursize);

            try
            {
                SV_INIT.svs.demofile.Write(len);
                SV_INIT.svs.demofile.Write(buf.data, 0, buf.cursize);
            }
            catch (Exception e1)
            {
                Com.Printf("Error writing demo file:" + e);
            }
        }
예제 #7
0
        public static void SV_ServerRecord_f( )
        {
            String name;

            Byte[]    buf_data = new Byte[32768];
            sizebuf_t buf      = new sizebuf_t();
            Int32     len;
            Int32     i;

            if (Cmd.Argc() != 2)
            {
                Com.Printf("serverrecord <demoname>\\n");
                return;
            }

            if (SV_INIT.svs.demofile != null)
            {
                Com.Printf("Already recording.\\n");
                return;
            }

            if (SV_INIT.sv.state != Defines.ss_game)
            {
                Com.Printf("You must be in a level to record.\\n");
                return;
            }

            name = FS.Gamedir() + "/demos/" + Cmd.Argv(1) + ".dm2";
            Com.Printf("recording to " + name + ".\\n");
            FS.CreatePath(name);
            try
            {
                SV_INIT.svs.demofile = new QuakeFile(name, FileAccess.ReadWrite);
            }
            catch (Exception e)
            {
                Com.Printf("ERROR: couldn't open.\\n");
                return;
            }

            SZ.Init(SV_INIT.svs.demo_multicast, SV_INIT.svs.demo_multicast_buf, SV_INIT.svs.demo_multicast_buf.Length);
            SZ.Init(buf, buf_data, buf_data.Length);
            MSG.WriteByte(buf, Defines.svc_serverdata);
            MSG.WriteLong(buf, Defines.PROTOCOL_VERSION);
            MSG.WriteLong(buf, SV_INIT.svs.spawncount);
            MSG.WriteByte(buf, 2);
            MSG.WriteString(buf, Cvar.VariableString("gamedir"));
            MSG.WriteShort(buf, -1);
            MSG.WriteString(buf, SV_INIT.sv.configstrings[Defines.CS_NAME]);
            for (i = 0; i < Defines.MAX_CONFIGSTRINGS; i++)
            {
                if (SV_INIT.sv.configstrings[i].Length == 0)
                {
                    MSG.WriteByte(buf, Defines.svc_configstring);
                    MSG.WriteShort(buf, i);
                    MSG.WriteString(buf, SV_INIT.sv.configstrings[i]);
                }
            }

            Com.DPrintf("signon message length: " + buf.cursize + "\\n");
            len = EndianHandler.SwapInt(buf.cursize);
            try
            {
                SV_INIT.svs.demofile.Write(len);
                SV_INIT.svs.demofile.Write(buf.data, 0, buf.cursize);
            }
            catch (IOException e1)
            {
                e1.PrintStackTrace();
            }
        }
예제 #8
0
        public static void SendCmd()
        {
            int       i;
            usercmd_t cmd, oldcmd;
            int       checksumIndex;

            i   = Globals.cls.netchan.outgoing_sequence & (Defines.CMD_BACKUP - 1);
            cmd = Globals.cl.cmds[i];
            Globals.cl.cmd_time[i] = (int)Globals.cls.realtime;
            CreateCmd(cmd);
            Globals.cl.cmd.Set(cmd);
            if (Globals.cls.state == Defines.ca_disconnected || Globals.cls.state == Defines.ca_connecting)
            {
                return;
            }
            if (Globals.cls.state == Defines.ca_connected)
            {
                if (Globals.cls.netchan.message.cursize != 0 || Globals.curtime - Globals.cls.netchan.last_sent > 1000)
                {
                    Netchan.Transmit(Globals.cls.netchan, 0, new byte[0]);
                }
                return;
            }

            if (Globals.userinfo_modified)
            {
                CL.FixUpGender();
                Globals.userinfo_modified = false;
                MSG.WriteByte(Globals.cls.netchan.message, Defines.clc_userinfo);
                MSG.WriteString(Globals.cls.netchan.message, Cvar.Userinfo());
            }

            SZ.Init(buf, data, data.Length);
            if (cmd.buttons != 0 && Globals.cl.cinematictime > 0 && !Globals.cl.attractloop && Globals.cls.realtime - Globals.cl.cinematictime > 1000)
            {
                SCR.FinishCinematic();
            }

            MSG.WriteByte(buf, Defines.clc_move);
            checksumIndex = buf.cursize;
            MSG.WriteByte(buf, 0);
            if (cl_nodelta.value != 0F || !Globals.cl.frame.valid || Globals.cls.demowaiting)
            {
                MSG.WriteLong(buf, -1);
            }
            else
            {
                MSG.WriteLong(buf, Globals.cl.frame.serverframe);
            }
            i   = (Globals.cls.netchan.outgoing_sequence - 2) & (Defines.CMD_BACKUP - 1);
            cmd = Globals.cl.cmds[i];
            nullcmd.Clear();
            MSG.WriteDeltaUsercmd(buf, nullcmd, cmd);
            oldcmd = cmd;
            i      = (Globals.cls.netchan.outgoing_sequence - 1) & (Defines.CMD_BACKUP - 1);
            cmd    = Globals.cl.cmds[i];
            MSG.WriteDeltaUsercmd(buf, oldcmd, cmd);
            oldcmd = cmd;
            i      = (Globals.cls.netchan.outgoing_sequence) & (Defines.CMD_BACKUP - 1);
            cmd    = Globals.cl.cmds[i];
            MSG.WriteDeltaUsercmd(buf, oldcmd, cmd);
            buf.data[checksumIndex] = Com.BlockSequenceCRCByte(buf.data, checksumIndex + 1, buf.cursize - checksumIndex - 1, Globals.cls.netchan.outgoing_sequence);
            Netchan.Transmit(Globals.cls.netchan, buf.cursize, buf.data);
        }
예제 #9
0
        /**
         * SV_SpawnServer.
         *
         * Change the server to a new map, taking all connected clients along with
         * it.
         */
        public static void SV_SpawnServer(string server, string spawnpoint, int serverstate, bool attractloop, bool loadgame)
        {
            int i;
            var checksum = 0;

            if (attractloop)
            {
                Cvar.Set("paused", "0");
            }

            Com.Printf("------- Server Initialization -------\n");

            Com.DPrintf("SpawnServer: " + server + "\n");

            if (SV_INIT.sv.demofile != null)
            {
                try
                {
                    SV_INIT.sv.demofile.Close();
                }
                catch (Exception)
                {
                }
            }

            // any partially connected client will be restarted
            SV_INIT.svs.spawncount++;

            SV_INIT.sv.state = Defines.ss_dead;

            Globals.server_state = SV_INIT.sv.state;

            // wipe the entire per-level structure
            SV_INIT.sv = new();

            SV_INIT.svs.realtime   = 0;
            SV_INIT.sv.loadgame    = loadgame;
            SV_INIT.sv.attractloop = attractloop;

            // save name for levels that don't set message
            SV_INIT.sv.configstrings[Defines.CS_NAME] = server;

            if (Cvar.VariableValue("deathmatch") != 0)
            {
                SV_INIT.sv.configstrings[Defines.CS_AIRACCEL] = "" + SV_MAIN.sv_airaccelerate.value;
                PMove.pm_airaccelerate = SV_MAIN.sv_airaccelerate.value;
            }
            else
            {
                SV_INIT.sv.configstrings[Defines.CS_AIRACCEL] = "0";
                PMove.pm_airaccelerate = 0;
            }

            SZ.Init(SV_INIT.sv.multicast, SV_INIT.sv.multicast_buf, SV_INIT.sv.multicast_buf.Length);

            SV_INIT.sv.name = server;

            // leave slots at start for clients only
            for (i = 0; i < SV_MAIN.maxclients.value; i++)
            {
                // needs to reconnect
                if (SV_INIT.svs.clients[i].state > Defines.cs_connected)
                {
                    SV_INIT.svs.clients[i].state = Defines.cs_connected;
                }

                SV_INIT.svs.clients[i].lastframe = -1;
            }

            SV_INIT.sv.time = 1000;

            SV_INIT.sv.name = server;
            SV_INIT.sv.configstrings[Defines.CS_NAME] = server;

            int[] iw = { checksum };

            if (serverstate != Defines.ss_game)
            {
                SV_INIT.sv.models[1] = CM.CM_LoadMap("", false, iw);                 // no real map
            }
            else
            {
                SV_INIT.sv.configstrings[Defines.CS_MODELS + 1] = "maps/" + server + ".bsp";
                SV_INIT.sv.models[1] = CM.CM_LoadMap(SV_INIT.sv.configstrings[Defines.CS_MODELS + 1], false, iw);
            }

            checksum = iw[0];
            SV_INIT.sv.configstrings[Defines.CS_MAPCHECKSUM] = "" + checksum;

            // clear physics interaction links

            SV_WORLD.SV_ClearWorld();

            for (i = 1; i < CM.CM_NumInlineModels(); i++)
            {
                SV_INIT.sv.configstrings[Defines.CS_MODELS + 1 + i] = "*" + i;

                // copy references
                SV_INIT.sv.models[i + 1] = CM.InlineModel(SV_INIT.sv.configstrings[Defines.CS_MODELS + 1 + i]);
            }

            // spawn the rest of the entities on the map

            // precache and static commands can be issued during
            // map initialization

            SV_INIT.sv.state     = Defines.ss_loading;
            Globals.server_state = SV_INIT.sv.state;

            // load and spawn all other entities
            GameSpawn.SpawnEntities(SV_INIT.sv.name, CM.CM_EntityString(), spawnpoint);

            // run two frames to allow everything to settle
            GameBase.G_RunFrame();
            GameBase.G_RunFrame();

            // all precaches are complete
            SV_INIT.sv.state     = serverstate;
            Globals.server_state = SV_INIT.sv.state;

            // create a baseline for more efficient communications
            SV_INIT.SV_CreateBaseline();

            // check for a savegame
            SV_INIT.SV_CheckForSavegame();

            // set serverinfo variable
            Cvar.FullSet("mapname", SV_INIT.sv.name, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET);
        }
예제 #10
0
        public static void SV_SpawnServer(String server, String spawnpoint, Int32 serverstate, Boolean attractloop, Boolean loadgame)
        {
            Int32 i;
            var   checksum = 0;

            if (attractloop)
            {
                Cvar.Set("paused", "0");
            }
            Com.Printf("------- Server Initialization -------\\n");
            Com.DPrintf("SpawnServer: " + server + "\\n");
            if (sv.demofile != null)
            {
                try
                {
                    sv.demofile.Close();
                }
                catch (Exception e)
                {
                }
            }

            svs.spawncount++;
            sv.state             = Defines.ss_dead;
            Globals.server_state = sv.state;
            sv             = new server_t();
            svs.realtime   = 0;
            sv.loadgame    = loadgame;
            sv.attractloop = attractloop;
            sv.configstrings[Defines.CS_NAME] = server;
            if (Cvar.VariableValue("deathmatch") != 0)
            {
                sv.configstrings[Defines.CS_AIRACCEL] = "" + SV_MAIN.sv_airaccelerate.value;
                PMove.pm_airaccelerate = SV_MAIN.sv_airaccelerate.value;
            }
            else
            {
                sv.configstrings[Defines.CS_AIRACCEL] = "0";
                PMove.pm_airaccelerate = 0;
            }

            SZ.Init(sv.multicast, sv.multicast_buf, sv.multicast_buf.Length);
            sv.name = server;
            for (i = 0; i < SV_MAIN.maxclients.value; i++)
            {
                if (svs.clients[i].state > Defines.cs_connected)
                {
                    svs.clients[i].state = Defines.cs_connected;
                }
                svs.clients[i].lastframe = -1;
            }

            sv.time = 1000;
            sv.name = server;
            sv.configstrings[Defines.CS_NAME] = server;
            Int32[] iw = new[] { checksum };
            if (serverstate != Defines.ss_game)
            {
                sv.models[1] = CM.CM_LoadMap("", false, iw);
            }
            else
            {
                sv.configstrings[Defines.CS_MODELS + 1] = "maps/" + server + ".bsp";
                sv.models[1] = CM.CM_LoadMap(sv.configstrings[Defines.CS_MODELS + 1], false, iw);
            }

            checksum = iw[0];
            sv.configstrings[Defines.CS_MAPCHECKSUM] = "" + checksum;
            SV_WORLD.SV_ClearWorld();
            for (i = 1; i < CM.CM_NumInlineModels(); i++)
            {
                sv.configstrings[Defines.CS_MODELS + 1 + i] = "*" + i;
                sv.models[i + 1] = CM.InlineModel(sv.configstrings[Defines.CS_MODELS + 1 + i]);
            }

            sv.state             = Defines.ss_loading;
            Globals.server_state = sv.state;
            GameSpawn.SpawnEntities(sv.name, CM.CM_EntityString(), spawnpoint);
            GameBase.G_RunFrame();
            GameBase.G_RunFrame();
            sv.state             = serverstate;
            Globals.server_state = sv.state;
            SV_CreateBaseline();
            SV_CheckForSavegame();
            Cvar.FullSet("mapname", sv.name, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET);
        }