CL_Parse_DumpPacket();
- PR_Crash();
+ //PR_Crash();
//PRVM_Crash(); // crash current prog
Con_Printf("Client \"%s\" dropped\n", host_client->name);
// make sure edict is not corrupt (from a level change for example)
- host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+ host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
if (host_client->netconnection)
{
// call qc ClientDisconnect function
// LordHavoc: don't call QC if server is dead (avoids recursive
// Host_Error in some mods when they run out of edicts)
- if (host_client->active && sv.active && host_client->edict && host_client->spawned)
+ if (host_client->clientconnectcalled && sv.active && host_client->edict)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
- int saveSelf = pr_global_struct->self;
- pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
- pr_global_struct->self = saveSelf;
+ int saveSelf = prog->globals.server->self;
+ host_client->clientconnectcalled = false;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
+ PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
+ prog->globals.server->self = saveSelf;
}
// remove leaving player from scoreboard
- //host_client->edict->v->netname = PR_SetEngineString(host_client->name);
- //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+ //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
+ //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
// val->_float = 0;
- //host_client->edict->v->frags = 0;
+ //host_client->edict->fields.server->frags = 0;
host_client->name[0] = 0;
host_client->colors = 0;
host_client->frags = 0;
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
- ED_ClearEdict(host_client->edict);
+ PRVM_ED_ClearEdict(host_client->edict);
}
// clear the client struct (this sets active to false)
if (!sv.active)
return;
+ SV_VM_Begin();
// print out where the crash happened, if it was caused by QC
- PR_Crash();
+ //PRVM_Crash();
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active)
+ if (host_client->active) {
SV_DropClient(crash); // server shutdown
+ }
NetConn_CloseServerPorts();
sv.active = false;
-
//
// clear structures
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+ SV_VM_End();
}
return;
}
sv.timer += host_realframetime;
+
+
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
+ // setup the VM frame
+ SV_VM_Begin();
+
if (cl.islocalgame)
advancetime = min(sv.timer, sys_ticrate.value);
else
if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
sv.frametime = 0;
- pr_global_struct->frametime = sv.frametime;
-
// set the time and clear the general datagram
SV_ClearDatagram();
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+
+ // end the server VM frame
+ SV_VM_End();
}
+
+
// if we fell behind too many frames just don't worry about it
if (sv.timer > 0)
sv.timer = 0;
Mathlib_Init();
NetConn_Init();
- PR_Init();
- PR_Cmd_Init();
+ //PR_Init();
+ //PR_Cmd_Init();
PRVM_Init();
Mod_Init();
SV_Init();
CDAudio_Shutdown ();
S_Terminate ();
NetConn_Shutdown ();
- PR_Shutdown ();
+ //PR_Shutdown ();
if (cls.state != ca_dedicated)
{