/* Copyright (C) 1997-2001 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Created on 18.01.2004 by RST. // $Id: SV_CCMDS.java,v 1.11 2004-09-10 19:02:56 salomo Exp $ package jake2.server; import jake2.Globals; import jake2.game.*; import jake2.qcommon.*; import jake2.sys.NET; import jake2.sys.Sys; import jake2.util.QuakeFile; import jake2.util.Vargs; import java.io.*; import java.util.Calendar; public class SV_CCMDS extends SV_ENTS { /* =============================================================================== OPERATOR CONSOLE ONLY COMMANDS These commands can only be entered from stdin or by a remote operator datagram =============================================================================== */ /* ==================== SV_SetMaster_f Specify a list of master servers ==================== */ public static void SV_SetMaster_f() { int i, slot; // only dedicated servers send heartbeats if (dedicated.value == 0) { Com.Printf("Only dedicated servers use masters.\n"); return; } // make sure the server is listed public Cvar.Set("public", "1"); for (i= 1; i < MAX_MASTERS; i++) master_adr[i]= new netadr_t(); slot= 1; // slot 0 will always contain the id master for (i= 1; i < Cmd.Argc(); i++) { if (slot == MAX_MASTERS) break; if (!NET.StringToAdr(Cmd.Argv(i), master_adr[i])) { Com.Printf("Bad address: " + Cmd.Argv(i) + "\n"); continue; } if (master_adr[slot].port == 0) master_adr[slot].port= //BigShort (PORT_MASTER); PORT_MASTER; Com.Printf("Master server at " + NET.AdrToString(master_adr[slot]) + "\n"); Com.Printf("Sending a ping.\n"); Netchan.OutOfBandPrint(NS_SERVER, master_adr[slot], "ping"); slot++; } svs.last_heartbeat= -9999999; } /* ================== SV_SetPlayer Sets sv_client and sv_player to the player with idnum Cmd.Argv(1) ================== */ public static boolean SV_SetPlayer() { client_t cl; int i; int idnum; String s; if (Cmd.Argc() < 2) return false; s= Cmd.Argv(1); // numeric values are just slot numbers if (s.charAt(0) >= '0' && s.charAt(0) <= '9') { idnum= atoi(Cmd.Argv(1)); if (idnum < 0 || idnum >= maxclients.value) { Com.Printf("Bad client slot: " + idnum + "\n"); return false; } sv_client= svs.clients[idnum]; sv_player= sv_client.edict; if (0 == sv_client.state) { Com.Printf("Client " + idnum + " is not active\n"); return false; } return true; } // check for a name match for (i= 0; i < maxclients.value; i++) { cl= svs.clients[i]; if (0 == cl.state) continue; if (0 == strcmp(cl.name, s)) { sv_client= cl; sv_player= sv_client.edict; return true; } } Com.Printf("Userid " + s + " is not on the server\n"); return false; } /* =============================================================================== SAVEGAME FILES =============================================================================== */ public static void remove(String name) { try { new File(name).delete(); } catch (Exception e) { } } /* ===================== SV_WipeSavegame Delete save// ===================== */ public static void SV_WipeSavegame(String savename) { String name, s; Com.DPrintf("SV_WipeSaveGame(" + savename + ")\n"); name= FS.Gamedir() + "/save/" + savename + "/server.ssv"; remove(name); name= FS.Gamedir() + "/save/" + savename + "/game.ssv"; remove(name); name= FS.Gamedir() + "/save/" + savename + "/*.sav"; File f= Sys.FindFirst(name, 0, 0); while (f != null) { f.delete(); f= Sys.FindNext(); } Sys.FindClose(); name= FS.Gamedir() + "/save/" + savename + "/*.sv2"; f= Sys.FindFirst(name, 0, 0); while (f != null) { f.delete(); f= Sys.FindNext(); } Sys.FindClose(); } /* ================ CopyFile ================ */ public static void CopyFile(String src, String dst) { RandomAccessFile f1, f2; int l= -1; byte buffer[]= new byte[65536]; //Com.DPrintf("CopyFile (" + src + ", " + dst + ")\n"); try { f1= new RandomAccessFile(src, "r"); } catch (Exception e) { return; } try { f2= new RandomAccessFile(dst, "rw"); } catch (Exception e) { try { f1.close(); } catch (IOException e1) { e1.printStackTrace(); } return; } while (true) { try { l= f1.read(buffer, 0, 65536); } catch (IOException e1) { e1.printStackTrace(); } if (l == -1) break; try { f2.write(buffer, 0, l); } catch (IOException e2) { e2.printStackTrace(); } } try { f1.close(); } catch (IOException e1) { e1.printStackTrace(); } try { f2.close(); } catch (IOException e2) { e2.printStackTrace(); } } /* ================ SV_CopySaveGame ================ */ public static void SV_CopySaveGame(String src, String dst) { //char name[MAX_OSPATH], name2[MAX_OSPATH]; int l, len; File found; String name, name2; Com.DPrintf("SV_CopySaveGame(" + src + "," + dst + ")\n"); SV_WipeSavegame(dst); // copy the savegame over name= FS.Gamedir() + "/save/" + src + "/server.ssv"; name2= FS.Gamedir() + "/save/" + dst + "/server.ssv"; FS.CreatePath(name2); CopyFile(name, name2); name= FS.Gamedir() + "/save/" + src + "/game.ssv"; name2= FS.Gamedir() + "/save/" + dst + "/game.ssv"; CopyFile(name, name2); String name1= FS.Gamedir() + "/save/" + src + "/"; len= name1.length(); name= FS.Gamedir() + "/save/" + src + "/*.sav"; found= Sys.FindFirst(name, 0, 0); while (found != null) { name= name1 + found.getName(); name2= FS.Gamedir() + "/save/" + dst + "/" + found.getName(); CopyFile(name, name2); // change sav to sv2 name= name.substring(0, name.length() - 3) + "sv2"; name2= name2.substring(0, name2.length() - 3) + "sv2"; CopyFile(name, name2); found= Sys.FindNext(); } Sys.FindClose(); } /* ============== SV_WriteLevelFile ============== */ public static void SV_WriteLevelFile() { String name; QuakeFile f; Com.DPrintf("SV_WriteLevelFile()\n"); name= FS.Gamedir() + "/save/current/" + sv.name + ".sv2"; try { f= new QuakeFile(name, "rw"); for (int i= 0; i < MAX_CONFIGSTRINGS; i++) f.writeString(sv.configstrings[i]); CM.CM_WritePortalState(f); f.close(); } catch (Exception e) { Com.Printf("Failed to open " + name + "\n"); e.printStackTrace(); } name= FS.Gamedir() + "/save/current/" + sv.name + ".sav"; GameSave.WriteLevel(name); } /* ============== SV_ReadLevelFile ============== */ public static void SV_ReadLevelFile() { //char name[MAX_OSPATH]; String name; QuakeFile f; Com.DPrintf("SV_ReadLevelFile()\n"); name= FS.Gamedir() + "/save/current/" + sv.name + ".sv2"; try { f= new QuakeFile(name, "r"); for (int n= 0; n < MAX_CONFIGSTRINGS; n++) sv.configstrings[n]= f.readString(); CM.CM_ReadPortalState(f); f.close(); } catch (IOException e1) { Com.Printf("Failed to open " + name + "\n"); e1.printStackTrace(); } name= FS.Gamedir() + "/save/current/" + sv.name + ".sav"; GameSave.ReadLevel(name); } /* ============== SV_WriteServerFile ============== */ public static void SV_WriteServerFile(boolean autosave) { QuakeFile f; cvar_t var; String filename, name, string, comment; Com.DPrintf("SV_WriteServerFile(" + (autosave ? "true" : "false") + ")\n"); filename= FS.Gamedir() + "/save/current/server.ssv"; try { f= new QuakeFile(filename, "rw"); if (!autosave) { Calendar c= Calendar.getInstance(); comment= Com.sprintf( "%2i:%2i %2i/%2i ", new Vargs().add(c.get(Calendar.HOUR_OF_DAY)).add(c.get(Calendar.MINUTE)).add(c.get(Calendar.MONTH) + 1).add( c.get(Calendar.DAY_OF_MONTH))); comment += sv.configstrings[CS_NAME]; } else { // autosaved comment= "ENTERING " + sv.configstrings[CS_NAME]; } f.writeString(comment); f.writeString(svs.mapcmd); // write the mapcmd // write all CVAR_LATCH cvars // these will be things like coop, skill, deathmatch, etc for (var= Globals.cvar_vars; var != null; var= var.next) { if (0 == (var.flags & CVAR_LATCH)) continue; if (var.name.length() >= MAX_OSPATH - 1 || var.string.length() >= 128 - 1) { Com.Printf("Cvar too long: " + var.name + " = " + var.string + "\n"); continue; } name= var.name; string= var.string; try { f.writeString(name); f.writeString(string); } catch (IOException e2) { } } // rst: for termination. f.writeString(null); f.close(); } catch (Exception e) { Com.Printf("Couldn't write " + filename + "\n"); } // write game state filename= FS.Gamedir() + "/save/current/game.ssv"; GameSave.WriteGame(filename, autosave); } /* ============== SV_ReadServerFile ============== */ public static void SV_ReadServerFile() { String filename, name= "", string, comment, mapcmd; try { QuakeFile f; mapcmd= ""; Com.DPrintf("SV_ReadServerFile()\n"); filename= FS.Gamedir() + "/save/current/server.ssv"; f= new QuakeFile(filename, "r"); // read the comment field comment= f.readString(); // read the mapcmd mapcmd= f.readString(); // read all CVAR_LATCH cvars // these will be things like coop, skill, deathmatch, etc while (true) { name= f.readString(); if (name == null) break; string= f.readString(); Com.DPrintf("Set " + name + " = " + string + "\n"); Cvar.ForceSet(name, string); } f.close(); // start a new game fresh with new cvars SV_InitGame(); svs.mapcmd= mapcmd; // read game state filename= FS.Gamedir() + "/save/current/game.ssv"; GameSave.ReadGame(filename); } catch (Exception e) { Com.Printf("Couldn't read file " + name + "\n"); e.printStackTrace(); } } //========================================================= /* ================== SV_DemoMap_f Puts the server in demo mode on a specific map/cinematic ================== */ public static void SV_DemoMap_f() { SV_Map(true, Cmd.Argv(1), false); } /* ================== SV_GameMap_f Saves the state of the map just being exited and goes to a new map. If the initial character of the map string is '*', the next map is in a new unit, so the current savegame directory is cleared of map files. Example: *inter.cin+jail Clears the archived maps, plays the inter.cin cinematic, then goes to map jail.bsp. ================== */ public static void SV_GameMap_f() { String map; int i; client_t cl; boolean savedInuse[]; if (Cmd.Argc() != 2) { Com.Printf("USAGE: gamemap \n"); return; } Com.DPrintf("SV_GameMap(" + Cmd.Argv(1) + ")\n"); FS.CreatePath(FS.Gamedir() + "/save/current/"); // check for clearing the current savegame map= Cmd.Argv(1); if (map.charAt(0) == '*') { // wipe all the *.sav files SV_WipeSavegame("current"); } else { // save the map just exited if (sv.state == ss_game) { // clear all the client inuse flags before saving so that // when the level is re-entered, the clients will spawn // at spawn points instead of occupying body shells savedInuse= new boolean[(int) maxclients.value]; for (i= 0; i < maxclients.value; i++) { cl= svs.clients[i]; savedInuse[i]= cl.edict.inuse; cl.edict.inuse= false; } SV_WriteLevelFile(); // we must restore these for clients to transfer over correctly for (i= 0; i < maxclients.value; i++) { cl= svs.clients[i]; cl.edict.inuse= savedInuse[i]; } savedInuse= null; } } // start up the next map SV_Map(false, Cmd.Argv(1), false); // archive server state svs.mapcmd= Cmd.Argv(1); // copy off the level to the autosave slot if (0 == dedicated.value) { SV_WriteServerFile(true); SV_CopySaveGame("current", "save0"); } } /* ================== SV_Map_f Goes directly to a given map without any savegame archiving. For development work ================== */ public static void SV_Map_f() { String map; //char expanded[MAX_QPATH]; String expanded; // if not a pcx, demo, or cinematic, check to make sure the level exists map= Cmd.Argv(1); if (map.indexOf(".") < 0) { expanded= "maps/" + map + ".bsp"; if (FS.LoadFile(expanded) == null) { Com.Printf("Can't find " + expanded + "\n"); return; } } sv.state= ss_dead; // don't save current level when changing SV_WipeSavegame("current"); SV_GameMap_f(); } /* ===================================================================== SAVEGAMES ===================================================================== */ /* ============== SV_Loadgame_f ============== */ public static void SV_Loadgame_f() { String name; RandomAccessFile f; String dir; if (Cmd.Argc() != 2) { Com.Printf("USAGE: loadgame \n"); return; } Com.Printf("Loading game...\n"); dir= Cmd.Argv(1); if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\")) { Com.Printf("Bad savedir.\n"); } // make sure the server.ssv file exists name= FS.Gamedir() + "/save/" + Cmd.Argv(1) + "/server.ssv"; try { f= new RandomAccessFile(name, "r"); } catch (FileNotFoundException e) { Com.Printf("No such savegame: " + name + "\n"); return; } try { f.close(); } catch (IOException e1) { e1.printStackTrace(); } SV_CopySaveGame(Cmd.Argv(1), "current"); SV_ReadServerFile(); // go to the map sv.state= ss_dead; // don't save current level when changing SV_INIT.SV_Map(false, svs.mapcmd, true); } /* ============== SV_Savegame_f ============== */ public static void SV_Savegame_f() { String dir; if (sv.state != ss_game) { Com.Printf("You must be in a game to save.\n"); return; } if (Cmd.Argc() != 2) { Com.Printf("USAGE: savegame \n"); return; } if (Cvar.VariableValue("deathmatch") != 0) { Com.Printf("Can't savegame in a deathmatch\n"); return; } if (0 == strcmp(Cmd.Argv(1), "current")) { Com.Printf("Can't save to 'current'\n"); return; } if (maxclients.value == 1 && svs.clients[0].edict.client.ps.stats[STAT_HEALTH] <= 0) { Com.Printf("\nCan't savegame while dead!\n"); return; } dir= Cmd.Argv(1); if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\")) { Com.Printf("Bad savedir.\n"); } Com.Printf("Saving game...\n"); // archive current level, including all client edicts. // when the level is reloaded, they will be shells awaiting // a connecting client SV_WriteLevelFile(); // save server state try { SV_WriteServerFile(false); } catch (Exception e) { Com.Printf("IOError in SV_WriteServerFile: " + e); } // copy it off SV_CopySaveGame("current", dir); Com.Printf("Done.\n"); } //=============================================================== /* ================== SV_Kick_f Kick a user off of the server ================== */ public static void SV_Kick_f() { if (!svs.initialized) { Com.Printf("No server running.\n"); return; } if (Cmd.Argc() != 2) { Com.Printf("Usage: kick \n"); return; } if (!SV_SetPlayer()) return; SV_BroadcastPrintf(PRINT_HIGH, sv_client.name + " was kicked\n"); // print directly, because the dropped client won't get the // SV_BroadcastPrintf message SV_ClientPrintf(sv_client, PRINT_HIGH, "You were kicked from the game\n"); SV_DropClient(sv_client); sv_client.lastmessage= svs.realtime; // min case there is a funny zombie } /* ================ SV_Status_f ================ */ public static void SV_Status_f() { int i, j, l; client_t cl; String s; int ping; if (svs.clients == null) { Com.Printf("No server running.\n"); return; } Com.Printf("map : " + sv.name + "\n"); Com.Printf("num score ping name lastmsg address qport \n"); Com.Printf("--- ----- ---- --------------- ------- --------------------- ------\n"); for (i= 0; i < maxclients.value; i++) { cl= svs.clients[i]; if (0 == cl.state) continue; Com.Printf("%3i ", new Vargs().add(i)); Com.Printf("%5i ", new Vargs().add(cl.edict.client.ps.stats[STAT_FRAGS])); if (cl.state == cs_connected) Com.Printf("CNCT "); else if (cl.state == cs_zombie) Com.Printf("ZMBI "); else { ping= cl.ping < 9999 ? cl.ping : 9999; Com.Printf("%4i ", new Vargs().add(ping)); } Com.Printf("%s", new Vargs().add(cl.name)); l= 16 - cl.name.length(); for (j= 0; j < l; j++) Com.Printf(" "); Com.Printf("%7i ", new Vargs().add(svs.realtime - cl.lastmessage)); s= NET.AdrToString(cl.netchan.remote_address); Com.Printf(s); l= 22 - s.length(); for (j= 0; j < l; j++) Com.Printf(" "); Com.Printf("%5i", new Vargs().add(cl.netchan.qport)); Com.Printf("\n"); } Com.Printf("\n"); } /* ================== SV_ConSay_f ================== */ public static void SV_ConSay_f() { client_t client; int j; String p; String text; // char[1024]; if (Cmd.Argc() < 2) return; text= "console: "; p= Cmd.Args(); if (p.charAt(0) == '"') { p= p.substring(1, p.length() - 1); } text += p; for (j= 0; j < maxclients.value; j++) { client= svs.clients[j]; if (client.state != cs_spawned) continue; SV_ClientPrintf(client, PRINT_CHAT, text + "\n"); } } /* ================== SV_Heartbeat_f ================== */ public static void SV_Heartbeat_f() { svs.last_heartbeat= -9999999; } /* =========== SV_Serverinfo_f Examine or change the serverinfo string =========== */ public static void SV_Serverinfo_f() { Com.Printf("Server info settings:\n"); Info.Print(Cvar.Serverinfo()); } /* =========== SV_DumpUser_f Examine all a users info strings =========== */ public static void SV_DumpUser_f() { if (Cmd.Argc() != 2) { Com.Printf("Usage: info \n"); return; } if (!SV_SetPlayer()) return; Com.Printf("userinfo\n"); Com.Printf("--------\n"); Info.Print(sv_client.userinfo); } /* ============== SV_ServerRecord_f Begins server demo recording. Every entity and every message will be recorded, but no playerinfo will be stored. Primarily for demo merging. ============== */ public static void SV_ServerRecord_f() { //char name[MAX_OSPATH]; String name; byte buf_data[]= new byte[32768]; sizebuf_t buf= new sizebuf_t(); int len; int i; if (Cmd.Argc() != 2) { Com.Printf("serverrecord \n"); return; } if (svs.demofile != null) { Com.Printf("Already recording.\n"); return; } if (sv.state != ss_game) { Com.Printf("You must be in a level to record.\n"); return; } // // open the demo file // name= FS.Gamedir() + "/demos/" + Cmd.Argv(1) + ".dm2"; Com.Printf("recording to " + name + ".\n"); FS.CreatePath(name); try { svs.demofile= new RandomAccessFile(name, "rw"); } catch (Exception e) { Com.Printf("ERROR: couldn't open.\n"); return; } // setup a buffer to catch all multicasts SZ.Init(svs.demo_multicast, svs.demo_multicast_buf, svs.demo_multicast_buf.length); // // write a single giant fake message with all the startup info // SZ.Init(buf, buf_data, buf_data.length); // // serverdata needs to go over for all types of servers // to make sure the protocol is right, and to set the gamedir // // send the serverdata MSG.WriteByte(buf, svc_serverdata); MSG.WriteLong(buf, PROTOCOL_VERSION); MSG.WriteLong(buf, svs.spawncount); // 2 means server demo MSG.WriteByte(buf, 2); // demos are always attract loops MSG.WriteString(buf, Cvar.VariableString("gamedir")); MSG.WriteShort(buf, -1); // send full levelname MSG.WriteString(buf, sv.configstrings[CS_NAME]); for (i= 0; i < MAX_CONFIGSTRINGS; i++) if (sv.configstrings[i].length() == 0) { MSG.WriteByte(buf, svc_configstring); MSG.WriteShort(buf, i); MSG.WriteString(buf, sv.configstrings[i]); } // write it to the demo file Com.DPrintf("signon message length: " + buf.cursize + "\n"); len= EndianHandler.swapInt(buf.cursize); //fwrite(len, 4, 1, svs.demofile); //fwrite(buf.data, buf.cursize, 1, svs.demofile); try { svs.demofile.writeInt(len); svs.demofile.write(buf.data,0, buf.cursize); } catch (IOException e1) { // TODO: do quake2 error handling! e1.printStackTrace(); } // the rest of the demo file will be individual frames } /* ============== SV_ServerStop_f Ends server demo recording ============== */ public static void SV_ServerStop_f() { if (svs.demofile == null) { Com.Printf("Not doing a serverrecord.\n"); return; } try { svs.demofile.close(); } catch (IOException e) { e.printStackTrace(); } svs.demofile= null; Com.Printf("Recording completed.\n"); } /* =============== SV_KillServer_f Kick everyone off, possibly in preparation for a new game =============== */ public static void SV_KillServer_f() { if (!svs.initialized) return; SV_Shutdown("Server was killed.\n", false); NET.Config(false); // close network sockets } /* =============== SV_ServerCommand_f Let the game dll handle a command =============== */ public static void SV_ServerCommand_f() { Game.ServerCommand(); } //=========================================================== /* ================== SV_InitOperatorCommands ================== */ public static void SV_InitOperatorCommands() { Cmd.AddCommand("heartbeat", new xcommand_t() { public void execute() { SV_Heartbeat_f(); } }); Cmd.AddCommand("kick", new xcommand_t() { public void execute() { SV_Kick_f(); } }); Cmd.AddCommand("status", new xcommand_t() { public void execute() { SV_Status_f(); } }); Cmd.AddCommand("serverinfo", new xcommand_t() { public void execute() { SV_Serverinfo_f(); } }); Cmd.AddCommand("dumpuser", new xcommand_t() { public void execute() { SV_DumpUser_f(); } }); Cmd.AddCommand("map", new xcommand_t() { public void execute() { SV_Map_f(); } }); Cmd.AddCommand("demomap", new xcommand_t() { public void execute() { SV_DemoMap_f(); } }); Cmd.AddCommand("gamemap", new xcommand_t() { public void execute() { SV_GameMap_f(); } }); Cmd.AddCommand("setmaster", new xcommand_t() { public void execute() { SV_SetMaster_f(); } }); if (dedicated.value != 0) Cmd.AddCommand("say", new xcommand_t() { public void execute() { SV_ConSay_f(); } }); Cmd.AddCommand("serverrecord", new xcommand_t() { public void execute() { SV_ServerRecord_f(); } }); Cmd.AddCommand("serverstop", new xcommand_t() { public void execute() { SV_ServerStop_f(); } }); Cmd.AddCommand("save", new xcommand_t() { public void execute() { SV_Savegame_f(); } }); Cmd.AddCommand("load", new xcommand_t() { public void execute() { SV_Loadgame_f(); } }); Cmd.AddCommand("killserver", new xcommand_t() { public void execute() { SV_KillServer_f(); } }); Cmd.AddCommand("sv", new xcommand_t() { public void execute() { SV_ServerCommand_f(); } }); } }