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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 1.7 2004-08-22 14:25:13 salomo Exp $
package jake2.server;
import jake2.Globals;
import jake2.client.CL;
import jake2.client.SCR;
import jake2.game.*;
import jake2.qcommon.*;
import jake2.sys.NET;
import java.io.IOException;
import java.io.RandomAccessFile;
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() {
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= 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;
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[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;
Globals.server_state= 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;
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, 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");
}
}
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