📄 sv_ccmds.c
字号:
/*
===========================================================================
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
===========================================================================
*/
#include "server.h"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
/*
==================
SV_GetPlayerByName
Returns the player with name from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByName( void ) {
client_t *cl;
int i;
char *s;
char cleanName[64];
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
// check for a name match
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if ( !Q_stricmp( cl->name, s ) ) {
return cl;
}
Q_strncpyz( cleanName, cl->name, sizeof(cleanName) );
Q_CleanStr( cleanName );
if ( !Q_stricmp( cleanName, s ) ) {
return cl;
}
}
Com_Printf( "Player %s is not on the server\n", s );
return NULL;
}
/*
==================
SV_GetPlayerByNum
Returns the player with idnum from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByNum( void ) {
client_t *cl;
int i;
int idnum;
char *s;
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
for (i = 0; s[i]; i++) {
if (s[i] < '0' || s[i] > '9') {
Com_Printf( "Bad slot number: %s\n", s);
return NULL;
}
}
idnum = atoi( s );
if ( idnum < 0 || idnum >= sv_maxclients->integer ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &svs.clients[idnum];
if ( !cl->state ) {
Com_Printf( "Client %i is not active\n", idnum );
return NULL;
}
return cl;
return NULL;
}
//=========================================================
/*
==================
SV_Map_f
Restart the server on a different map
==================
*/
static void SV_Map_f( void ) {
char *cmd;
char *map;
qboolean killBots, cheat;
char expanded[MAX_QPATH];
char mapname[MAX_QPATH];
map = Cmd_Argv(1);
if ( !map ) {
return;
}
// make sure the level exists before trying to change, so that
// a typo at the server console won't end the game
Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
if ( FS_ReadFile (expanded, NULL) == -1 ) {
Com_Printf ("Can't find map %s\n", expanded);
return;
}
// force latched values to get set
Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH );
cmd = Cmd_Argv(0);
if( Q_stricmpn( cmd, "sp", 2 ) == 0 ) {
Cvar_SetValue( "g_gametype", GT_SINGLE_PLAYER );
Cvar_SetValue( "g_doWarmup", 0 );
// may not set sv_maxclients directly, always set latched
Cvar_SetLatched( "sv_maxclients", "8" );
cmd += 2;
cheat = qfalse;
killBots = qtrue;
}
else {
if ( !Q_stricmp( cmd, "devmap" ) || !Q_stricmp( cmd, "spdevmap" ) ) {
cheat = qtrue;
killBots = qtrue;
} else {
cheat = qfalse;
killBots = qfalse;
}
if( sv_gametype->integer == GT_SINGLE_PLAYER ) {
Cvar_SetValue( "g_gametype", GT_FFA );
}
}
// save the map name here cause on a map restart we reload the q3config.cfg
// and thus nuke the arguments of the map command
Q_strncpyz(mapname, map, sizeof(mapname));
// start up the map
SV_SpawnServer( mapname, killBots );
// set the cheat value
// if the level was started with "map <levelname>", then
// cheats will not be allowed. If started with "devmap <levelname>"
// then cheats will be allowed
if ( cheat ) {
Cvar_Set( "sv_cheats", "1" );
} else {
Cvar_Set( "sv_cheats", "0" );
}
}
/*
================
SV_MapRestart_f
Completely restarts a level, but doesn't send a new gamestate to the clients.
This allows fair starts with variable load times.
================
*/
static void SV_MapRestart_f( void ) {
int i;
client_t *client;
char *denied;
qboolean isBot;
int delay;
// make sure we aren't restarting twice in the same frame
if ( com_frameTime == sv.serverId ) {
return;
}
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( sv.restartTime ) {
return;
}
if (Cmd_Argc() > 1 ) {
delay = atoi( Cmd_Argv(1) );
}
else {
delay = 5;
}
if( delay && !Cvar_VariableValue("g_doWarmup") ) {
sv.restartTime = svs.time + delay * 1000;
SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) );
return;
}
// check for changes in variables that can't just be restarted
// check for maxclients change
if ( sv_maxclients->modified || sv_gametype->modified ) {
char mapname[MAX_QPATH];
Com_Printf( "variable change -- restarting.\n" );
// restart the map the slow way
Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
SV_SpawnServer( mapname, qfalse );
return;
}
// toggle the server bit so clients can detect that a
// map_restart has happened
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// generate a new serverid
// TTimo - don't update restartedserverId there, otherwise we won't deal correctly with multiple map_restart
sv.serverId = com_frameTime;
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
// reset all the vm data in place without changing memory allocation
// note that we do NOT set sv.state = SS_LOADING, so configstrings that
// had been changed from their default values will generate broadcast updates
sv.state = SS_LOADING;
sv.restarting = qtrue;
SV_RestartGameProgs();
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
sv.state = SS_GAME;
sv.restarting = qfalse;
// connect and begin all the clients
for (i=0 ; i<sv_maxclients->integer ; i++) {
client = &svs.clients[i];
// send the new gamestate to all connected clients
if ( client->state < CS_CONNECTED) {
continue;
}
if ( client->netchan.remoteAddress.type == NA_BOT ) {
isBot = qtrue;
} else {
isBot = qfalse;
}
// add the map_restart command
SV_AddServerCommand( client, "map_restart\n" );
// connect the client again, without the firstTime flag
denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( client, denied );
Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125
continue;
}
client->state = CS_ACTIVE;
SV_ClientEnterWorld( client, &client->lastUsercmd );
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
//===============================================================
/*
==================
SV_Kick_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_Kick_f( void ) {
client_t *cl;
int i;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kick <player name>\nkick all = kick everyone\nkick allbots = kick all bots\n");
return;
}
cl = SV_GetPlayerByName();
if ( !cl ) {
if ( !Q_stricmp(Cmd_Argv(1), "all") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
else if ( !Q_stricmp(Cmd_Argv(1), "allbots") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type != NA_BOT ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -