📄 sv_main.c
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continue;
#if 0
if (cl->lastframe > 0)
cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = sv.framenum - cl->lastframe + 1;
else
cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = 0;
#endif
total = 0;
count = 0;
for (j=0 ; j<LATENCY_COUNTS ; j++)
{
if (cl->frame_latency[j] > 0)
{
count++;
total += cl->frame_latency[j];
}
}
if (!count)
cl->ping = 0;
else
#if 0
cl->ping = total*100/count - 100;
#else
cl->ping = total / count;
#endif
// let the game dll know about the ping
cl->edict->client->ping = cl->ping;
}
}
/*
===================
SV_GiveMsec
Every few frames, gives all clients an allotment of milliseconds
for their command moves. If they exceed it, assume cheating.
===================
*/
void SV_GiveMsec (void)
{
int i;
client_t *cl;
if (sv.framenum & 15)
return;
for (i=0 ; i<maxclients->value ; i++)
{
cl = &svs.clients[i];
if (cl->state == cs_free )
continue;
cl->commandMsec = 1800; // 1600 + some slop
}
}
/*
=================
SV_ReadPackets
=================
*/
void SV_ReadPackets (void)
{
int i;
client_t *cl;
int qport;
while (NET_GetPacket (NS_SERVER, &net_from, &net_message))
{
// check for connectionless packet (0xffffffff) first
if (*(int *)net_message.data == -1)
{
SV_ConnectionlessPacket ();
continue;
}
// read the qport out of the message so we can fix up
// stupid address translating routers
MSG_BeginReading (&net_message);
MSG_ReadLong (&net_message); // sequence number
MSG_ReadLong (&net_message); // sequence number
qport = MSG_ReadShort (&net_message) & 0xffff;
// check for packets from connected clients
for (i=0, cl=svs.clients ; i<maxclients->value ; i++,cl++)
{
if (cl->state == cs_free)
continue;
if (!NET_CompareBaseAdr (net_from, cl->netchan.remote_address))
continue;
if (cl->netchan.qport != qport)
continue;
if (cl->netchan.remote_address.port != net_from.port)
{
Com_Printf ("SV_ReadPackets: fixing up a translated port\n");
cl->netchan.remote_address.port = net_from.port;
}
if (Netchan_Process(&cl->netchan, &net_message))
{ // this is a valid, sequenced packet, so process it
if (cl->state != cs_zombie)
{
cl->lastmessage = svs.realtime; // don't timeout
SV_ExecuteClientMessage (cl);
}
}
break;
}
if (i != maxclients->value)
continue;
}
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout->value
seconds, drop the conneciton. Server frames are used instead of
realtime to avoid dropping the local client while debugging.
When a client is normally dropped, the client_t goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
==================
*/
void SV_CheckTimeouts (void)
{
int i;
client_t *cl;
int droppoint;
int zombiepoint;
droppoint = svs.realtime - 1000*timeout->value;
zombiepoint = svs.realtime - 1000*zombietime->value;
for (i=0,cl=svs.clients ; i<maxclients->value ; i++,cl++)
{
// message times may be wrong across a changelevel
if (cl->lastmessage > svs.realtime)
cl->lastmessage = svs.realtime;
if (cl->state == cs_zombie
&& cl->lastmessage < zombiepoint)
{
cl->state = cs_free; // can now be reused
continue;
}
if ( (cl->state == cs_connected || cl->state == cs_spawned)
&& cl->lastmessage < droppoint)
{
SV_BroadcastPrintf (PRINT_HIGH, "%s timed out\n", cl->name);
SV_DropClient (cl);
cl->state = cs_free; // don't bother with zombie state
}
}
}
/*
================
SV_PrepWorldFrame
This has to be done before the world logic, because
player processing happens outside RunWorldFrame
================
*/
void SV_PrepWorldFrame (void)
{
edict_t *ent;
int i;
for (i=0 ; i<ge->num_edicts ; i++, ent++)
{
ent = EDICT_NUM(i);
// events only last for a single message
ent->s.event = 0;
}
}
/*
=================
SV_RunGameFrame
=================
*/
void SV_RunGameFrame (void)
{
if (host_speeds->value)
time_before_game = Sys_Milliseconds ();
// we always need to bump framenum, even if we
// don't run the world, otherwise the delta
// compression can get confused when a client
// has the "current" frame
sv.framenum++;
sv.time = sv.framenum*100;
// don't run if paused
if (!sv_paused->value || maxclients->value > 1)
{
ge->RunFrame ();
// never get more than one tic behind
if (sv.time < svs.realtime)
{
if (sv_showclamp->value)
Com_Printf ("sv highclamp\n");
svs.realtime = sv.time;
}
}
if (host_speeds->value)
time_after_game = Sys_Milliseconds ();
}
/*
==================
SV_Frame
==================
*/
void SV_Frame (int msec)
{
time_before_game = time_after_game = 0;
// if server is not active, do nothing
if (!svs.initialized)
return;
svs.realtime += msec;
// keep the random time dependent
rand ();
// check timeouts
SV_CheckTimeouts ();
// get packets from clients
SV_ReadPackets ();
// move autonomous things around if enough time has passed
if (!sv_timedemo->value && svs.realtime < sv.time)
{
// never let the time get too far off
if (sv.time - svs.realtime > 100)
{
if (sv_showclamp->value)
Com_Printf ("sv lowclamp\n");
svs.realtime = sv.time - 100;
}
NET_Sleep(sv.time - svs.realtime);
return;
}
// update ping based on the last known frame from all clients
SV_CalcPings ();
// give the clients some timeslices
SV_GiveMsec ();
// let everything in the world think and move
SV_RunGameFrame ();
// send messages back to the clients that had packets read this frame
SV_SendClientMessages ();
// save the entire world state if recording a serverdemo
SV_RecordDemoMessage ();
// send a heartbeat to the master if needed
Master_Heartbeat ();
// clear teleport flags, etc for next frame
SV_PrepWorldFrame ();
}
//============================================================================
/*
================
Master_Heartbeat
Send a message to the master every few minutes to
let it know we are alive, and log information
================
*/
#define HEARTBEAT_SECONDS 300
void Master_Heartbeat (void)
{
char *string;
int i;
// pgm post3.19 change, cvar pointer not validated before dereferencing
if (!dedicated || !dedicated->value)
return; // only dedicated servers send heartbeats
// pgm post3.19 change, cvar pointer not validated before dereferencing
if (!public_server || !public_server->value)
return; // a private dedicated game
// check for time wraparound
if (svs.last_heartbeat > svs.realtime)
svs.last_heartbeat = svs.realtime;
if (svs.realtime - svs.last_heartbeat < HEARTBEAT_SECONDS*1000)
return; // not time to send yet
svs.last_heartbeat = svs.realtime;
// send the same string that we would give for a status OOB command
string = SV_StatusString();
// send to group master
for (i=0 ; i<MAX_MASTERS ; i++)
if (master_adr[i].port)
{
Com_Printf ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i]));
Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "heartbeat\n%s", string);
}
}
/*
=================
Master_Shutdown
Informs all masters that this server is going down
=================
*/
void Master_Shutdown (void)
{
int i;
// pgm post3.19 change, cvar pointer not validated before dereferencing
if (!dedicated || !dedicated->value)
return; // only dedicated servers send heartbeats
// pgm post3.19 change, cvar pointer not validated before dereferencing
if (!public_server || !public_server->value)
return; // a private dedicated game
// send to group master
for (i=0 ; i<MAX_MASTERS ; i++)
if (master_adr[i].port)
{
if (i > 0)
Com_Printf ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i]));
Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "shutdown");
}
}
//============================================================================
/*
=================
SV_UserinfoChanged
Pull specific info from a newly changed userinfo string
into a more C freindly form.
=================
*/
void SV_UserinfoChanged (client_t *cl)
{
char *val;
int i;
// call prog code to allow overrides
ge->ClientUserinfoChanged (cl->edict, cl->userinfo);
// name for C code
strncpy (cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name)-1);
// mask off high bit
for (i=0 ; i<sizeof(cl->name) ; i++)
cl->name[i] &= 127;
// rate command
val = Info_ValueForKey (cl->userinfo, "rate");
if (strlen(val))
{
i = atoi(val);
cl->rate = i;
if (cl->rate < 100)
cl->rate = 100;
if (cl->rate > 15000)
cl->rate = 15000;
}
else
cl->rate = 5000;
// msg command
val = Info_ValueForKey (cl->userinfo, "msg");
if (strlen(val))
{
cl->messagelevel = atoi(val);
}
}
//============================================================================
/*
===============
SV_Init
Only called at quake2.exe startup, not for each game
===============
*/
void SV_Init (void)
{
SV_InitOperatorCommands ();
rcon_password = Cvar_Get ("rcon_password", "", 0);
Cvar_Get ("skill", "1", 0);
Cvar_Get ("deathmatch", "0", CVAR_LATCH);
Cvar_Get ("coop", "0", CVAR_LATCH);
Cvar_Get ("dmflags", va("%i", DF_INSTANT_ITEMS), CVAR_SERVERINFO);
Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO);
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
Cvar_Get ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH);
Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO|CVAR_NOSET);;
maxclients = Cvar_Get ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
hostname = Cvar_Get ("hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE);
timeout = Cvar_Get ("timeout", "125", 0);
zombietime = Cvar_Get ("zombietime", "2", 0);
sv_showclamp = Cvar_Get ("showclamp", "0", 0);
sv_paused = Cvar_Get ("paused", "0", 0);
sv_timedemo = Cvar_Get ("timedemo", "0", 0);
sv_enforcetime = Cvar_Get ("sv_enforcetime", "0", 0);
allow_download = Cvar_Get ("allow_download", "1", CVAR_ARCHIVE);
allow_download_players = Cvar_Get ("allow_download_players", "0", CVAR_ARCHIVE);
allow_download_models = Cvar_Get ("allow_download_models", "1", CVAR_ARCHIVE);
allow_download_sounds = Cvar_Get ("allow_download_sounds", "1", CVAR_ARCHIVE);
allow_download_maps = Cvar_Get ("allow_download_maps", "1", CVAR_ARCHIVE);
sv_noreload = Cvar_Get ("sv_noreload", "0", 0);
sv_airaccelerate = Cvar_Get("sv_airaccelerate", "0", CVAR_LATCH);
public_server = Cvar_Get ("public", "0", 0);
sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE);
SZ_Init (&net_message, net_message_buffer, sizeof(net_message_buffer));
}
/*
==================
SV_FinalMessage
Used by SV_Shutdown to send a final message to all
connected clients before the server goes down. The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalMessage (char *message, qboolean reconnect)
{
int i;
client_t *cl;
SZ_Clear (&net_message);
MSG_WriteByte (&net_message, svc_print);
MSG_WriteByte (&net_message, PRINT_HIGH);
MSG_WriteString (&net_message, message);
if (reconnect)
MSG_WriteByte (&net_message, svc_reconnect);
else
MSG_WriteByte (&net_message, svc_disconnect);
// send it twice
// stagger the packets to crutch operating system limited buffers
for (i=0, cl = svs.clients ; i<maxclients->value ; i++, cl++)
if (cl->state >= cs_connected)
Netchan_Transmit (&cl->netchan, net_message.cursize
, net_message.data);
for (i=0, cl = svs.clients ; i<maxclients->value ; i++, cl++)
if (cl->state >= cs_connected)
Netchan_Transmit (&cl->netchan, net_message.cursize
, net_message.data);
}
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown (char *finalmsg, qboolean reconnect)
{
if (svs.clients)
SV_FinalMessage (finalmsg, reconnect);
Master_Shutdown ();
SV_ShutdownGameProgs ();
// free current level
if (sv.demofile)
fclose (sv.demofile);
memset (&sv, 0, sizeof(sv));
Com_SetServerState (sv.state);
// free server static data
if (svs.clients)
Z_Free (svs.clients);
if (svs.client_entities)
Z_Free (svs.client_entities);
if (svs.demofile)
fclose (svs.demofile);
memset (&svs, 0, sizeof(svs));
}
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