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/*
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 1.3.2.1 2004-07-09 08:38:24 hzi Exp $

package jake2.server;

import java.io.IOException;
import java.io.RandomAccessFile;

import jake2.*;
import jake2.client.*;
import jake2.game.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.sys.NET;
import jake2.util.Lib;

public class SV_INIT extends Globals  {

	public static server_static_t svs = new server_static_t(); // persistant server info
	public static server_t sv = new server_t(); // local server

	/*
	================
	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 == strcmp(sv.configstrings[start + i], name))
				return i;

		if (!create)
			return 0;

		if (i == max)
			Com.Error(ERR_DROP, "*Index: overflow");

		//strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
		sv.configstrings[start + i] = name;

		if (sv.state != ss_loading) { // send the update to everyone
			SZ.Clear(sv.multicast);
			MSG.WriteChar(sv.multicast, svc_configstring);
			MSG.WriteShort(sv.multicast, start + i);
			MSG.WriteString(sv.multicast, name);
			SV_SEND.SV_Multicast(Game.vec3_origin, MULTICAST_ALL_R);
		}

		return i;
	}

	public static int SV_ModelIndex(String name) {
		return SV_FindIndex(name, CS_MODELS, MAX_MODELS, true);
	}

	public static int SV_SoundIndex(String name) {
		return SV_FindIndex(name, CS_SOUNDS, MAX_SOUNDS, true);
	}

	public static int SV_ImageIndex(String name) {
		return SV_FindIndex(name, CS_IMAGES, 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 < SV_GAME.ge.num_edicts; entnum++) {
			//svent = EDICT_NUM(entnum);
			svent = SV_GAME.ge.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
			//
			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() {
		//char		name[MAX_OSPATH];
		String name;
		//FILE		*f;
		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; // no savegame
		}

		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 = ss_loading; // PGM
			for (i = 0; i < 100; i++)
				SV_GAME.ge.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 = ss_dead;
		
		Com.SetServerState(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[CS_NAME]= server;
		
		if (Cvar.VariableValue("deathmatch")!=0) {
			sv.configstrings[CS_AIRACCEL] = ""+SV_MAIN.sv_airaccelerate.value;
			PMove.pm_airaccelerate = SV_MAIN.sv_airaccelerate.value;
		}
		else {
			sv.configstrings[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 > cs_connected)
				svs.clients[i].state = cs_connected;
			svs.clients[i].lastframe = -1;
		}

		sv.time = 1000;

		sv.name=server;
		sv.configstrings[CS_NAME] = server;
		
		int iw[] = {checksum};

		if (serverstate != ss_game) {
			sv.models[1] = CM.CM_LoadMap("", false, iw); // no real map
		}
		else {
			sv.configstrings[CS_MODELS + 1] = "maps/" + server + ".bsp"; 
			sv.models[1] = CM.CM_LoadMap(sv.configstrings[CS_MODELS + 1], false, iw);
		}
		checksum = iw[0];
		sv.configstrings[CS_MAPCHECKSUM] = "" + checksum;

		//
		// clear physics interaction links
		//
		SV_WORLD.SV_ClearWorld();

		for (i = 1; i < CM.CM_NumInlineModels(); i++) {
			sv.configstrings[CS_MODELS + 1 + i] = "*" + i;
			// copy references
			sv.models[i + 1] = CM.InlineModel(sv.configstrings[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 = ss_loading;
		Com.SetServerState(sv.state);

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

		// run two frames to allow everything to settle
		SV_GAME.ge.RunFrame();
		SV_GAME.ge.RunFrame();

		// all precaches are complete
		sv.state = serverstate;
		Com.SetServerState(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, CVAR_SERVERINFO | 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", CVAR_SERVERINFO | 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 (dedicated.value!=0) {
			if (0==Cvar.VariableValue("coop"))
				Cvar.FullSet("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
		}

		// init clients
		if (Cvar.VariableValue("deathmatch")!=0) {
			if (SV_MAIN.maxclients.value <= 1)
				Cvar.FullSet("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
			else if (SV_MAIN.maxclients.value > MAX_CLIENTS)
				Cvar.FullSet("maxclients", "" +  MAX_CLIENTS, CVAR_SERVERINFO | CVAR_LATCH);
		}
		else if (Cvar.VariableValue("coop")!=0) {
			if (SV_MAIN.maxclients.value <= 1 || SV_MAIN.maxclients.value > 4)
				Cvar.FullSet("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);

		}
		else // non-deathmatch, non-coop is one player
			{
			Cvar.FullSet("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
		}

		svs.spawncount = 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) * 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:" +  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 = SV_GAME.ge.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 [*]<map>$<startspot>+<nextserver>
	
	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 == 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, 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, 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, ss_pic, attractloop, loadgame);
		}
		else {
			SCR.BeginLoadingPlaque(); // for local system
			SV_SEND.SV_BroadcastCommand("changing\n");
			SV_SEND.SV_SendClientMessages();
			SV_SpawnServer(level, spawnpoint, ss_game, attractloop, loadgame);
			Cbuf.CopyToDefer();
		}

		SV_SEND.SV_BroadcastCommand("reconnect\n");
	}
}