#ifndef SERVER_H
#define SERVER_H
-typedef struct
+typedef struct server_static_s
{
// number of svs.clients slots (updated by maxplayers command)
int maxclients;
int serverflags;
// cleared when at SV_SpawnServer
qboolean changelevel_issued;
+ // server infostring
+ char serverinfo[MAX_SERVERINFO_STRING];
+ // performance data
+ float perf_cpuload;
+ float perf_lost;
+ float perf_offset_avg;
+ float perf_offset_max;
+ float perf_offset_sdev;
+ // temporary performance data accumulators
+ float perf_acc_realtime;
+ float perf_acc_sleeptime;
+ float perf_acc_lost;
+ float perf_acc_offset;
+ float perf_acc_offset_squared;
+ float perf_acc_offset_max;
+ int perf_acc_offset_samples;
} server_static_t;
//=============================================================================
-typedef enum {ss_loading, ss_active} server_state_t;
+typedef enum server_state_e {ss_loading, ss_active} server_state_t;
-typedef struct
+#define MAX_CONNECTFLOODADDRESSES 16
+typedef struct server_connectfloodaddress_s
+{
+ double lasttime;
+ lhnetaddress_t address;
+}
+server_connectfloodaddress_t;
+
+typedef struct server_s
{
// false if only a net client
qboolean active;
qboolean loadgame;
// one of the PROTOCOL_ values
- int protocol;
- // this disables extensions when using PROTOCOL_QUAKE
- qboolean netquakecompatible;
-
- // used for running multiple steps in one frame, etc
- double timer;
+ protocolversion_t protocol;
double time;
int lastcheck;
double lastchecktime;
+ // crc of clientside progs at time of level start
+ int csqc_progcrc; // -1 = no progs
+ int csqc_progsize; // -1 = no progs
+ char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+
+ // collision culling data
+ world_t world;
+
// map name
char name[64];
// maps/<name>.bsp, for model_precache[0]
// LordHavoc: precaches are now MAX_QPATH rather than a pointer
// updated by SV_SoundIndex
char sound_precache[MAX_SOUNDS][MAX_QPATH];
- char *lightstyles[MAX_LIGHTSTYLES];
- int num_edicts;
- int max_edicts;
- // small edict_t structures which just contain pointers
- // (allocated at server startup only)
- edict_t *edicts;
- // engine private edict information
- // (dynamically resized - always access through edict_t!)
- edict_engineprivate_t *edictsengineprivate;
- // QuakeC fields array
- // (dynamically resized - always access through edict_t!)
- void *edictsfields;
- // PushMove sometimes has to move entities back from a failed move
- // (dynamically resized)
- edict_t **moved_edicts;
+ char lightstyles[MAX_LIGHTSTYLES][64];
// some actions are only valid during load
server_state_t state;
sizebuf_t datagram;
- qbyte datagram_buf[NET_MAXMESSAGE];
+ unsigned char datagram_buf[NET_MAXMESSAGE];
// copied to all clients at end of frame
sizebuf_t reliable_datagram;
- qbyte reliable_datagram_buf[NET_MAXMESSAGE];
+ unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
sizebuf_t signon;
// LordHavoc: increased signon message buffer from 8192
- qbyte signon_buf[NET_MAXMESSAGE];
+ unsigned char signon_buf[NET_MAXMESSAGE];
+
+ // connection flood blocking
+ // note this is in server_t rather than server_static_t so that it is
+ // reset on each map command (such as New Game in singleplayer)
+ server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
+
+#define SV_MAX_PARTICLEEFFECTNAME 256
+ qboolean particleeffectnamesloaded;
+ char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
+
+ int writeentitiestoclient_stats_culled_pvs;
+ int writeentitiestoclient_stats_culled_trace;
+ int writeentitiestoclient_stats_visibleentities;
+ int writeentitiestoclient_stats_totalentities;
+ int writeentitiestoclient_cliententitynumber;
+ int writeentitiestoclient_clientnumber;
+ sizebuf_t *writeentitiestoclient_msg;
+ vec3_t writeentitiestoclient_testeye;
+ int writeentitiestoclient_pvsbytes;
+ unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
+ entity_state_t writeentitiestoclient_sendstates[MAX_EDICTS];
} server_t;
+// if defined this does ping smoothing, otherwise it does not
+//#define NUM_PING_TIMES 16
-#define NUM_PING_TIMES 16
#define NUM_SPAWN_PARMS 16
typedef struct client_s
{
// false = empty client slot
qboolean active;
+ // false = don't do ClientDisconnect on drop
+ qboolean clientconnectcalled;
// false = don't send datagrams
qboolean spawned;
- // has been told to go to another level
- qboolean dropasap;
- // only valid before spawned
- qboolean sendsignon;
- // remove this client immediately
- qboolean deadsocket;
+ // 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received
+ int sendsignon;
// requested rate in bytes per second
int rate;
// realtime this client connected
double connecttime;
- // reliable messages must be sent periodically
- double last_message;
+ // keepalive messages must be sent periodically during signon
+ double keepalivetime;
// communications handle
netconn_t *netconnection;
+ int movesequence;
// movement
usercmd_t cmd;
// intended motion calced from cmd
vec3_t wishdir;
- // can be added to at any time, copied and clear once per frame
- sizebuf_t message;
- qbyte msgbuf[NET_MAXMESSAGE];
- // EDICT_NUM(clientnum+1)
- edict_t *edict;
+ // PRVM_EDICT_NUM(clientnum+1)
+ prvm_edict_t *edict;
+#ifdef NUM_PING_TIMES
float ping_times[NUM_PING_TIMES];
// ping_times[num_pings%NUM_PING_TIMES]
int num_pings;
+#endif
// LordHavoc: can be used for prediction or whatever...
float ping;
+ // this is used by sv_clmovement_minping code
+ double clmovement_disabletimeout;
+ // this is used by sv_clmvoement_waitforinput code
+ int clmovement_skipphysicsframes;
+
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
char name[64], old_name[64];
int colors, old_colors;
int frags, old_frags;
+ char playermodel[MAX_QPATH], old_model[MAX_QPATH];
+ char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
+
+ // netaddress support
+ char netaddress[MAX_QPATH];
// visibility state
float visibletime[MAX_EDICTS];
+ // version number of csqc-based entity to decide whether to send it
+ unsigned char csqcentityversion[MAX_EDICTS];
+
// prevent animated names
float nametime;
// latest received clc_ackframe (used to detect packet loss)
int latestframenum;
+ // cache weaponmodel name lookups
+ char weaponmodel[MAX_QPATH];
+ int weaponmodelindex;
+
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
+
+ // delta compression of stats
+ unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
+ int stats[MAX_CL_STATS];
+
+ unsigned char unreliablemsg_data[NET_MAXMESSAGE];
+ sizebuf_t unreliablemsg;
+ int unreliablemsg_splitpoints;
+ int unreliablemsg_splitpoint[NET_MAXMESSAGE/16];
+
+ // information on an active download if any
+ qfile_t *download_file;
+ int download_expectedposition; // next position the client should ack
+ qboolean download_started;
+ char download_name[MAX_QPATH];
+
+ // fixangle data
+ qboolean fixangle_angles_set;
+ vec3_t fixangle_angles;
+
+ // demo recording
+ qfile_t *sv_demo_file;
} client_t;
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
-// entity effects
-
-#define EF_BRIGHTFIELD 1
-#define EF_MUZZLEFLASH 2
-#define EF_BRIGHTLIGHT 4
-#define EF_DIMLIGHT 8
-// added EF_ effects:
-#define EF_NODRAW 16
-#define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
-#define EF_BLUE 64
-#define EF_RED 128
-
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
#define SPAWNFLAG_NOT_HARD 1024
//============================================================================
-extern cvar_t teamplay;
-extern cvar_t skill;
-extern cvar_t deathmatch;
extern cvar_t coop;
+extern cvar_t deathmatch;
extern cvar_t fraglimit;
-extern cvar_t timelimit;
+extern cvar_t gamecfg;
+extern cvar_t noexit;
+extern cvar_t nomonsters;
extern cvar_t pausable;
-extern cvar_t sv_deltacompress;
-extern cvar_t sv_maxvelocity;
-extern cvar_t sv_gravity;
-extern cvar_t sv_nostep;
-extern cvar_t sv_friction;
-extern cvar_t sv_edgefriction;
-extern cvar_t sv_stopspeed;
-extern cvar_t sv_maxspeed;
+extern cvar_t pr_checkextension;
+extern cvar_t samelevel;
+extern cvar_t saved1;
+extern cvar_t saved2;
+extern cvar_t saved3;
+extern cvar_t saved4;
+extern cvar_t savedgamecfg;
+extern cvar_t scratch1;
+extern cvar_t scratch2;
+extern cvar_t scratch3;
+extern cvar_t scratch4;
+extern cvar_t skill;
+extern cvar_t slowmo;
extern cvar_t sv_accelerate;
-extern cvar_t sv_idealpitchscale;
extern cvar_t sv_aim;
-extern cvar_t sv_stepheight;
-extern cvar_t sv_jumpstep;
-extern cvar_t sv_public;
-extern cvar_t sv_maxrate;
-
+extern cvar_t sv_airaccel_qw;
+extern cvar_t sv_airaccel_sideways_friction;
+extern cvar_t sv_airaccelerate;
+extern cvar_t sv_allowdownloads;
+extern cvar_t sv_allowdownloads_archive;
+extern cvar_t sv_allowdownloads_config;
+extern cvar_t sv_allowdownloads_dlcache;
+extern cvar_t sv_allowdownloads_inarchive;
+extern cvar_t sv_areagrid_mingridsize;
+extern cvar_t sv_checkforpacketsduringsleep;
+extern cvar_t sv_clmovement_enable;
+extern cvar_t sv_clmovement_minping;
+extern cvar_t sv_clmovement_minping_disabletime;
+extern cvar_t sv_clmovement_waitforinput;
+extern cvar_t sv_cullentities_nevercullbmodels;
+extern cvar_t sv_cullentities_pvs;
+extern cvar_t sv_cullentities_stats;
+extern cvar_t sv_cullentities_trace;
+extern cvar_t sv_cullentities_trace_delay;
+extern cvar_t sv_cullentities_trace_enlarge;
+extern cvar_t sv_cullentities_trace_prediction;
+extern cvar_t sv_cullentities_trace_samples;
+extern cvar_t sv_cullentities_trace_samples_extra;
+extern cvar_t sv_debugmove;
+extern cvar_t sv_echobprint;
+extern cvar_t sv_edgefriction;
+extern cvar_t sv_entpatch;
+extern cvar_t sv_fixedframeratesingleplayer;
+extern cvar_t sv_freezenonclients;
+extern cvar_t sv_friction;
+extern cvar_t sv_gameplayfix_blowupfallenzombies;
+extern cvar_t sv_gameplayfix_delayprojectiles;
+extern cvar_t sv_gameplayfix_droptofloorstartsolid;
+extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
+extern cvar_t sv_gameplayfix_multiplethinksperframe;
extern cvar_t sv_gameplayfix_noairborncorpse;
+extern cvar_t sv_gameplayfix_qwplayerphysics;
+extern cvar_t sv_gameplayfix_setmodelrealbox;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepwhilejumping;
extern cvar_t sv_gameplayfix_swiminbmodels;
-extern cvar_t sv_gameplayfix_setmodelrealbox;
+extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
+extern cvar_t sv_gravity;
+extern cvar_t sv_idealpitchscale;
+extern cvar_t sv_jumpstep;
+extern cvar_t sv_jumpvelocity;
+extern cvar_t sv_maxairspeed;
+extern cvar_t sv_maxrate;
+extern cvar_t sv_maxspeed;
+extern cvar_t sv_maxvelocity;
+extern cvar_t sv_newflymove;
+extern cvar_t sv_nostep;
+extern cvar_t sv_playerphysicsqc;
+extern cvar_t sv_progs;
+extern cvar_t sv_protocolname;
+extern cvar_t sv_random_seed;
+extern cvar_t sv_ratelimitlocalplayer;
+extern cvar_t sv_sound_land;
+extern cvar_t sv_sound_watersplash;
+extern cvar_t sv_stepheight;
+extern cvar_t sv_stopspeed;
+extern cvar_t sv_wallfriction;
+extern cvar_t sv_wateraccelerate;
+extern cvar_t sv_waterfriction;
+extern cvar_t sys_ticrate;
+extern cvar_t teamplay;
+extern cvar_t temp1;
+extern cvar_t timelimit;
-extern mempool_t *sv_clients_mempool;
-extern mempool_t *sv_edicts_mempool;
+extern mempool_t *sv_mempool;
// persistant server info
extern server_static_t svs;
extern client_t *host_client;
-extern jmp_buf host_abortserver;
-
//===========================================================
void SV_Init (void);
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
-void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
+void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
+void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation);
void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
void SV_SendClientMessages (void);
-void SV_ClearDatagram (void);
void SV_ReadClientMessage(void);
// 0 = fail if not precached,
// 1 = warn if not found and precache if possible
// 2 = precache
-int SV_ModelIndex(char *s, int precachemode);
-int SV_SoundIndex(char *s, int precachemode);
+int SV_ModelIndex(const char *s, int precachemode);
+int SV_SoundIndex(const char *s, int precachemode);
+
+int SV_ParticleEffectIndex(const char *name);
void SV_SetIdealPitch (void);
void SV_ClientThink (void);
void SV_ClientPrint(const char *msg);
-void SV_ClientPrintf(const char *fmt, ...);
+void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_BroadcastPrint(const char *msg);
-void SV_BroadcastPrintf(const char *fmt, ...);
+void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_Physics (void);
+void SV_Physics_ClientMove (void);
+void SV_Physics_ClientEntity (prvm_edict_t *ent);
+
+qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
+qboolean SV_CheckBottom (prvm_edict_t *ent);
+qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
+
+// Needs to be called any time an entity changes origin, mins, maxs, or solid
+// sets ent->v.absmin and ent->v.absmax
+// if touchtriggers, calls prog functions for the intersected triggers
+void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
+
+// calculates hitsupercontentsmask for a generic qc entity
+int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
+// traces a box move against worldmodel and all entities in the specified area
+trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
-qboolean SV_PlayerCheckGround (edict_t *ent);
-qboolean SV_CheckBottom (edict_t *ent);
-qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
+#define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL, 0).startsupercontents)
-void SV_WriteClientdataToMessage (client_t *client, edict_t *ent, sizebuf_t *msg, int *stats);
+void SV_FlushBroadcastMessages(void);
+void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void SV_MoveToGoal (void);
-void SV_RunClients (void);
+void SV_ApplyClientMove (void);
void SV_SaveSpawnparms (void);
void SV_SpawnServer (const char *server);
-void SV_CheckVelocity (edict_t *ent);
+void SV_CheckVelocity (prvm_edict_t *ent);
+
+void SV_SetupVM(void);
+
+void SV_VM_Begin(void);
+void SV_VM_End(void);
+
+const char *Host_TimingReport(); // for output in Host_Status_f
#endif