int serverflags;
// cleared when at SV_SpawnServer
qboolean changelevel_issued;
+ // server infostring
+ char serverinfo[MAX_SERVERINFO_STRING];
} server_static_t;
//=============================================================================
typedef enum server_state_e {ss_loading, ss_active} server_state_t;
+#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
// one of the PROTOCOL_ values
protocolversion_t protocol;
- // used for running multiple steps in one frame, etc
- double timer;
-
double time;
double frametime;
int lastcheck;
double lastchecktime;
+ // crc of clientside progs at time of level start
+ int csqc_progcrc; // -1 = no progs
+ char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+
// map name
char name[64];
// maps/<name>.bsp, for model_precache[0]
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];
} server_t;
// if defined this does ping smoothing, otherwise it does not
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;
// 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;
// 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];
// PRVM_EDICT_NUM(clientnum+1)
prvm_edict_t *edict;
// 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];
extern cvar_t fraglimit;
extern cvar_t timelimit;
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_waterfriction;
extern cvar_t sv_edgefriction;
extern cvar_t sv_stopspeed;
extern cvar_t sv_maxspeed;
extern cvar_t sv_maxairspeed;
extern cvar_t sv_accelerate;
+extern cvar_t sv_airaccelerate;
+extern cvar_t sv_wateraccelerate;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_aim;
extern cvar_t sv_stepheight;
extern cvar_t sv_gameplayfix_setmodelrealbox;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
+extern cvar_t sv_gameplayfix_qwplayerphysics;
+extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
extern cvar_t sys_ticrate;
extern cvar_t sv_fixedframeratesingleplayer;
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_ClientEntity (prvm_edict_t *ent);