#ifndef SERVER_H
#define SERVER_H
-typedef struct
+typedef struct server_static_s
{
// number of svs.clients slots (updated by maxplayers command)
int maxclients;
int serverflags;
// cleared when at SV_SpawnServer
qboolean changelevel_issued;
+ // server infostring
+ char serverinfo[MAX_SERVERINFO_STRING];
} server_static_t;
//=============================================================================
-typedef enum {ss_loading, ss_active} server_state_t;
+typedef enum server_state_e {ss_loading, ss_active} server_state_t;
-typedef struct
+typedef struct server_s
{
// false if only a net client
qboolean active;
// one of the PROTOCOL_ values
protocolversion_t protocol;
- // used for running multiple steps in one frame, etc
- double timer;
-
double time;
double frametime;
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];
} 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;
// latest received clc_ackframe (used to detect packet loss)
int latestframenum;
+ // cache weaponmodel name lookups
+ char weaponmodel[MAX_QPATH];
+ int weaponmodelindex;
+
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
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_gameplayfix_blowupfallenzombies;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
+extern cvar_t sys_ticrate;
+extern cvar_t sv_fixedframeratesingleplayer;
+
extern mempool_t *sv_mempool;
// persistant server info
void SV_BroadcastPrintf(const char *fmt, ...);
void SV_Physics (void);
+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);
+struct trace_s SV_ClipMoveToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
+
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void SV_MoveToGoal (void);