X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fsv_main.qc;h=df1e1e61217b7b87dc0002c9ce13e37a1e3272bb;hp=138051827bcad56fac48d9ed1f993596a8f405cc;hb=109c5785a22fb4336ac5e91d5f1fa91678582164;hpb=cd508c593bc52d211c1675e1e52ae741cc487ab3 diff --git a/qcsrc/server/sv_main.qc b/qcsrc/server/sv_main.qc index 138051827..df1e1e612 100644 --- a/qcsrc/server/sv_main.qc +++ b/qcsrc/server/sv_main.qc @@ -1,4 +1,4 @@ -#include "_all.qh" +#include "sv_main.qh" #include "anticheat.qh" #include "g_hook.qh" @@ -9,168 +9,137 @@ #include "command/common.qh" -#include "mutators/mutators_include.qh" +#include "mutators/all.qh" #include "weapons/csqcprojectile.qh" #include "../common/constants.qh" -#include "../common/deathtypes.qh" +#include "../common/deathtypes/all.qh" +#include "../common/debug.qh" #include "../common/mapinfo.qh" #include "../common/util.qh" #include "../common/vehicles/all.qh" #include "../common/weapons/all.qh" -#include "../csqcmodellib/sv_model.qh" +#include "../lib/csqcmodel/sv_model.qh" -#include "../warpzonelib/common.qh" -#include "../warpzonelib/server.qh" +#include "../lib/warpzone/common.qh" +#include "../lib/warpzone/server.qh" .float lastground; +.int state; -void CreatureFrame (void) -{SELFPARAM(); - float dm; - - for(entity e = world; (e = findfloat(e, damagedbycontents, true)); ) +void CreatureFrame_hotliquids(entity this) +{ + if (this.dmgtime < time) { - setself(e); - if (self.movetype == MOVETYPE_NOCLIP) { continue; } - - float vehic = IS_VEHICLE(self); - float projectile = (self.flags & FL_PROJECTILE); - float monster = IS_MONSTER(self); + this.dmgtime = time + autocvar_g_balance_contents_damagerate; - if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug) + if (this.flags & FL_PROJECTILE) { - if (!(self.flags & FL_INWATER)) - { - self.flags |= FL_INWATER; - self.dmgtime = 0; - } - - if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown + if (this.watertype == CONTENT_LAVA) + Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0'); + else if (this.watertype == CONTENT_SLIME) + Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0'); + } + else + { + if (this.watertype == CONTENT_LAVA) { - if (self.waterlevel != WATERLEVEL_SUBMERGED) + if (this.watersound_finished < time) { - if(self.air_finished < time) - PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND); - self.air_finished = time + autocvar_g_balance_contents_drowndelay; - self.dmg = 2; - } - else if (self.air_finished < time) - { // drown! - if (!self.deadflag) - if (self.pain_finished < time) - { - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0'); - self.pain_finished = time + 0.5; - } + this.watersound_finished = time + 0.5; + sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM); } + Damage (this, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0'); + if(autocvar_g_balance_contents_playerdamage_lava_burn) + Fire_AddDamage(this, world, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id); } - - if (self.dmgtime < time) + else if (this.watertype == CONTENT_SLIME) { - self.dmgtime = time + autocvar_g_balance_contents_damagerate; - - if (projectile) - { - if (self.watertype == CONTENT_LAVA) - { - Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0'); - } - else if (self.watertype == CONTENT_SLIME) - { - Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0'); - } - } - else + if (this.watersound_finished < time) { - if (self.watertype == CONTENT_LAVA) - { - if (self.watersound_finished < time) - { - self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM); - } - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0'); - } - else if (self.watertype == CONTENT_SLIME) - { - if (self.watersound_finished < time) - { - self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM); - } - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0'); - } + this.watersound_finished = time + 0.5; + sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM); } + Damage (this, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0'); } } - else + } +} + +void CreatureFrame_Liquids(entity this) +{ + if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug) + { + if (!(this.flags & FL_INWATER)) { - if (self.flags & FL_INWATER) - { - // play leave water sound - self.flags &= ~FL_INWATER; - self.dmgtime = 0; - } - self.air_finished = time + 12; - self.dmg = 2; + this.flags |= FL_INWATER; + this.dmgtime = 0; } - if(!vehic && !projectile) // vehicles don't get falling damage + CreatureFrame_hotliquids(this); + } + else + { + if (this.flags & FL_INWATER) { - // check for falling damage - float velocity_len = vlen(self.velocity); - if(!self.hook.state) - { - dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage. - if (self.deadflag) - dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor; - else - dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage); - if (dm > 0) - Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0'); - } + // play leave water sound + this.flags &= ~FL_INWATER; + this.dmgtime = 0; + } + this.air_finished = time + 12; + this.dmg = 2; + } +} - if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed) - Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0'); - // play stupid sounds - if (g_footsteps) - if (!gameover) - if (self.flags & FL_ONGROUND) - if (!self.crouch) - if (velocity_len > autocvar_sv_maxspeed * 0.6) - if (!self.deadflag) - if (time < self.lastground + 0.2) - { - if((time > self.nextstep) || (time < (self.nextstep - 10.0))) - { - self.nextstep = time + 0.3 + random() * 0.1; - trace_dphitq3surfaceflags = 0; - tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self); - /* - if(trace_fraction == 1) - dprint("nohit\n"); - else - dprint(ftos(trace_dphitq3surfaceflags), "\n"); - */ - if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) - { - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) - GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND); - else - GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND); - } - } - } +void CreatureFrame_FallDamage(entity this) +{ + if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage + { + // check for falling damage + float velocity_len = vlen(this.velocity); + if(!this.hook.state) + { + float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage. + if (IS_DEAD(this)) + dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor; + else + dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage); + if (dm > 0) + Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0'); } - self.oldvelocity = self.velocity; + if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed) + Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0'); } - setself(this); } +void CreatureFrame_All() +{ + FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA( + if(it.movetype == MOVETYPE_NOCLIP) continue; + CreatureFrame_Liquids(it); + CreatureFrame_FallDamage(it); + it.oldvelocity = it.velocity; + )); +} + +void Pause_TryPause(bool ispaused) +{ + int n = 0; + FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA( + if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return; + ++n; + )); + if (!n) return; + setpause(ispaused); +} + +void SV_PausedTic(float elapsedtime) +{ + if (!server_is_dedicated) Pause_TryPause(false); +} /* ============= @@ -183,10 +152,17 @@ Called before each frame by the server float game_delay; float game_delay_last; +bool autocvar_sv_autopause = true; float RedirectionThink(); -void StartFrame (void) -{SELFPARAM(); +void PM_Main(Client this); +void StartFrame() +{ + // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction) + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PM_Main(it)); + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITH(entity, self, it, PlayerPreThink())); + execute_next_frame(); + if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true); remove = remove_unsafely; // not during spawning! serverprevtime = servertime; @@ -196,19 +172,16 @@ void StartFrame (void) #ifdef PROFILING if(time > client_cefc_accumulatortime + 1) { - float t, pp, c_seeing, c_seen; - entity cl; - t = client_cefc_accumulator / (time - client_cefc_accumulatortime); + float t = client_cefc_accumulator / (time - client_cefc_accumulatortime); LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; "); - c_seeing = 0; - c_seen = 0; - FOR_EACH_CLIENT(cl) - { - if(IS_REAL_CLIENT(cl)) + int c_seeing = 0; + int c_seen = 0; + FOREACH_CLIENT(true, LAMBDA( + if(IS_REAL_CLIENT(it)) ++c_seeing; - if(IS_PLAYER(cl)) + if(IS_PLAYER(it)) ++c_seen; - } + )); LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; "); LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n"); @@ -217,8 +190,7 @@ void StartFrame (void) } #endif - for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); ) - CSQCProjectile_Check(e); + FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it))); if(RedirectionThink()) return; @@ -238,37 +210,28 @@ void StartFrame (void) skill = autocvar_skill; // detect when the pre-game countdown (if any) has ended and the game has started - game_delay = (time < game_starttime) ? true : false; + game_delay = (time < game_starttime); - if(game_delay_last == true) - if(game_delay == false) - if(autocvar_sv_eventlog) + if(autocvar_sv_eventlog && game_delay_last && !game_delay) GameLogEcho(":startdelay_ended"); game_delay_last = game_delay; - CreatureFrame (); - CheckRules_World (); + CreatureFrame_All(); + CheckRules_World(); - // if in warmup stage and limit for warmup is hit start match - if(warmup_stage) - if(!gameover) - if((g_warmup_limit > 0 && time >= g_warmup_limit) - || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60)) + if(warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) { ReadyRestart(); return; } bot_serverframe(); - - entity e; - FOR_EACH_PLAYER(e) - e.porto_forbidden = max(0, e.porto_forbidden - 1); - anticheat_startframe(); - MUTATOR_CALLHOOK(SV_StartFrame); + + FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it))); + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITH(entity, self, it, PlayerPostThink())); } .vector originjitter; @@ -279,6 +242,7 @@ void StartFrame (void) float DoesQ3ARemoveThisEntity(); void SV_OnEntityPreSpawnFunction() {SELFPARAM(); + __spawnfunc_expect = this; if (self) if (self.gametypefilter != "") if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter)) @@ -386,7 +350,7 @@ void SV_OnEntityPreSpawnFunction() } } inv = !inv; -:cvar_fail +LABEL(cvar_fail) // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it if (!inv) { @@ -430,7 +394,7 @@ void SV_OnEntityPreSpawnFunction() } } -void WarpZone_PostInitialize_Callback(void) +void WarpZone_PostInitialize_Callback() { // create waypoint links for warpzones entity e;