Files
quake2-for-ps2/src/server/server.h
T
Guilherme Lampert ce8cc0721c Finished texture image loading and got the menus working.
- Finished texture image loading for PCX, WAL and TGA;
- Added the NET driver for the PS2, loopback only for local
single-player;
- Replaced all malloc/free calls with either Quake’s Z_Malloc or
PS2_MemAlloc, so we can keep precise memory usage statistics;
- Several other miscellaneous changes.
2015-10-29 03:21:15 -02:00

336 lines
9.9 KiB
C

/*
Copyright (C) 1997-2001 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
#include "common/q_common.h"
#include "game/game.h"
//#define PARANOID // speed sapping error checking
//=============================================================================
// max recipients for heartbeat packets
enum
{
MAX_MASTERS = 8
};
typedef enum
{
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_game, // actively running
ss_cinematic,
ss_demo,
ss_pic
} server_state_t;
// some qc commands are only valid before the server has finished
// initializing (precache commands, static sounds / objects, etc)
typedef struct
{
server_state_t state; // precache commands are only valid during load
qboolean attractloop; // running cinematics and demos for the local system only
qboolean loadgame; // client begins should reuse existing entity
unsigned time; // always sv.framenum * 100 msec
int framenum;
char name[MAX_QPATH]; // map name, or cinematic name
struct cmodel_s * models[MAX_MODELS];
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
entity_state_t baselines[MAX_EDICTS];
// the multicast buffer is used to send a message to a set of clients
// it is only used to marshall data until SV_Multicast is called
sizebuf_t multicast;
byte multicast_buf[MAX_MSGLEN];
// demo server information
FILE * demofile;
qboolean timedemo; // don't time sync
} server_t;
#define EDICT_NUM(n) ((edict_t *)((byte *)ge->edicts + ge->edict_size * (n)))
#define NUM_FOR_EDICT(e) (((byte *)(e) - (byte *)ge->edicts) / ge->edict_size)
typedef enum
{
cs_free, // can be reused for a new connection
cs_zombie, // client has been disconnected, but don't reuse connection for a couple seconds
cs_connected, // has been assigned to a client_t, but not in game yet
cs_spawned // client is fully in game
} client_state_t;
typedef struct
{
int areabytes;
byte areabits[MAX_MAP_AREAS / 8]; // portalarea visibility bits
player_state_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
int senttime; // for ping calculations
} client_frame_t;
enum
{
LATENCY_COUNTS = 16,
RATE_MESSAGES = 10
};
typedef struct client_s
{
client_state_t state;
char userinfo[MAX_INFO_STRING]; // name, etc
int lastframe; // for delta compression
usercmd_t lastcmd; // for filling in big drops
int commandMsec; // every seconds this is reset, if user
// commands exhaust it, assume time cheating
int frame_latency[LATENCY_COUNTS];
int ping;
int message_size[RATE_MESSAGES]; // used to rate drop packets
int rate;
int surpressCount; // number of messages rate supressed
edict_t * edict; // EDICT_NUM(clientnum+1)
char name[32]; // extracted from userinfo, high bits masked
int messagelevel; // for filtering printed messages
// The datagram is written to by sound calls, prints, temp ents, etc.
// It can be harmlessly overflowed.
sizebuf_t datagram;
byte datagram_buf[MAX_MSGLEN];
client_frame_t frames[UPDATE_BACKUP]; // updates can be delta'd from here
byte * download; // file being downloaded
int downloadsize; // total bytes (can't use EOF because of paks)
int downloadcount; // bytes sent
int lastmessage; // sv.framenum when packet was last received
int lastconnect;
int challenge; // challenge of this user, randomly generated
netchan_t netchan;
} client_t;
// a client can leave the server in one of four ways:
// dropping properly by quiting or disconnecting
// timing out if no valid messages are received for timeout.value seconds
// getting kicked off by the server operator
// a program error, like an overflowed reliable buffer
//=============================================================================
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
enum
{
MAX_CHALLENGES = 1024
};
typedef struct
{
netadr_t adr;
int challenge;
int time;
} challenge_t;
typedef struct
{
qboolean initialized; // sv_init has completed
int realtime; // always increasing, no clamping, etc
char mapcmd[MAX_TOKEN_CHARS]; // ie: *intro.cin+base
int spawncount; // incremented each server start
// used to check late spawns
client_t * clients; // [maxclients->value];
int num_client_entities; // maxclients->value*UPDATE_BACKUP*MAX_PACKET_ENTITIES
int next_client_entities; // next client_entity to use
entity_state_t * client_entities; // [num_client_entities]
int last_heartbeat;
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
// serverrecord values
FILE * demofile;
sizebuf_t demo_multicast;
byte demo_multicast_buf[MAX_MSGLEN];
} server_static_t;
//=============================================================================
extern netadr_t net_from;
extern sizebuf_t net_message;
extern netadr_t master_adr[MAX_MASTERS]; // address of the master server
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern cvar_t * maxclients;
extern cvar_t * sv_enforcetime;
extern cvar_t * sv_paused;
extern cvar_t * sv_noreload; // don't reload level state when reentering
extern cvar_t * sv_airaccelerate; // don't reload level state when reentering
// development tool
extern client_t * sv_client;
extern edict_t * sv_player;
//===========================================================
//
// sv_main.c
//
void SV_FinalMessage(char * message, qboolean reconnect);
void SV_DropClient(client_t * drop);
int SV_ModelIndex(char * name);
int SV_SoundIndex(char * name);
int SV_ImageIndex(char * name);
void SV_WriteClientdataToMessage(client_t * client, sizebuf_t * msg);
void SV_ExecuteUserCommand(char * s);
void SV_InitOperatorCommands(void);
void SV_SendServerinfo(client_t * client);
void SV_UserinfoChanged(client_t * cl);
void Master_Heartbeat(void);
void Master_Packet(void);
//
// sv_init.c
//
void SV_InitGame(void);
void SV_Map(qboolean attractloop, char * levelstring, qboolean loadgame);
//
// sv_phys.c
//
void SV_PrepWorldFrame(void);
//
// sv_send.c
//
typedef enum
{
RD_NONE,
RD_CLIENT,
RD_PACKET
} redirect_t;
enum
{
SV_OUTPUTBUF_LENGTH = (MAX_MSGLEN - 16)
};
extern char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
void SV_FlushRedirect(int sv_redirected, char * outputbuf);
void SV_DemoCompleted(void);
void SV_SendClientMessages(void);
void SV_Multicast(vec3_t origin, multicast_t to);
void SV_StartSound(vec3_t origin, edict_t * entity, int channel, int soundindex,
float volume, float attenuation, float timeofs);
void SV_ClientPrintf(client_t * cl, int level, const char * fmt, ...);
void SV_BroadcastPrintf(int level, const char * fmt, ...);
void SV_BroadcastCommand(const char * fmt, ...);
//
// sv_user.c
//
void SV_Nextserver(void);
void SV_ExecuteClientMessage(client_t * cl);
//
// sv_ccmds.c
//
void SV_ReadLevelFile(void);
void SV_Status_f(void);
//
// sv_ents.c
//
void SV_WriteFrameToClient(client_t * client, sizebuf_t * msg);
void SV_RecordDemoMessage(void);
void SV_BuildClientFrame(client_t * client);
//
// sv_game.c
//
extern game_export_t * ge;
void SV_InitGameProgs(void);
void SV_ShutdownGameProgs(void);
void SV_InitEdict(edict_t * e);
//============================================================
//
// high level object sorting to reduce interaction tests
//
void SV_ClearWorld(void);
// called after the world model has been loaded, before linking any entities
void SV_UnlinkEdict(edict_t * ent);
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
void SV_LinkEdict(edict_t * ent);
// Needs to be called any time an entity changes origin, mins, maxs,
// or solid. Automatically unlinks if needed.
// sets ent->v.absmin and ent->v.absmax
// sets ent->leafnums[] for pvs determination even if the entity
// is not solid
int SV_AreaEdicts(vec3_t mins, vec3_t maxs, edict_t ** list, int maxcount, int areatype);
// fills in a table of edict pointers with edicts that have bounding boxes
// that intersect the given area. It is possible for a non-axial bmodel
// to be returned that doesn't actually intersect the area on an exact
// test.
// returns the number of pointers filled in
// ??? does this always return the world?
//===================================================================
//
// functions that interact with everything apropriate
//
int SV_PointContents(vec3_t p);
// returns the CONTENTS_* value from the world at the given point.
// Quake 2 extends this to also check entities, to allow moving liquids
trace_t SV_Trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t * passedict, int contentmask);
// mins and maxs are relative
// if the entire move stays in a solid volume, trace.allsolid will be set,
// trace.startsolid will be set, and trace.fraction will be 0
// if the starting point is in a solid, it will be allowed to move out
// to an open area
// passedict is explicitly excluded from clipping checks (normally NULL)