/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // server.h #ifndef SERVER_H #define SERVER_H typedef struct server_static_s { // number of svs.clients slots (updated by maxplayers command) int maxclients; // client slots struct client_s *clients; // episode completion information int serverflags; // cleared when at SV_SpawnServer qboolean changelevel_issued; // server infostring char serverinfo[MAX_SERVERINFO_STRING]; // performance data float perf_cpuload; float perf_lost; float perf_offset_avg; float perf_offset_max; float perf_offset_sdev; // temporary performance data accumulators float perf_acc_realtime; float perf_acc_sleeptime; float perf_acc_lost; float perf_acc_offset; float perf_acc_offset_squared; float perf_acc_offset_max; int perf_acc_offset_samples; } 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 qboolean active; qboolean paused; // handle connections specially qboolean loadgame; // one of the PROTOCOL_ values protocolversion_t protocol; double time; double frametime; // used by PF_checkclient int lastcheck; double lastchecktime; // crc of clientside progs at time of level start int csqc_progcrc; // -1 = no progs int csqc_progsize; // -1 = no progs char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start unsigned char *csqc_progdata; size_t csqc_progsize_deflated; unsigned char *csqc_progdata_deflated; // collision culling data world_t world; // map name char name[64]; // maps/.bsp, for model_precache[0] char modelname[64]; struct model_s *worldmodel; // NULL terminated // LordHavoc: precaches are now MAX_QPATH rather than a pointer // updated by SV_ModelIndex char model_precache[MAX_MODELS][MAX_QPATH]; struct model_s *models[MAX_MODELS]; // NULL terminated // LordHavoc: precaches are now MAX_QPATH rather than a pointer // updated by SV_SoundIndex char sound_precache[MAX_SOUNDS][MAX_QPATH]; char lightstyles[MAX_LIGHTSTYLES][64]; // some actions are only valid during load server_state_t state; sizebuf_t datagram; unsigned char datagram_buf[NET_MAXMESSAGE]; // copied to all clients at end of frame sizebuf_t reliable_datagram; unsigned char reliable_datagram_buf[NET_MAXMESSAGE]; sizebuf_t signon; // LordHavoc: increased signon message buffer from 8192 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]; #define SV_MAX_PARTICLEEFFECTNAME 256 qboolean particleeffectnamesloaded; char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH]; int writeentitiestoclient_stats_culled_pvs; int writeentitiestoclient_stats_culled_trace; int writeentitiestoclient_stats_visibleentities; int writeentitiestoclient_stats_totalentities; int writeentitiestoclient_cliententitynumber; int writeentitiestoclient_clientnumber; sizebuf_t *writeentitiestoclient_msg; vec3_t writeentitiestoclient_testeye; int writeentitiestoclient_pvsbytes; unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8]; entity_state_t writeentitiestoclient_sendstates[MAX_EDICTS]; int numsendentities; entity_state_t sendentities[MAX_EDICTS]; entity_state_t *sendentitiesindex[MAX_EDICTS]; int sententitiesmark; int sententities[MAX_EDICTS]; int sententitiesconsideration[MAX_EDICTS]; // legacy support for self.Version based csqc entity networking unsigned char csqcentityversion[MAX_EDICTS]; // legacy } server_t; #define NUM_CSQCENTITIES_PER_FRAME 1024 typedef struct csqcentityframedb_s { int framenum; int num; unsigned short entno[NUM_CSQCENTITIES_PER_FRAME]; int sendflags[NUM_CSQCENTITIES_PER_FRAME]; } csqcentityframedb_t; // if defined this does ping smoothing, otherwise it does not //#define NUM_PING_TIMES 16 #define NUM_SPAWN_PARMS 16 typedef struct client_s { // false = empty client slot qboolean active; // false = don't do ClientDisconnect on drop qboolean clientconnectcalled; // false = don't send datagrams qboolean spawned; // 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received int sendsignon; // requested rate in bytes per second int rate; // realtime this client connected double connecttime; // keepalive messages must be sent periodically during signon double keepalivetime; // communications handle netconn_t *netconnection; int movesequence; // movement usercmd_t cmd; // intended motion calced from cmd vec3_t wishdir; // PRVM_EDICT_NUM(clientnum+1) prvm_edict_t *edict; #ifdef NUM_PING_TIMES float ping_times[NUM_PING_TIMES]; // ping_times[num_pings%NUM_PING_TIMES] int num_pings; #endif // 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]; // properties that are sent across the network only when changed char name[64], old_name[64]; int colors, old_colors; int frags, old_frags; char playermodel[MAX_QPATH], old_model[MAX_QPATH]; char playerskin[MAX_QPATH], old_skin[MAX_QPATH]; // netaddress support char netaddress[MAX_QPATH]; // visibility state float visibletime[MAX_EDICTS]; // scope is whether an entity is currently being networked to this client // sendflags is what properties have changed on the entity since the last // update that was sent int csqcnumedicts; unsigned char csqcentityscope[MAX_EDICTS]; unsigned int csqcentitysendflags[MAX_EDICTS]; #define NUM_CSQCENTITYDB_FRAMES 64 unsigned char csqcentityglobalhistory[MAX_EDICTS]; // set to 1 if the entity was ever csqc networked to the client, and never reset back to 0 csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES]; int csqcentityframehistory_next; // prevent animated names float nametime; // latest received clc_ackframe (used to detect packet loss) int latestframenum; // cache weaponmodel name lookups char weaponmodel[MAX_QPATH]; int weaponmodelindex; // clientcamera (entity to use as camera) int clientcamera; entityframe_database_t *entitydatabase; entityframe4_database_t *entitydatabase4; entityframe5_database_t *entitydatabase5; // delta compression of stats unsigned char statsdeltabits[(MAX_CL_STATS+7)/8]; int stats[MAX_CL_STATS]; unsigned char unreliablemsg_data[NET_MAXMESSAGE]; sizebuf_t unreliablemsg; int unreliablemsg_splitpoints; int unreliablemsg_splitpoint[NET_MAXMESSAGE/16]; // information on an active download if any qfile_t *download_file; int download_expectedposition; // next position the client should ack qboolean download_started; char download_name[MAX_QPATH]; qboolean download_deflate; // fixangle data qboolean fixangle_angles_set; vec3_t fixangle_angles; // demo recording qfile_t *sv_demo_file; } client_t; //============================================================================= // edict->movetype values #define MOVETYPE_NONE 0 // never moves #define MOVETYPE_ANGLENOCLIP 1 #define MOVETYPE_ANGLECLIP 2 #define MOVETYPE_WALK 3 // gravity #define MOVETYPE_STEP 4 // gravity, special edge handling #define MOVETYPE_FLY 5 #define MOVETYPE_TOSS 6 // gravity #define MOVETYPE_PUSH 7 // no clip to world, push and crush #define MOVETYPE_NOCLIP 8 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters #define MOVETYPE_BOUNCE 10 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // track movement of aiment #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push // edict->solid values #define SOLID_NOT 0 // no interaction with other objects #define SOLID_TRIGGER 1 // touch on edge, but not blocking #define SOLID_BBOX 2 // touch on edge, block #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block // LordHavoc: corpse code #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters) // edict->deadflag values #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DAMAGE_NO 0 #define DAMAGE_YES 1 #define DAMAGE_AIM 2 // edict->flags #define FL_FLY 1 #define FL_SWIM 2 #define FL_CONVEYOR 4 #define FL_CLIENT 8 #define FL_INWATER 16 #define FL_MONSTER 32 #define FL_GODMODE 64 #define FL_NOTARGET 128 #define FL_ITEM 256 #define FL_ONGROUND 512 #define FL_PARTIALGROUND 1024 // not all corners are valid #define FL_WATERJUMP 2048 // player jumping out of water #define FL_JUMPRELEASED 4096 // for jump debouncing #define SPAWNFLAG_NOT_EASY 256 #define SPAWNFLAG_NOT_MEDIUM 512 #define SPAWNFLAG_NOT_HARD 1024 #define SPAWNFLAG_NOT_DEATHMATCH 2048 //============================================================================ extern cvar_t coop; extern cvar_t deathmatch; extern cvar_t fraglimit; extern cvar_t gamecfg; extern cvar_t noexit; extern cvar_t nomonsters; extern cvar_t pausable; extern cvar_t pr_checkextension; extern cvar_t samelevel; extern cvar_t saved1; extern cvar_t saved2; extern cvar_t saved3; extern cvar_t saved4; extern cvar_t savedgamecfg; extern cvar_t scratch1; extern cvar_t scratch2; extern cvar_t scratch3; extern cvar_t scratch4; extern cvar_t skill; extern cvar_t slowmo; extern cvar_t sv_accelerate; extern cvar_t sv_aim; extern cvar_t sv_airaccel_qw; extern cvar_t sv_airaccel_sideways_friction; extern cvar_t sv_airaccelerate; extern cvar_t sv_allowdownloads; extern cvar_t sv_allowdownloads_archive; extern cvar_t sv_allowdownloads_config; extern cvar_t sv_allowdownloads_dlcache; extern cvar_t sv_allowdownloads_inarchive; extern cvar_t sv_areagrid_mingridsize; extern cvar_t sv_checkforpacketsduringsleep; extern cvar_t sv_clmovement_enable; extern cvar_t sv_clmovement_minping; extern cvar_t sv_clmovement_minping_disabletime; extern cvar_t sv_clmovement_waitforinput; extern cvar_t sv_cullentities_nevercullbmodels; extern cvar_t sv_cullentities_pvs; extern cvar_t sv_cullentities_stats; extern cvar_t sv_cullentities_trace; extern cvar_t sv_cullentities_trace_delay; extern cvar_t sv_cullentities_trace_enlarge; extern cvar_t sv_cullentities_trace_prediction; extern cvar_t sv_cullentities_trace_samples; extern cvar_t sv_cullentities_trace_samples_extra; extern cvar_t sv_debugmove; extern cvar_t sv_echobprint; extern cvar_t sv_edgefriction; extern cvar_t sv_entpatch; extern cvar_t sv_fixedframeratesingleplayer; extern cvar_t sv_freezenonclients; extern cvar_t sv_friction; extern cvar_t sv_gameplayfix_blowupfallenzombies; extern cvar_t sv_gameplayfix_delayprojectiles; extern cvar_t sv_gameplayfix_droptofloorstartsolid; extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect; extern cvar_t sv_gameplayfix_easierwaterjump; extern cvar_t sv_gameplayfix_findradiusdistancetobox; extern cvar_t sv_gameplayfix_grenadebouncedownslopes; extern cvar_t sv_gameplayfix_multiplethinksperframe; extern cvar_t sv_gameplayfix_noairborncorpse; extern cvar_t sv_gameplayfix_setmodelrealbox; extern cvar_t sv_gameplayfix_stepdown; extern cvar_t sv_gameplayfix_stepwhilejumping; extern cvar_t sv_gameplayfix_swiminbmodels; extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag; extern cvar_t sv_gravity; extern cvar_t sv_idealpitchscale; extern cvar_t sv_jumpstep; extern cvar_t sv_jumpvelocity; extern cvar_t sv_maxairspeed; extern cvar_t sv_maxrate; extern cvar_t sv_maxspeed; extern cvar_t sv_maxvelocity; extern cvar_t sv_newflymove; extern cvar_t sv_nostep; extern cvar_t sv_playerphysicsqc; extern cvar_t sv_progs; extern cvar_t sv_protocolname; extern cvar_t sv_random_seed; extern cvar_t sv_ratelimitlocalplayer; extern cvar_t sv_sound_land; extern cvar_t sv_sound_watersplash; extern cvar_t sv_stepheight; extern cvar_t sv_stopspeed; extern cvar_t sv_wallfriction; extern cvar_t sv_wateraccelerate; extern cvar_t sv_waterfriction; extern cvar_t sys_ticrate; extern cvar_t teamplay; extern cvar_t temp1; extern cvar_t timelimit; extern mempool_t *sv_mempool; // persistant server info extern server_static_t svs; // local server extern server_t sv; extern client_t *host_client; //=========================================================== void SV_Init (void); void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count); void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate); void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation); void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation); void SV_ConnectClient (int clientnum, netconn_t *netconnection); void SV_DropClient (qboolean crash); void SV_SendClientMessages (void); void SV_ReadClientMessage(void); // precachemode values: // 0 = fail if not precached, // 1 = warn if not found and precache if possible // 2 = precache int SV_ModelIndex(const char *s, int precachemode); int SV_SoundIndex(const char *s, int precachemode); int SV_ParticleEffectIndex(const char *name); void SV_SetIdealPitch (void); void SV_AddUpdates (void); void SV_ClientThink (void); void SV_ClientPrint(const char *msg); void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1); void SV_BroadcastPrint(const char *msg); void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1); void SV_Physics (void); void SV_Physics_ClientMove (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, qboolean noenemy, qboolean settrace); // Needs to be called any time an entity changes origin, mins, maxs, or solid // sets ent->v.absmin and ent->v.absmax // if touchtriggers, calls prog functions for the intersected triggers void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers); // move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull // returns true if it found a better place qboolean SV_UnstickEntity (prvm_edict_t *ent); // calculates hitsupercontentsmask for a generic qc entity int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict); // traces a box move against worldmodel and all entities in the specified area trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask); int SV_PointSuperContents(const vec3_t point); void SV_FlushBroadcastMessages(void); void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats); void SV_MoveToGoal (void); void SV_ApplyClientMove (void); void SV_SaveSpawnparms (void); void SV_SpawnServer (const char *server); void SV_CheckVelocity (prvm_edict_t *ent); void SV_SetupVM(void); void SV_VM_Begin(void); void SV_VM_End(void); const char *Host_TimingReport(); // for output in Host_Status_f #endif