// Host_Name_f static void Name_f() { if (Cmd.Argc == 1) { Con.Print("\"name\" is \"{0}\"\n", Client.Name); return; } string newName; if (Cmd.Argc == 2) { newName = Cmd.Argv(1); } else { newName = Cmd.Args; } if (newName.Length > 16) { newName = newName.Remove(15); } if (Cmd.Source == cmd_source_t.src_command) { if (Client.Name == newName) { return; } Cvar.Set("_cl_name", newName); if (Client.Cls.state == ClientActivityState.Connected) { Cmd.ForwardToServer(); } return; } if (!String.IsNullOrEmpty(Host.HostClient.name) && Host.HostClient.name != "unconnected") { if (Host.HostClient.name != newName) { Con.Print("{0} renamed to {1}\n", Host.HostClient.name, newName); } } Host.HostClient.name = newName; Host.HostClient.edict.v.netname = Progs.NewString(newName); // send notification to all clients MessageWriter msg = Server.sv.reliable_datagram; msg.WriteByte(Protocol.svc_updatename); msg.WriteByte(Host.ClientNum); msg.WriteString(newName); }
static int SetTempString(string value) { if (_TempString == -1) { _TempString = Progs.NewString(value); } else { Progs.SetString(_TempString, value); } return(_TempString); }
/// <summary> /// SV_SpawnServer /// </summary> public static void SpawnServer(string server) { // let's not have any servers with no name if (String.IsNullOrEmpty(Net.HostName)) { Cvar.Set("hostname", "UNNAMED"); } Scr.CenterTimeOff = 0; Con.DPrint("SpawnServer: {0}\n", server); svs.changelevel_issued = false; // now safe to issue another // // tell all connected clients that we are going to a new level // if (sv.active) { SendReconnect(); } // // make cvars consistant // if (Host.IsCoop) { Cvar.Set("deathmatch", 0); } Host.CurrentSkill = (int)(Host.Skill + 0.5); if (Host.CurrentSkill < 0) { Host.CurrentSkill = 0; } if (Host.CurrentSkill > 3) { Host.CurrentSkill = 3; } Cvar.Set("skill", (float)Host.CurrentSkill); // // set up the new server // Host.ClearMemory(); sv.Clear(); sv.name = server; // load progs to get entity field count Progs.LoadProgs(); // allocate server memory sv.max_edicts = QDef.MAX_EDICTS; sv.edicts = new edict_t[sv.max_edicts]; for (int i = 0; i < sv.edicts.Length; i++) { sv.edicts[i] = new edict_t(); } // leave slots at start for clients only sv.num_edicts = svs.maxclients + 1; edict_t ent; for (int i = 0; i < svs.maxclients; i++) { ent = EdictNum(i + 1); svs.clients[i].edict = ent; } sv.state = server_state_t.Loading; sv.paused = false; sv.time = 1.0; sv.modelname = String.Format("maps/{0}.bsp", server); sv.worldmodel = Mod.ForName(sv.modelname, false); if (sv.worldmodel == null) { Con.Print("Couldn't spawn server {0}\n", sv.modelname); sv.active = false; return; } sv.models[1] = sv.worldmodel; // // clear world interaction links // ClearWorld(); sv.sound_precache[0] = String.Empty; sv.model_precache[0] = String.Empty; sv.model_precache[1] = sv.modelname; for (int i = 1; i < sv.worldmodel.numsubmodels; i++) { sv.model_precache[1 + i] = _LocalModels[i]; sv.models[i + 1] = Mod.ForName(_LocalModels[i], false); } // // load the rest of the entities // ent = EdictNum(0); ent.Clear(); ent.v.model = Progs.StringOffset(sv.worldmodel.name); if (ent.v.model == -1) { ent.v.model = Progs.NewString(sv.worldmodel.name); } ent.v.modelindex = 1; // world model ent.v.solid = Solids.SOLID_BSP; ent.v.movetype = Movetypes.MOVETYPE_PUSH; if (Host.IsCoop) { Progs.GlobalStruct.coop = 1; //coop.value; } else { Progs.GlobalStruct.deathmatch = Host.Deathmatch; } int offset = Progs.NewString(sv.name); Progs.GlobalStruct.mapname = offset; // serverflags are for cross level information (sigils) Progs.GlobalStruct.serverflags = svs.serverflags; Progs.LoadFromFile(sv.worldmodel.entities); sv.active = true; // all setup is completed, any further precache statements are errors sv.state = server_state_t.Active; // run two frames to allow everything to settle Host.FrameTime = 0.1; Physics(); Physics(); // create a baseline for more efficient communications CreateBaseline(); // send serverinfo to all connected clients for (int i = 0; i < svs.maxclients; i++) { Host.HostClient = svs.clients[i]; if (Host.HostClient.active) { SendServerInfo(Host.HostClient); } } GC.Collect(); Con.DPrint("Server spawned.\n"); }
/// <summary> /// Host_Spawn_f /// </summary> private static void Spawn_f() { if (Cmd.Source == cmd_source_t.src_command) { Con.Print("spawn is not valid from the console\n"); return; } if (Host.HostClient.spawned) { Con.Print("Spawn not valid -- allready spawned\n"); return; } edict_t ent; // run the entrance script if (Server.sv.loadgame) { // loaded games are fully inited allready // if this is the last client to be connected, unpause Server.sv.paused = false; } else { // set up the edict ent = Host.HostClient.edict; ent.Clear(); //memset(&ent.v, 0, progs.entityfields * 4); ent.v.colormap = Server.NumForEdict(ent); ent.v.team = (Host.HostClient.colors & 15) + 1; ent.v.netname = Progs.NewString(Host.HostClient.name); // copy spawn parms out of the client_t Progs.GlobalStruct.SetParams(Host.HostClient.spawn_parms); // call the spawn function Progs.GlobalStruct.time = (float)Server.sv.time; Progs.GlobalStruct.self = Server.EdictToProg(Server.Player); Progs.Execute(Progs.GlobalStruct.ClientConnect); if ((Sys.GetFloatTime() - Host.HostClient.netconnection.connecttime) <= Server.sv.time) { Con.DPrint("{0} entered the game\n", Host.HostClient.name); } Progs.Execute(Progs.GlobalStruct.PutClientInServer); } // send all current names, colors, and frag counts MsgWriter msg = Host.HostClient.message; msg.Clear(); // send time of update msg.WriteByte(Protocol.svc_time); msg.WriteFloat((float)Server.sv.time); for (int i = 0; i < Server.svs.maxclients; i++) { client_t client = Server.svs.clients[i]; msg.WriteByte(Protocol.svc_updatename); msg.WriteByte(i); msg.WriteString(client.name); msg.WriteByte(Protocol.svc_updatefrags); msg.WriteByte(i); msg.WriteShort(client.old_frags); msg.WriteByte(Protocol.svc_updatecolors); msg.WriteByte(i); msg.WriteByte(client.colors); } // send all current light styles for (int i = 0; i < QDef.MAX_LIGHTSTYLES; i++) { msg.WriteByte(Protocol.svc_lightstyle); msg.WriteByte((char)i); msg.WriteString(Server.sv.lightstyles[i]); } // // send some stats // msg.WriteByte(Protocol.svc_updatestat); msg.WriteByte(QStats.STAT_TOTALSECRETS); msg.WriteLong((int)Progs.GlobalStruct.total_secrets); msg.WriteByte(Protocol.svc_updatestat); msg.WriteByte(QStats.STAT_TOTALMONSTERS); msg.WriteLong((int)Progs.GlobalStruct.total_monsters); msg.WriteByte(Protocol.svc_updatestat); msg.WriteByte(QStats.STAT_SECRETS); msg.WriteLong((int)Progs.GlobalStruct.found_secrets); msg.WriteByte(Protocol.svc_updatestat); msg.WriteByte(QStats.STAT_MONSTERS); msg.WriteLong((int)Progs.GlobalStruct.killed_monsters); // // send a fixangle // Never send a roll angle, because savegames can catch the server // in a state where it is expecting the client to correct the angle // and it won't happen if the game was just loaded, so you wind up // with a permanent head tilt ent = Server.EdictNum(1 + Host.ClientNum); msg.WriteByte(Protocol.svc_setangle); msg.WriteAngle(ent.v.angles.x); msg.WriteAngle(ent.v.angles.y); msg.WriteAngle(0); Server.WriteClientDataToMessage(Server.Player, Host.HostClient.message); msg.WriteByte(Protocol.svc_signonnum); msg.WriteByte(3); Host.HostClient.sendsignon = true; }