ref: c909a88a89b43d5555f3090c0a54de31b067fe7c
dir: /server/sv_ccmds.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. */ #include "server.h" /* =============================================================================== OPERATOR CONSOLE ONLY COMMANDS These commands can only be entered from stdin or by a remote operator datagram =============================================================================== */ /* ==================== SV_SetMaster_f Specify a list of master servers ==================== */ void SV_SetMaster_f (void) { int i, slot; // only dedicated servers send heartbeats if (!dedicated->value) { Com_Printf ("Only dedicated servers use masters.\n"); return; } // make sure the server is listed public Cvar_Set ("public", "1"); for (i=1 ; i<MAX_MASTERS ; i++) memset (&master_adr[i], 0, sizeof(master_adr[i])); slot = 1; // slot 0 will always contain the id master for (i=1 ; i<Cmd_Argc() ; i++) { if (slot == MAX_MASTERS) break; if (!NET_StringToAdr (Cmd_Argv(i), &master_adr[i])) { Com_Printf ("Bad address: %s\n", Cmd_Argv(i)); continue; } if (master_adr[slot].port == 0) master_adr[slot].port = BigShort (PORT_MASTER); Com_Printf ("Master server at %s\n", NET_AdrToString (master_adr[slot])); Com_Printf ("Sending a ping.\n"); Netchan_OutOfBandPrint (NS_SERVER, master_adr[slot], "ping"); slot++; } svs.last_heartbeat = -9999999; } /* ================== SV_SetPlayer Sets sv_client and sv_player to the player with idnum Cmd_Argv(1) ================== */ qboolean SV_SetPlayer (void) { client_t *cl; int i; int idnum; char *s; if (Cmd_Argc() < 2) return false; s = Cmd_Argv(1); // numeric values are just slot numbers if (s[0] >= '0' && s[0] <= '9') { idnum = atoi(Cmd_Argv(1)); if (idnum < 0 || idnum >= maxclients->value) { Com_Printf ("Bad client slot: %i\n", idnum); return false; } sv_client = &svs.clients[idnum]; sv_player = sv_client->edict; if (!sv_client->state) { Com_Printf ("Client %i is not active\n", idnum); return false; } return true; } // check for a name match for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++) { if (!cl->state) continue; if (!strcmp(cl->name, s)) { sv_client = cl; sv_player = sv_client->edict; return true; } } Com_Printf ("Userid %s is not on the server\n", s); return false; } /* =============================================================================== SAVEGAME FILES =============================================================================== */ /* ===================== SV_WipeSavegame Delete save/<XXX>/ ===================== */ void SV_WipeSavegame (char *savename) { char name[MAX_OSPATH]; char *s; Com_DPrintf("SV_WipeSaveGame(%s)\n", savename); Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir (), savename); remove (name); Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir (), savename); remove (name); Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir (), savename); s = Sys_FindFirst( name, 0, 0 ); while (s) { remove (s); s = Sys_FindNext( 0, 0 ); } Sys_FindClose (); Com_sprintf (name, sizeof(name), "%s/save/%s/*.sv2", FS_Gamedir (), savename); s = Sys_FindFirst(name, 0, 0 ); while (s) { remove (s); s = Sys_FindNext( 0, 0 ); } Sys_FindClose (); } /* ================ CopyFile ================ */ void CopyFile (char *src, char *dst) { FILE *f1, *f2; int l; byte buffer[65536]; Com_DPrintf ("CopyFile (%s, %s)\n", src, dst); f1 = fopen (src, "rb"); if (!f1) return; f2 = fopen (dst, "wb"); if (!f2) { fclose (f1); return; } while (1) { l = fread (buffer, 1, sizeof(buffer), f1); if (!l) break; fwrite (buffer, 1, l, f2); } fclose (f1); fclose (f2); } /* ================ SV_CopySaveGame ================ */ void SV_CopySaveGame (char *src, char *dst) { char name[MAX_OSPATH], name2[MAX_OSPATH]; int l, len; char *found; Com_DPrintf("SV_CopySaveGame(%s, %s)\n", src, dst); SV_WipeSavegame (dst); // copy the savegame over Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), src); Com_sprintf (name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Gamedir(), dst); FS_CreatePath (name2); CopyFile (name, name2); Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir(), src); Com_sprintf (name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Gamedir(), dst); CopyFile (name, name2); Com_sprintf (name, sizeof(name), "%s/save/%s/", FS_Gamedir(), src); len = strlen(name); Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), src); found = Sys_FindFirst(name, 0, 0 ); while (found) { strcpy (name+len, found+len); Com_sprintf (name2, sizeof(name2), "%s/save/%s/%s", FS_Gamedir(), dst, found+len); CopyFile (name, name2); // change sav to sv2 l = strlen(name); strcpy (name+l-3, "sv2"); l = strlen(name2); strcpy (name2+l-3, "sv2"); CopyFile (name, name2); found = Sys_FindNext( 0, 0 ); } Sys_FindClose (); } /* ============== SV_WriteLevelFile ============== */ void SV_WriteLevelFile (void) { char name[MAX_OSPATH]; FILE *f; Com_DPrintf("SV_WriteLevelFile()\n"); Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name); f = fopen(name, "wb"); if (!f) { Com_Printf ("Failed to open %s\n", name); return; } fwrite (sv.configstrings, sizeof(sv.configstrings), 1, f); CM_WritePortalState (f); fclose (f); Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name); ge->WriteLevel (name); } /* ============== SV_ReadLevelFile ============== */ void SV_ReadLevelFile (void) { char name[MAX_OSPATH]; FILE *f; Com_DPrintf("SV_ReadLevelFile()\n"); Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name); f = fopen(name, "rb"); if (!f) { Com_Printf ("Failed to open %s\n", name); return; } FS_Read (sv.configstrings, sizeof(sv.configstrings), f); CM_ReadPortalState (f); fclose (f); Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name); ge->ReadLevel (name); } /* ============== SV_WriteServerFile ============== */ void SV_WriteServerFile (qboolean autosave) { FILE *f; cvar_t *var; char name[MAX_OSPATH], string[128]; char comment[32]; time_t aclock; struct tm *newtime; Com_DPrintf("SV_WriteServerFile(%s)\n", autosave ? "true" : "false"); Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir()); f = fopen (name, "wb"); if (!f) { Com_Printf ("Couldn't write %s\n", name); return; } // write the comment field memset (comment, 0, sizeof(comment)); if (!autosave) { time (&aclock); newtime = localtime (&aclock); Com_sprintf (comment,sizeof(comment), "%2i:%i%i %2i/%2i ", newtime->tm_hour , newtime->tm_min/10, newtime->tm_min%10, newtime->tm_mon+1, newtime->tm_mday); strncat (comment, sv.configstrings[CS_NAME], sizeof(comment)-1-strlen(comment) ); } else { // autosaved Com_sprintf (comment, sizeof(comment), "ENTERING %s", sv.configstrings[CS_NAME]); } fwrite (comment, 1, sizeof(comment), f); // write the mapcmd fwrite (svs.mapcmd, 1, sizeof(svs.mapcmd), f); // write all CVAR_LATCH cvars // these will be things like coop, skill, deathmatch, etc for (var = cvar_vars ; var ; var=var->next) { if (!(var->flags & CVAR_LATCH)) continue; if (strlen(var->name) >= sizeof(name)-1 || strlen(var->string) >= sizeof(string)-1) { Com_Printf ("Cvar too long: %s = %s\n", var->name, var->string); continue; } memset (name, 0, sizeof(name)); memset (string, 0, sizeof(string)); strcpy (name, var->name); strcpy (string, var->string); fwrite (name, 1, sizeof(name), f); fwrite (string, 1, sizeof(string), f); } fclose (f); // write game state Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir()); ge->WriteGame (name, autosave); } /* ============== SV_ReadServerFile ============== */ void SV_ReadServerFile (void) { FILE *f; char name[MAX_OSPATH], string[128]; char comment[32]; char mapcmd[MAX_TOKEN_CHARS]; Com_DPrintf("SV_ReadServerFile()\n"); Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir()); f = fopen (name, "rb"); if (!f) { Com_Printf ("Couldn't read %s\n", name); return; } // read the comment field FS_Read (comment, sizeof(comment), f); // read the mapcmd FS_Read (mapcmd, sizeof(mapcmd), f); // read all CVAR_LATCH cvars // these will be things like coop, skill, deathmatch, etc while (1) { if (!fread (name, 1, sizeof(name), f)) break; FS_Read (string, sizeof(string), f); Com_DPrintf ("Set %s = %s\n", name, string); Cvar_ForceSet (name, string); } fclose (f); // start a new game fresh with new cvars SV_InitGame (); strcpy (svs.mapcmd, mapcmd); // read game state Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir()); ge->ReadGame (name); } //========================================================= /* ================== SV_DemoMap_f Puts the server in demo mode on a specific map/cinematic ================== */ void SV_DemoMap_f (void) { SV_Map (true, Cmd_Argv(1), false ); } /* ================== SV_GameMap_f Saves the state of the map just being exited and goes to a new map. If the initial character of the map string is '*', the next map is in a new unit, so the current savegame directory is cleared of map files. Example: *inter.cin+jail Clears the archived maps, plays the inter.cin cinematic, then goes to map jail.bsp. ================== */ void SV_GameMap_f (void) { char *map; int i; client_t *cl; qboolean *savedInuse; if (Cmd_Argc() != 2) { Com_Printf ("USAGE: gamemap <map>\n"); return; } Com_DPrintf("SV_GameMap(%s)\n", Cmd_Argv(1)); FS_CreatePath (va("%s/save/current/", FS_Gamedir())); // check for clearing the current savegame map = Cmd_Argv(1); if (map[0] == '*') { // wipe all the *.sav files SV_WipeSavegame ("current"); } else { // save the map just exited if (sv.state == ss_game) { // clear all the client inuse flags before saving so that // when the level is re-entered, the clients will spawn // at spawn points instead of occupying body shells savedInuse = malloc(maxclients->value * sizeof(qboolean)); for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++) { savedInuse[i] = cl->edict->inuse; cl->edict->inuse = false; } SV_WriteLevelFile (); // we must restore these for clients to transfer over correctly for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++) cl->edict->inuse = savedInuse[i]; free (savedInuse); } } // start up the next map SV_Map (false, Cmd_Argv(1), false ); // archive server state strncpy (svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd)-1); // copy off the level to the autosave slot if (!dedicated->value) { SV_WriteServerFile (true); SV_CopySaveGame ("current", "save0"); } } /* ================== SV_Map_f Goes directly to a given map without any savegame archiving. For development work ================== */ void SV_Map_f (void) { char *map; char expanded[MAX_QPATH]; // if not a pcx, demo, or cinematic, check to make sure the level exists map = Cmd_Argv(1); if (!strstr (map, ".")) { Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map); if (FS_LoadFile (expanded, NULL) == -1) { Com_Printf ("Can't find %s\n", expanded); return; } } sv.state = ss_dead; // don't save current level when changing SV_WipeSavegame("current"); SV_GameMap_f (); } /* ===================================================================== SAVEGAMES ===================================================================== */ /* ============== SV_Loadgame_f ============== */ void SV_Loadgame_f (void) { char name[MAX_OSPATH]; FILE *f; char *dir; if (Cmd_Argc() != 2) { Com_Printf ("USAGE: loadgame <directory>\n"); return; } Com_Printf ("Loading game...\n"); dir = Cmd_Argv(1); if (strstr (dir, "..") || strstr (dir, "/") || strstr (dir, "\\") ) { Com_Printf ("Bad savedir.\n"); } // make sure the server.ssv file exists Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), Cmd_Argv(1)); f = fopen (name, "rb"); if (!f) { Com_Printf ("No such savegame: %s\n", name); return; } fclose (f); SV_CopySaveGame (Cmd_Argv(1), "current"); SV_ReadServerFile (); // go to the map sv.state = ss_dead; // don't save current level when changing SV_Map (false, svs.mapcmd, true); } /* ============== SV_Savegame_f ============== */ void SV_Savegame_f (void) { char *dir; if (sv.state != ss_game) { Com_Printf ("You must be in a game to save.\n"); return; } if (Cmd_Argc() != 2) { Com_Printf ("USAGE: savegame <directory>\n"); return; } if (Cvar_VariableValue("deathmatch")) { Com_Printf ("Can't savegame in a deathmatch\n"); return; } if (!strcmp (Cmd_Argv(1), "current")) { Com_Printf ("Can't save to 'current'\n"); return; } if (maxclients->value == 1 && svs.clients[0].edict->client->ps.stats[STAT_HEALTH] <= 0) { Com_Printf ("\nCan't savegame while dead!\n"); return; } dir = Cmd_Argv(1); if (strstr (dir, "..") || strstr (dir, "/") || strstr (dir, "\\") ) { Com_Printf ("Bad savedir.\n"); } Com_Printf ("Saving game...\n"); // archive current level, including all client edicts. // when the level is reloaded, they will be shells awaiting // a connecting client SV_WriteLevelFile (); // save server state SV_WriteServerFile (false); // copy it off SV_CopySaveGame ("current", dir); Com_Printf ("Done.\n"); } //=============================================================== /* ================== SV_Kick_f Kick a user off of the server ================== */ void SV_Kick_f (void) { if (!svs.initialized) { Com_Printf ("No server running.\n"); return; } if (Cmd_Argc() != 2) { Com_Printf ("Usage: kick <userid>\n"); return; } if (!SV_SetPlayer ()) return; SV_BroadcastPrintf (PRINT_HIGH, "%s was kicked\n", sv_client->name); // print directly, because the dropped client won't get the // SV_BroadcastPrintf message SV_ClientPrintf (sv_client, PRINT_HIGH, "You were kicked from the game\n"); SV_DropClient (sv_client); sv_client->lastmessage = svs.realtime; // min case there is a funny zombie } /* ================ SV_Status_f ================ */ void SV_Status_f (void) { int i, j, l; client_t *cl; char *s; int ping; if (!svs.clients) { Com_Printf ("No server running.\n"); return; } Com_Printf ("map : %s\n", sv.name); Com_Printf ("num score ping name lastmsg address qport \n"); Com_Printf ("--- ----- ---- --------------- ------- --------------------- ------\n"); for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++) { if (!cl->state) continue; Com_Printf ("%3i ", i); Com_Printf ("%5i ", cl->edict->client->ps.stats[STAT_FRAGS]); if (cl->state == cs_connected) Com_Printf ("CNCT "); else if (cl->state == cs_zombie) Com_Printf ("ZMBI "); else { ping = cl->ping < 9999 ? cl->ping : 9999; Com_Printf ("%4i ", ping); } Com_Printf ("%s", cl->name); l = 16 - strlen(cl->name); for (j=0 ; j<l ; j++) Com_Printf (" "); Com_Printf ("%7i ", svs.realtime - cl->lastmessage ); s = NET_AdrToString ( cl->netchan.remote_address); Com_Printf ("%s", s); l = 22 - strlen(s); for (j=0 ; j<l ; j++) Com_Printf (" "); Com_Printf ("%5i", cl->netchan.qport); Com_Printf ("\n"); } Com_Printf ("\n"); } /* ================== SV_ConSay_f ================== */ void SV_ConSay_f(void) { client_t *client; int j; char *p; char text[1024]; if (Cmd_Argc () < 2) return; strcpy (text, "console: "); p = Cmd_Args(); if (*p == '"') { p++; p[strlen(p)-1] = 0; } strcat(text, p); for (j = 0, client = svs.clients; j < maxclients->value; j++, client++) { if (client->state != cs_spawned) continue; SV_ClientPrintf(client, PRINT_CHAT, "%s\n", text); } } /* ================== SV_Heartbeat_f ================== */ void SV_Heartbeat_f (void) { svs.last_heartbeat = -9999999; } /* =========== SV_Serverinfo_f Examine or change the serverinfo string =========== */ void SV_Serverinfo_f (void) { Com_Printf ("Server info settings:\n"); Info_Print (Cvar_Serverinfo()); } /* =========== SV_DumpUser_f Examine all a users info strings =========== */ void SV_DumpUser_f (void) { if (Cmd_Argc() != 2) { Com_Printf ("Usage: info <userid>\n"); return; } if (!SV_SetPlayer ()) return; Com_Printf ("userinfo\n"); Com_Printf ("--------\n"); Info_Print (sv_client->userinfo); } /* ============== SV_ServerRecord_f Begins server demo recording. Every entity and every message will be recorded, but no playerinfo will be stored. Primarily for demo merging. ============== */ void SV_ServerRecord_f (void) { char name[MAX_OSPATH]; char buf_data[32768]; sizebuf_t buf; int len; int i; if (Cmd_Argc() != 2) { Com_Printf ("serverrecord <demoname>\n"); return; } if (svs.demofile) { Com_Printf ("Already recording.\n"); return; } if (sv.state != ss_game) { Com_Printf ("You must be in a level to record.\n"); return; } // // open the demo file // Com_sprintf (name, sizeof(name), "%s/demos/%s.dm2", FS_Gamedir(), Cmd_Argv(1)); Com_Printf ("recording to %s.\n", name); FS_CreatePath (name); svs.demofile = fopen (name, "wb"); if (!svs.demofile) { Com_Printf ("ERROR: couldn't open.\n"); return; } // setup a buffer to catch all multicasts SZ_Init (&svs.demo_multicast, svs.demo_multicast_buf, sizeof(svs.demo_multicast_buf)); // // write a single giant fake message with all the startup info // SZ_Init (&buf, buf_data, sizeof(buf_data)); // // serverdata needs to go over for all types of servers // to make sure the protocol is right, and to set the gamedir // // send the serverdata MSG_WriteByte (&buf, svc_serverdata); MSG_WriteLong (&buf, PROTOCOL_VERSION); MSG_WriteLong (&buf, svs.spawncount); // 2 means server demo MSG_WriteByte (&buf, 2); // demos are always attract loops MSG_WriteString (&buf, Cvar_VariableString ("gamedir")); MSG_WriteShort (&buf, -1); // send full levelname MSG_WriteString (&buf, sv.configstrings[CS_NAME]); for (i=0 ; i<MAX_CONFIGSTRINGS ; i++) if (sv.configstrings[i][0]) { MSG_WriteByte (&buf, svc_configstring); MSG_WriteShort (&buf, i); MSG_WriteString (&buf, sv.configstrings[i]); } // write it to the demo file Com_DPrintf ("signon message length: %i\n", buf.cursize); len = LittleLong (buf.cursize); fwrite (&len, 4, 1, svs.demofile); fwrite (buf.data, buf.cursize, 1, svs.demofile); // the rest of the demo file will be individual frames } /* ============== SV_ServerStop_f Ends server demo recording ============== */ void SV_ServerStop_f (void) { if (!svs.demofile) { Com_Printf ("Not doing a serverrecord.\n"); return; } fclose (svs.demofile); svs.demofile = NULL; Com_Printf ("Recording completed.\n"); } /* =============== SV_KillServer_f Kick everyone off, possibly in preparation for a new game =============== */ void SV_KillServer_f (void) { if (!svs.initialized) return; SV_Shutdown ("Server was killed.\n", false); NET_Config ( false ); // close network sockets } /* =============== SV_ServerCommand_f Let the game dll handle a command =============== */ void SV_ServerCommand_f (void) { if (!ge) { Com_Printf ("No game loaded.\n"); return; } ge->ServerCommand(); } //=========================================================== /* ================== SV_InitOperatorCommands ================== */ void SV_InitOperatorCommands (void) { Cmd_AddCommand ("heartbeat", SV_Heartbeat_f); Cmd_AddCommand ("kick", SV_Kick_f); Cmd_AddCommand ("status", SV_Status_f); Cmd_AddCommand ("serverinfo", SV_Serverinfo_f); Cmd_AddCommand ("dumpuser", SV_DumpUser_f); Cmd_AddCommand ("map", SV_Map_f); Cmd_AddCommand ("demomap", SV_DemoMap_f); Cmd_AddCommand ("gamemap", SV_GameMap_f); Cmd_AddCommand ("setmaster", SV_SetMaster_f); if ( dedicated->value ) Cmd_AddCommand ("say", SV_ConSay_f); Cmd_AddCommand ("serverrecord", SV_ServerRecord_f); Cmd_AddCommand ("serverstop", SV_ServerStop_f); Cmd_AddCommand ("save", SV_Savegame_f); Cmd_AddCommand ("load", SV_Loadgame_f); Cmd_AddCommand ("killserver", SV_KillServer_f); Cmd_AddCommand ("sv", SV_ServerCommand_f); }