typedef struct server_static_s
{
- // number of svs.clients slots (updated by maxplayers command)
- int maxclients;
- // client slots
+ /// number of svs.clients slots (updated by maxplayers command)
+ int maxclients, maxclients_next;
+ /// client slots
struct client_s *clients;
- // episode completion information
+ /// episode completion information
int serverflags;
- // cleared when at SV_SpawnServer
+ /// cleared when at SV_SpawnServer
qboolean changelevel_issued;
- // server infostring
+ /// server infostring
char serverinfo[MAX_SERVERINFO_STRING];
// performance data
float perf_cpuload;
float perf_acc_offset_squared;
float perf_acc_offset_max;
int perf_acc_offset_samples;
+
+ // csqc stuff
+ unsigned char *csqc_progdata;
+ size_t csqc_progsize_deflated;
+ unsigned char *csqc_progdata_deflated;
+
} server_static_t;
//=============================================================================
typedef struct server_s
{
- // false if only a net client
+ /// false if only a net client
qboolean active;
qboolean paused;
- // handle connections specially
+ double pausedstart;
+ /// handle connections specially
qboolean loadgame;
- // one of the PROTOCOL_ values
+ /// one of the PROTOCOL_ values
protocolversion_t protocol;
double time;
int csqc_progcrc; // -1 = no progs
int csqc_progsize; // -1 = no progs
char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
- unsigned char *csqc_progdata;
- size_t csqc_progsize_deflated;
- unsigned char *csqc_progdata_deflated;
- // collision culling data
+ /// collision culling data
world_t world;
- // map name
+ /// map name
char name[64];
- // maps/<name>.bsp, for model_precache[0]
+ /// maps/<name>.bsp, for model_precache[0]
char modelname[64];
struct model_s *worldmodel;
// NULL terminated
// updated by SV_SoundIndex
char sound_precache[MAX_SOUNDS][MAX_QPATH];
char lightstyles[MAX_LIGHTSTYLES][64];
- // some actions are only valid during load
+ /// some actions are only valid during load
server_state_t state;
sizebuf_t datagram;
unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
sizebuf_t signon;
- // LordHavoc: increased signon message buffer from 8192
+ /// LordHavoc: increased signon message buffer from 8192
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)
+ /// 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
int writeentitiestoclient_cliententitynumber;
int writeentitiestoclient_clientnumber;
sizebuf_t *writeentitiestoclient_msg;
- vec3_t writeentitiestoclient_testeye;
+ vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
+ int writeentitiestoclient_numeyes;
int writeentitiestoclient_pvsbytes;
unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
entity_state_t writeentitiestoclient_sendstates[MAX_EDICTS];
+ unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
int numsendentities;
entity_state_t sendentities[MAX_EDICTS];
int sententities[MAX_EDICTS];
int sententitiesconsideration[MAX_EDICTS];
- // legacy support for self.Version based csqc entity networking
+ /// legacy support for self.Version based csqc entity networking
unsigned char csqcentityversion[MAX_EDICTS]; // legacy
} server_t;
typedef struct client_s
{
- // false = empty client slot
+ /// false = empty client slot
qboolean active;
- // false = don't do ClientDisconnect on drop
+ /// false = don't do ClientDisconnect on drop
qboolean clientconnectcalled;
- // false = don't send datagrams
+ /// false = don't send datagrams
qboolean spawned;
- // 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received
+ /// 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
+ /// requested rate in bytes per second
int rate;
- // realtime this client connected
+ /// realtime this client connected
double connecttime;
- // keepalive messages must be sent periodically during signon
+ /// keepalive messages must be sent periodically during signon
double keepalivetime;
- // communications handle
+ /// communications handle
netconn_t *netconnection;
int movesequence;
- // movement
+ signed char movement_count[NETGRAPH_PACKETS];
+ int movement_highestsequence_seen; // not the same as movesequence if prediction is off
+ /// movement
usercmd_t cmd;
- // intended motion calced from cmd
+ /// intended motion calced from cmd
vec3_t wishdir;
- // PRVM_EDICT_NUM(clientnum+1)
+ /// 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]
+ /// ping_times[num_pings%NUM_PING_TIMES]
int num_pings;
#endif
- // LordHavoc: can be used for prediction or whatever...
+ /// LordHavoc: can be used for prediction or whatever...
float ping;
- // this is used by sv_clmovement_minping code
+ /// this is used by sv_clmovement_minping code
double clmovement_disabletimeout;
- // this is used by sv_clmvoement_waitforinput code
- int clmovement_skipphysicsframes;
+ /// this is used by sv_clmovement_inputtimeout code
+ float clmovement_inputtimeout;
-// spawn parms are carried from level to level
+/// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// properties that are sent across the network only when changed
char playermodel[MAX_QPATH], old_model[MAX_QPATH];
char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
- // netaddress support
+ /// netaddress support
char netaddress[MAX_QPATH];
- // visibility state
+ /// visibility state
float visibletime[MAX_EDICTS];
// scope is whether an entity is currently being networked to this client
csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES];
int csqcentityframehistory_next;
- // prevent animated names
+ /// prevent animated names
float nametime;
- // latest received clc_ackframe (used to detect packet loss)
+ /// latest received clc_ackframe (used to detect packet loss)
int latestframenum;
- // cache weaponmodel name lookups
+ /// cache weaponmodel name lookups
char weaponmodel[MAX_QPATH];
int weaponmodelindex;
- // clientcamera (entity to use as camera)
+ /// clientcamera (entity to use as camera)
int clientcamera;
entityframe_database_t *entitydatabase;
// information on an active download if any
qfile_t *download_file;
- int download_expectedposition; // next position the client should ack
+ int download_expectedposition; ///< next position the client should ack
qboolean download_started;
char download_name[MAX_QPATH];
qboolean download_deflate;
qboolean fixangle_angles_set;
vec3_t fixangle_angles;
- // demo recording
+ /// demo recording
qfile_t *sv_demo_file;
+
+ // number of skipped entity frames
+ // if it exceeds a limit, an empty entity frame is sent
+ int num_skippedentityframes;
} client_t;
//=============================================================================
// edict->movetype values
-#define MOVETYPE_NONE 0 // never moves
+#define MOVETYPE_NONE 0 ///< never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
-#define MOVETYPE_WALK 3 // gravity
-#define MOVETYPE_STEP 4 // gravity, special edge handling
+#define MOVETYPE_WALK 3 ///< gravity
+#define MOVETYPE_STEP 4 ///< gravity, special edge handling
#define MOVETYPE_FLY 5
-#define MOVETYPE_TOSS 6 // gravity
-#define MOVETYPE_PUSH 7 // no clip to world, push and crush
+#define MOVETYPE_TOSS 6 ///< gravity
+#define MOVETYPE_PUSH 7 ///< no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
-#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
+#define MOVETYPE_FLYMISSILE 9 ///< extra size to monsters
#define MOVETYPE_BOUNCE 10
-#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
-#define MOVETYPE_FOLLOW 12 // track movement of aiment
-#define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
+#define MOVETYPE_BOUNCEMISSILE 11 ///< bounce w/o gravity
+#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
+#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
+#define MOVETYPE_PHYSICS 32 ///< indicates this object is physics controlled
// edict->solid values
-#define SOLID_NOT 0 // no interaction with other objects
-#define SOLID_TRIGGER 1 // touch on edge, but not blocking
-#define SOLID_BBOX 2 // touch on edge, block
-#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
-#define SOLID_BSP 4 // bsp clip, touch on edge, block
+#define SOLID_NOT 0 ///< no interaction with other objects
+#define SOLID_TRIGGER 1 ///< touch on edge, but not blocking
+#define SOLID_BBOX 2 ///< touch on edge, block
+#define SOLID_SLIDEBOX 3 ///< touch on edge, but not an onground
+#define SOLID_BSP 4 ///< bsp clip, touch on edge, block
// LordHavoc: corpse code
-#define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+#define SOLID_CORPSE 5 ///< same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+// LordHavoc: physics
+#define SOLID_PHYSICS_BOX 32 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_SPHERE 33 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_CAPSULE 34 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
// edict->deadflag values
#define DEAD_NO 0
#define FL_NOTARGET 128
#define FL_ITEM 256
#define FL_ONGROUND 512
-#define FL_PARTIALGROUND 1024 // not all corners are valid
-#define FL_WATERJUMP 2048 // player jumping out of water
-#define FL_JUMPRELEASED 4096 // for jump debouncing
+#define FL_PARTIALGROUND 1024 ///< not all corners are valid
+#define FL_WATERJUMP 2048 ///< player jumping out of water
+#define FL_JUMPRELEASED 4096 ///< for jump debouncing
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
extern cvar_t sv_airaccel_qw;
extern cvar_t sv_airaccel_sideways_friction;
extern cvar_t sv_airaccelerate;
+extern cvar_t sv_airstopaccelerate;
+extern cvar_t sv_airstrafeaccelerate;
+extern cvar_t sv_maxairstrafespeed;
+extern cvar_t sv_aircontrol;
extern cvar_t sv_allowdownloads;
extern cvar_t sv_allowdownloads_archive;
extern cvar_t sv_allowdownloads_config;
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_clmovement_inputtimeout;
+extern cvar_t sv_clmovement_maxnetfps;
extern cvar_t sv_cullentities_nevercullbmodels;
extern cvar_t sv_cullentities_pvs;
extern cvar_t sv_cullentities_stats;
extern cvar_t sv_freezenonclients;
extern cvar_t sv_friction;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
+extern cvar_t sv_gameplayfix_consistentplayerprethink;
extern cvar_t sv_gameplayfix_delayprojectiles;
extern cvar_t sv_gameplayfix_droptofloorstartsolid;
extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
+extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
extern cvar_t sv_gameplayfix_noairborncorpse;
+extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid_bias;
extern cvar_t sv_gameplayfix_setmodelrealbox;
+extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepwhilejumping;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
+extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
extern mempool_t *sv_mempool;
-// persistant server info
+/// persistant server info
extern server_static_t svs;
-// local server
+/// local server
extern server_t sv;
extern client_t *host_client;
int SV_ParticleEffectIndex(const char *name);
+dp_model_t *SV_GetModelByIndex(int modelindex);
+dp_model_t *SV_GetModelFromEdict(prvm_edict_t *ed);
+
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_Physics (void);
void SV_Physics_ClientMove (void);
-void SV_Physics_ClientEntity (prvm_edict_t *ent);
+//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);
-
-// move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
-// returns true if it found a better place
+/*! Needs to be called any time an entity changes origin, mins, maxs, or solid
+ * sets ent->v.absmin and ent->v.absmax
+ * call TouchAreaGrid as well to fire triggers that overlap the box
+ */
+void SV_LinkEdict(prvm_edict_t *ent);
+void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
+void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
+
+/*! move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
+ * returns true if it found a better place
+ */
qboolean SV_UnstickEntity (prvm_edict_t *ent);
-// calculates hitsupercontentsmask for a generic qc entity
+/// 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);
+/// traces a box move against worldmodel and all entities in the specified area
+trace_t SV_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
+trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
+trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
+
+qboolean SV_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
int SV_PointSuperContents(const vec3_t point);
void SV_VM_Begin(void);
void SV_VM_End(void);
-const char *Host_TimingReport(); // for output in Host_Status_f
+const char *Host_TimingReport(void); ///< for output in Host_Status_f
+
+int SV_GetPitchSign(prvm_edict_t *ent);
#endif