/* * 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 14.01.2004 by RST. // $Id: SV_INIT.java,v 1.9 2004-09-22 19:22:12 salomo Exp $ package jake2.server; import jake2.Defines; import jake2.Globals; import jake2.client.CL; import jake2.client.SCR; import jake2.game.*; import jake2.qcommon.*; import jake2.sys.NET; import jake2.util.Lib; import jake2.util.Math3D; import java.io.IOException; import java.io.RandomAccessFile; public class SV_INIT { /* * ================ SV_FindIndex * * ================ */ public static int SV_FindIndex(String name, int start, int max, boolean create) { int i; if (name == null || name.length() == 0) return 0; for (i = 1; i < max && sv.configstrings[start + i] != null; i++) if (0 == Lib.strcmp(sv.configstrings[start + i], name)) return i; if (!create) return 0; if (i == max) Com.Error(Defines.ERR_DROP, "*Index: overflow"); //strncpy (sv.configstrings[start+i], name, // sizeof(sv.configstrings[i])); sv.configstrings[start + i] = name; if (sv.state != Defines.ss_loading) { // send the update to everyone SZ.Clear(sv.multicast); MSG.WriteChar(sv.multicast, Defines.svc_configstring); MSG.WriteShort(sv.multicast, start + i); MSG.WriteString(sv.multicast, name); SV_SEND.SV_Multicast(Globals.vec3_origin, Defines.MULTICAST_ALL_R); } return i; } public static int SV_ModelIndex(String name) { return SV_FindIndex(name, Defines.CS_MODELS, Defines.MAX_MODELS, true); } public static int SV_SoundIndex(String name) { return SV_FindIndex(name, Defines.CS_SOUNDS, Defines.MAX_SOUNDS, true); } public static int SV_ImageIndex(String name) { return SV_FindIndex(name, Defines.CS_IMAGES, Defines.MAX_IMAGES, true); } /* * ================ SV_CreateBaseline * * Entity baselines are used to compress the update messages to the clients -- * only the fields that differ from the baseline will be transmitted * ================ */ public static void SV_CreateBaseline() { edict_t svent; int entnum; for (entnum = 1; entnum < GameBase.num_edicts; entnum++) { //svent = EDICT_NUM(entnum); svent = GameBase.g_edicts[entnum]; if (!svent.inuse) continue; if (0 == svent.s.modelindex && 0 == svent.s.sound && 0 == svent.s.effects) continue; svent.s.number = entnum; // // take current state as baseline // Math3D.VectorCopy(svent.s.origin, svent.s.old_origin); // rst: bugfix sv.baselines[entnum].set(svent.s); // = svent.s.getClone(); } } /* * ================= SV_CheckForSavegame ================= */ public static void SV_CheckForSavegame() { String name; RandomAccessFile f; int i; if (SV_MAIN.sv_noreload.value != 0) return; if (Cvar.VariableValue("deathmatch") != 0) return; name = FS.Gamedir() + "/save/current/" + sv.name + ".sav"; try { f = new RandomAccessFile(name, "r"); } catch (Exception e) { return; } try { f.close(); } catch (IOException e1) { e1.printStackTrace(); } SV_WORLD.SV_ClearWorld(); // get configstrings and areaportals SV_CCMDS.SV_ReadLevelFile(); if (!sv.loadgame) { // coming back to a level after being in a different // level, so run it for ten seconds // rlava2 was sending too many lightstyles, and overflowing the // reliable data. temporarily changing the server state to loading // prevents these from being passed down. int previousState; // PGM previousState = sv.state; // PGM sv.state = Defines.ss_loading; // PGM for (i = 0; i < 100; i++) GameBase.G_RunFrame(); sv.state = previousState; // PGM } } /* * ================ 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, boolean attractloop, boolean loadgame) { int i; int 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++; // any partially connected client will be // restarted sv.state = Defines.ss_dead; Globals.server_state = sv.state; // wipe the entire per-level structure //memset(sv, 0, sizeof(sv)); sv = new server_t(); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; // save name for levels that don't set message 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; // leave slots at start for clients only for (i = 0; i < SV_MAIN.maxclients.value; i++) { // needs to reconnect 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; int iw[] = { checksum }; if (serverstate != Defines.ss_game) { sv.models[1] = CM.CM_LoadMap("", false, iw); // no real map } 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; // // clear physics interaction links // SV_WORLD.SV_ClearWorld(); for (i = 1; i < CM.CM_NumInlineModels(); i++) { sv.configstrings[Defines.CS_MODELS + 1 + i] = "*" + i; // copy references sv.models[i + 1] = CM .InlineModel(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.state = Defines.ss_loading; Globals.server_state = sv.state; // load and spawn all other entities GameSpawn.SpawnEntities(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.state = serverstate; Globals.server_state = sv.state; // create a baseline for more efficient communications SV_CreateBaseline(); // check for a savegame SV_CheckForSavegame(); // set serverinfo variable Cvar.FullSet("mapname", sv.name, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET); //Com.Printf("-------------------------------------\n"); } /* * ============== 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 (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(); 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); } svs.spawncount = Lib.rand(); //svs.clients = Z_Malloc(sizeof(client_t) * maxclients.value); svs.clients = new client_t[(int) SV_MAIN.maxclients.value]; for (int n = 0; n < svs.clients.length; n++) svs.clients[n] = new client_t(); svs.num_client_entities = ((int) SV_MAIN.maxclients.value) * Defines.UPDATE_BACKUP * 64; //ok. //svs.client_entities = Z_Malloc(sizeof(entity_state_t) * // svs.num_client_entities); svs.client_entities = new entity_state_t[svs.num_client_entities]; for (int n = 0; n < svs.client_entities.length; n++) svs.client_entities[n] = new entity_state_t(null); // init network stuff NET.Config((SV_MAIN.maxclients.value > 1)); //ok! // heartbeats will always be sent to the id master 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(); // bis hier alles ok! for (i = 0; i < SV_MAIN.maxclients.value; i++) { ent = GameBase.g_edicts[i + 1]; //ent.s.number = i + 1; //dont need this, ent.s.number already set. svs.clients[i].edict = ent; //memset(& svs.clients[i].lastcmd, 0, // sizeof(svs.clients[i].lastcmd)); svs.clients[i].lastcmd = new usercmd_t(); } } /* * ====================== SV_Map * * the full syntax is: * * map [*] $ + * * command from the console or progs. Map can also be a.cin, .pcx, or .dm2 * file Nextserver is used to allow a cinematic to play, then proceed to * another level: * * map tram.cin+jail_e3 ====================== */ public static void SV_Map(boolean attractloop, String levelstring, boolean loadgame) { //char level[MAX_QPATH]; //char *ch; int l; //char spawnpoint[MAX_QPATH]; String level, ch, spawnpoint; sv.loadgame = loadgame; sv.attractloop = attractloop; if (sv.state == Defines.ss_dead && !sv.loadgame) SV_InitGame(); // the game is just starting level = levelstring; // bis hier her ok. // if there is a + in the map, set nextserver to the remainder //was: // ch = strstr(level, "+"); // if (ch) // { // *ch = 0; // Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1)); // } // else // Cvar_Set ("nextserver", ""); int c = level.indexOf('+'); if (c != -1) { Cvar .Set("nextserver", "gamemap \"" + level.substring(c + 1) + "\""); level = level.substring(0, c); } else { Cvar.Set("nextserver", ""); } //ZOID special hack for end game screen in coop mode if (Cvar.VariableValue("coop") != 0 && !level.equals("victory.pcx")) Cvar.Set("nextserver", "gamemap \"*base1\""); // if there is a $, use the remainder as a spawnpoint int pos = level.indexOf('$'); if (pos != -1) { //* ch = 0; spawnpoint = level.substring(pos + 1); level = level.substring(0, pos); } else //spawnpoint[0] = 0; spawnpoint = ""; // skip the end-of-unit flag if necessary if (level.charAt(0) == '*') level = level.substring(1); l = level.length(); if (l > 4 && level.endsWith(".cin")) { SCR.BeginLoadingPlaque(); // for local system SV_SEND.SV_BroadcastCommand("changing\n"); SV_SpawnServer(level, spawnpoint, Defines.ss_cinematic, attractloop, loadgame); } else if (l > 4 && level.endsWith(".dm2")) { SCR.BeginLoadingPlaque(); // for local system SV_SEND.SV_BroadcastCommand("changing\n"); SV_SpawnServer(level, spawnpoint, Defines.ss_demo, attractloop, loadgame); } else if (l > 4 && level.endsWith(".pcx")) { SCR.BeginLoadingPlaque(); // for local system SV_SEND.SV_BroadcastCommand("changing\n"); SV_SpawnServer(level, spawnpoint, Defines.ss_pic, attractloop, loadgame); } else { SCR.BeginLoadingPlaque(); // for local system SV_SEND.SV_BroadcastCommand("changing\n"); SV_SEND.SV_SendClientMessages(); SV_SpawnServer(level, spawnpoint, Defines.ss_game, attractloop, loadgame); Cbuf.CopyToDefer(); } SV_SEND.SV_BroadcastCommand("reconnect\n"); } public static server_static_t svs = new server_static_t(); // persistant // server info public static server_t sv = new server_t(); // local server }