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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code 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.
- Quake III Arena source code 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // server.h
- #include "../game/q_shared.h"
- #include "../qcommon/qcommon.h"
- #include "../game/g_public.h"
- #include "../game/bg_public.h"
- //=============================================================================
- #define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
- // GAME BOTH REFERENCE !!!
- #define MAX_ENT_CLUSTERS 16
- typedef struct svEntity_s {
- struct worldSector_s *worldSector;
- struct svEntity_s *nextEntityInWorldSector;
-
- entityState_t baseline; // for delta compression of initial sighting
- int numClusters; // if -1, use headnode instead
- int clusternums[MAX_ENT_CLUSTERS];
- int lastCluster; // if all the clusters don't fit in clusternums
- int areanum, areanum2;
- int snapshotCounter; // used to prevent double adding from portal views
- } svEntity_t;
- typedef enum {
- SS_DEAD, // no map loaded
- SS_LOADING, // spawning level entities
- SS_GAME // actively running
- } serverState_t;
- typedef struct {
- serverState_t state;
- qboolean restarting; // if true, send configstring changes during SS_LOADING
- int serverId; // changes each server start
- int restartedServerId; // serverId before a map_restart
- int checksumFeed; // the feed key that we use to compute the pure checksum strings
- // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
- // the serverId associated with the current checksumFeed (always <= serverId)
- int checksumFeedServerId;
- int snapshotCounter; // incremented for each snapshot built
- int timeResidual; // <= 1000 / sv_frame->value
- int nextFrameTime; // when time > nextFrameTime, process world
- struct cmodel_s *models[MAX_MODELS];
- char *configstrings[MAX_CONFIGSTRINGS];
- svEntity_t svEntities[MAX_GENTITIES];
- char *entityParsePoint; // used during game VM init
- // the game virtual machine will update these on init and changes
- sharedEntity_t *gentities;
- int gentitySize;
- int num_entities; // current number, <= MAX_GENTITIES
- playerState_t *gameClients;
- int gameClientSize; // will be > sizeof(playerState_t) due to game private data
- int restartTime;
- } server_t;
- typedef struct {
- int areabytes;
- byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
- playerState_t ps;
- int num_entities;
- int first_entity; // into the circular sv_packet_entities[]
- // the entities MUST be in increasing state number
- // order, otherwise the delta compression will fail
- int messageSent; // time the message was transmitted
- int messageAcked; // time the message was acked
- int messageSize; // used to rate drop packets
- } clientSnapshot_t;
- typedef enum {
- CS_FREE, // can be reused for a new connection
- CS_ZOMBIE, // client has been disconnected, but don't reuse
- // connection for a couple seconds
- CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
- CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
- CS_ACTIVE // client is fully in game
- } clientState_t;
- typedef struct netchan_buffer_s {
- msg_t msg;
- byte msgBuffer[MAX_MSGLEN];
- struct netchan_buffer_s *next;
- } netchan_buffer_t;
- typedef struct client_s {
- clientState_t state;
- char userinfo[MAX_INFO_STRING]; // name, etc
- char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
- int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
- int reliableAcknowledge; // last acknowledged reliable message
- int reliableSent; // last sent reliable message, not necesarily acknowledged yet
- int messageAcknowledge;
- int gamestateMessageNum; // netchan->outgoingSequence of gamestate
- int challenge;
- usercmd_t lastUsercmd;
- int lastMessageNum; // for delta compression
- int lastClientCommand; // reliable client message sequence
- char lastClientCommandString[MAX_STRING_CHARS];
- sharedEntity_t *gentity; // SV_GentityNum(clientnum)
- char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
- // downloading
- char downloadName[MAX_QPATH]; // if not empty string, we are downloading
- fileHandle_t download; // file being downloaded
- int downloadSize; // total bytes (can't use EOF because of paks)
- int downloadCount; // bytes sent
- int downloadClientBlock; // last block we sent to the client, awaiting ack
- int downloadCurrentBlock; // current block number
- int downloadXmitBlock; // last block we xmited
- unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
- int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
- qboolean downloadEOF; // We have sent the EOF block
- int downloadSendTime; // time we last got an ack from the client
- int deltaMessage; // frame last client usercmd message
- int nextReliableTime; // svs.time when another reliable command will be allowed
- int lastPacketTime; // svs.time when packet was last received
- int lastConnectTime; // svs.time when connection started
- int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime
- qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
- int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
- clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
- int ping;
- int rate; // bytes / second
- int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
- int pureAuthentic;
- qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
- netchan_t netchan;
- // TTimo
- // queuing outgoing fragmented messages to send them properly, without udp packet bursts
- // in case large fragmented messages are stacking up
- // buffer them into this queue, and hand them out to netchan as needed
- netchan_buffer_t *netchan_start_queue;
- netchan_buffer_t **netchan_end_queue;
- } client_t;
- //=============================================================================
- // MAX_CHALLENGES is made large to prevent a denial
- // of service attack that could cycle all of them
- // out before legitimate users connected
- #define MAX_CHALLENGES 1024
- #define AUTHORIZE_TIMEOUT 5000
- typedef struct {
- netadr_t adr;
- int challenge;
- int time; // time the last packet was sent to the autherize server
- int pingTime; // time the challenge response was sent to client
- int firstTime; // time the adr was first used, for authorize timeout checks
- qboolean connected;
- } challenge_t;
- #define MAX_MASTERS 8 // max recipients for heartbeat packets
- // this structure will be cleared only when the game dll changes
- typedef struct {
- qboolean initialized; // sv_init has completed
- int time; // will be strictly increasing across level changes
- int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
- client_t *clients; // [sv_maxclients->integer];
- int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES
- int nextSnapshotEntities; // next snapshotEntities to use
- entityState_t *snapshotEntities; // [numSnapshotEntities]
- int nextHeartbeatTime;
- challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
- netadr_t redirectAddress; // for rcon return messages
- netadr_t authorizeAddress; // for rcon return messages
- } serverStatic_t;
- //=============================================================================
- extern serverStatic_t svs; // persistant server info across maps
- extern server_t sv; // cleared each map
- extern vm_t *gvm; // game virtual machine
- #define MAX_MASTER_SERVERS 5
- extern cvar_t *sv_fps;
- extern cvar_t *sv_timeout;
- extern cvar_t *sv_zombietime;
- extern cvar_t *sv_rconPassword;
- extern cvar_t *sv_privatePassword;
- extern cvar_t *sv_allowDownload;
- extern cvar_t *sv_maxclients;
- extern cvar_t *sv_privateClients;
- extern cvar_t *sv_hostname;
- extern cvar_t *sv_master[MAX_MASTER_SERVERS];
- extern cvar_t *sv_reconnectlimit;
- extern cvar_t *sv_showloss;
- extern cvar_t *sv_padPackets;
- extern cvar_t *sv_killserver;
- extern cvar_t *sv_mapname;
- extern cvar_t *sv_mapChecksum;
- extern cvar_t *sv_serverid;
- extern cvar_t *sv_maxRate;
- extern cvar_t *sv_minPing;
- extern cvar_t *sv_maxPing;
- extern cvar_t *sv_gametype;
- extern cvar_t *sv_pure;
- extern cvar_t *sv_floodProtect;
- extern cvar_t *sv_lanForceRate;
- extern cvar_t *sv_strictAuth;
- //===========================================================
- //
- // sv_main.c
- //
- void SV_FinalMessage (char *message);
- void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...);
- void SV_AddOperatorCommands (void);
- void SV_RemoveOperatorCommands (void);
- void SV_MasterHeartbeat (void);
- void SV_MasterShutdown (void);
- //
- // sv_init.c
- //
- void SV_SetConfigstring( int index, const char *val );
- void SV_GetConfigstring( int index, char *buffer, int bufferSize );
- void SV_SetUserinfo( int index, const char *val );
- void SV_GetUserinfo( int index, char *buffer, int bufferSize );
- void SV_ChangeMaxClients( void );
- void SV_SpawnServer( char *server, qboolean killBots );
- //
- // sv_client.c
- //
- void SV_GetChallenge( netadr_t from );
- void SV_DirectConnect( netadr_t from );
- void SV_AuthorizeIpPacket( netadr_t from );
- void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
- void SV_UserinfoChanged( client_t *cl );
- void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
- void SV_DropClient( client_t *drop, const char *reason );
- void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
- void SV_ClientThink (client_t *cl, usercmd_t *cmd);
- void SV_WriteDownloadToClient( client_t *cl , msg_t *msg );
- //
- // sv_ccmds.c
- //
- void SV_Heartbeat_f( void );
- //
- // sv_snapshot.c
- //
- void SV_AddServerCommand( client_t *client, const char *cmd );
- void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
- void SV_WriteFrameToClient (client_t *client, msg_t *msg);
- void SV_SendMessageToClient( msg_t *msg, client_t *client );
- void SV_SendClientMessages( void );
- void SV_SendClientSnapshot( client_t *client );
- //
- // sv_game.c
- //
- int SV_NumForGentity( sharedEntity_t *ent );
- sharedEntity_t *SV_GentityNum( int num );
- playerState_t *SV_GameClientNum( int num );
- svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt );
- sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
- void SV_InitGameProgs ( void );
- void SV_ShutdownGameProgs ( void );
- void SV_RestartGameProgs( void );
- qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
- //
- // sv_bot.c
- //
- void SV_BotFrame( int time );
- int SV_BotAllocateClient(void);
- void SV_BotFreeClient( int clientNum );
- void SV_BotInitCvars(void);
- int SV_BotLibSetup( void );
- int SV_BotLibShutdown( void );
- int SV_BotGetSnapshotEntity( int client, int ent );
- int SV_BotGetConsoleMessage( int client, char *buf, int size );
- int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
- void BotImport_DebugPolygonDelete(int id);
- //============================================================
- //
- // high level object sorting to reduce interaction tests
- //
- void SV_ClearWorld (void);
- // called after the world model has been loaded, before linking any entities
- void SV_UnlinkEntity( sharedEntity_t *ent );
- // call before removing an entity, and before trying to move one,
- // so it doesn't clip against itself
- void SV_LinkEntity( sharedEntity_t *ent );
- // Needs to be called any time an entity changes origin, mins, maxs,
- // or solid. Automatically unlinks if needed.
- // sets ent->v.absmin and ent->v.absmax
- // sets ent->leafnums[] for pvs determination even if the entity
- // is not solid
- clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent );
- void SV_SectorList_f( void );
- int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
- // fills in a table of entity numbers with entities that have bounding boxes
- // that intersect the given area. It is possible for a non-axial bmodel
- // to be returned that doesn't actually intersect the area on an exact
- // test.
- // returns the number of pointers filled in
- // The world entity is never returned in this list.
- int SV_PointContents( const vec3_t p, int passEntityNum );
- // returns the CONTENTS_* value from the world and all entities at the given point.
- void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
- // mins and maxs are relative
- // if the entire move stays in a solid volume, trace.allsolid will be set,
- // trace.startsolid will be set, and trace.fraction will be 0
- // if the starting point is in a solid, it will be allowed to move out
- // to an open area
- // passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
- void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule );
- // clip to a specific entity
- //
- // sv_net_chan.c
- //
- void SV_Netchan_Transmit( client_t *client, msg_t *msg);
- void SV_Netchan_TransmitNextFragment( client_t *client );
- qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
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