+/*
+=====================
+SV_DropClient
+
+Called when the player is getting totally kicked off the host
+if (crash = true), don't bother sending signofs
+=====================
+*/
+void SV_DropClient(qboolean crash)
+{
+ prvm_prog_t *prog = SVVM_prog;
+ int i;
+ Con_Printf("Client \"%s\" dropped\n", host_client->name);
+
+ SV_StopDemoRecording(host_client);
+
+ // make sure edict is not corrupt (from a level change for example)
+ host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
+
+ if (host_client->netconnection)
+ {
+ // tell the client to be gone
+ if (!crash)
+ {
+ // LadyHavoc: no opportunity for resending, so use unreliable 3 times
+ unsigned char bufdata[8];
+ sizebuf_t buf;
+ memset(&buf, 0, sizeof(buf));
+ buf.data = bufdata;
+ buf.maxsize = sizeof(bufdata);
+ MSG_WriteByte(&buf, svc_disconnect);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
+ }
+ }
+
+ // call qc ClientDisconnect function
+ // LadyHavoc: don't call QC if server is dead (avoids recursive
+ // Host_Error in some mods when they run out of edicts)
+ if (host_client->clientconnectcalled && sv.active && host_client->edict)
+ {
+ // call the prog function for removing a client
+ // this will set the body to a dead frame, among other things
+ int saveSelf = PRVM_serverglobaledict(self);
+ host_client->clientconnectcalled = false;
+ PRVM_serverglobalfloat(time) = sv.time;
+ PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
+ prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
+ PRVM_serverglobaledict(self) = saveSelf;
+ }
+
+ if (host_client->netconnection)
+ {
+ // break the net connection
+ NetConn_Close(host_client->netconnection);
+ host_client->netconnection = NULL;
+ }
+
+ // if a download is active, close it
+ if (host_client->download_file)
+ {
+ Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
+ FS_Close(host_client->download_file);
+ host_client->download_file = NULL;
+ host_client->download_name[0] = 0;
+ host_client->download_expectedposition = 0;
+ host_client->download_started = false;
+ }
+
+ // remove leaving player from scoreboard
+ host_client->name[0] = 0;
+ host_client->colors = 0;
+ host_client->frags = 0;
+ // send notification to all clients
+ // get number of client manually just to make sure we get it right...
+ i = host_client - svs.clients;
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteString (&sv.reliable_datagram, host_client->name);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
+
+ // free the client now
+ if (host_client->entitydatabase)
+ EntityFrame_FreeDatabase(host_client->entitydatabase);
+ if (host_client->entitydatabase4)
+ EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+ if (host_client->entitydatabase5)
+ EntityFrame5_FreeDatabase(host_client->entitydatabase5);
+
+ if (sv.active)
+ {
+ // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
+ PRVM_ED_ClearEdict(prog, host_client->edict);
+ }
+
+ // clear the client struct (this sets active to false)
+ memset(host_client, 0, sizeof(*host_client));
+
+ // update server listing on the master because player count changed
+ // (which the master uses for filtering empty/full servers)
+ NetConn_Heartbeat(1);
+
+ if (sv.loadgame)
+ {
+ for (i = 0;i < svs.maxclients;i++)
+ if (svs.clients[i].active && !svs.clients[i].spawned)
+ break;
+ if (i == svs.maxclients)
+ {
+ Con_Printf("Loaded game, everyone rejoined - unpausing\n");
+ sv.paused = sv.loadgame = false; // we're basically done with loading now
+ }
+ }
+}