mirror of
https://github.com/bearstonem/openmohaa-vr.git
synced 2026-10-23 16:00:27 +02:00
It is now possible for servers to send large vote configuration files to clients without causing disconnections due to packets being larger than 50 KB. The issue also occurs on vanilla servers.
649 lines
21 KiB
C
649 lines
21 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// server.h
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#pragma once
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../fgame/bg_public.h"
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#include "../fgame/g_public.h"
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#ifndef DEDICATED
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# include "../client/snd_local.h"
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#endif
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//=============================================================================
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#define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND
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// GAME BOTH REFERENCE !!!
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#define MAX_ENT_CLUSTERS 16
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef USE_VOIP
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#define VOIP_QUEUE_LENGTH 64
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typedef struct voipServerPacket_s
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{
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int generation;
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int sequence;
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int frames;
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int len;
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int sender;
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int flags;
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byte data[4000];
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} voipServerPacket_t;
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#endif
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typedef struct svEntity_s {
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struct worldSector_s *worldSector;
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struct svEntity_s *nextEntityInWorldSector;
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entityState_t baseline; // for delta compression of initial sighting
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int numClusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int lastCluster; // if all the clusters don't fit in clusternums
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int areanum, areanum2;
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int snapshotCounter; // used to prevent double adding from portal views
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} svEntity_t;
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typedef enum {
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SS_DEAD, // no map loaded
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SS_LOADING, // spawning level entities
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SS_LOADING2,
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SS_GAME // actively running
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} serverState_t;
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typedef struct {
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serverState_t state;
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qboolean restarting; // if true, send configstring changes during SS_LOADING
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int serverId; // changes each server start
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int restartedServerId; // serverId before a map_restart
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int checksumFeed; // the feed key that we use to compute the pure checksum strings
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
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// the serverId associated with the current checksumFeed (always <= serverId)
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int checksumFeedServerId;
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int snapshotCounter; // incremented for each snapshot built
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int timeResidual; // <= 1000 / sv_frame->value
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int nextFrameTime; // when time > nextFrameTime, process world
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float frameTime;
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struct cmodel_s *models[MAX_MODELS];
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char *configstrings[MAX_CONFIGSTRINGS];
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svEntity_t svEntities[MAX_GENTITIES];
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int farplane;
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qboolean skyportal;
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char *entityParsePoint; // used during game VM init
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// the game virtual machine will update these on init and changes
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gentity_t *gentities;
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int gentitySize;
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int num_entities; // current number, <= MAX_GENTITIES
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playerState_t *gameClients;
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int gameClientSize; // will be > sizeof(playerState_t) due to game private data
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} server_t;
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typedef struct {
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int areabytes;
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byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps;
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int num_entities;
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int first_entity; // into the circular sv_packet_entities[]
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// the entities MUST be in increasing state number
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// order, otherwise the delta compression will fail
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int messageSent; // time the message was transmitted
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int messageAcked; // time the message was acked
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int messageSize; // used to rate drop packets
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} clientSnapshot_t;
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typedef enum {
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CS_FREE, // can be reused for a new connection
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CS_ZOMBIE, // client has been disconnected, but don't reuse
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// connection for a couple seconds
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CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet
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CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd
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CS_ACTIVE // client is fully in game
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} clientState_t;
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typedef struct netchan_buffer_s {
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msg_t msg;
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byte msgBuffer[MAX_MSGLEN];
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#ifdef LEGACY_PROTOCOL
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char clientCommandString[MAX_STRING_CHARS]; // valid command string for SV_Netchan_Encode
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#endif
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struct netchan_buffer_s *next;
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} netchan_buffer_t;
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typedef struct client_s {
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clientState_t state;
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char userinfo[MAX_INFO_STRING]; // name, etc
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char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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int reliableSequence; // last added reliable message, not necessarily sent or acknowledged yet
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int reliableAcknowledge; // last acknowledged reliable message
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int reliableSent; // last sent reliable message, not necessarily acknowledged yet
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int messageAcknowledge;
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int gamestateMessageNum; // netchan->outgoingSequence of gamestate
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int challenge;
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int serverIdAcknowledge;
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usercmd_t lastUsercmd;
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usereyes_t lastEyeinfo;
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int lastMessageNum; // for delta compression
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int lastClientCommand; // reliable client message sequence
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char lastClientCommandString[MAX_STRING_CHARS];
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gentity_t *gentity; // SV_GentityNum(clientnum)
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char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked
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// downloading
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char downloadName[MAX_QPATH]; // if not empty string, we are downloading
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fileHandle_t download; // file being downloaded
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int downloadSize; // total bytes (can't use EOF because of paks)
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int downloadCount; // bytes sent
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int downloadClientBlock; // last block we sent to the client, awaiting ack
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int downloadCurrentBlock; // current block number
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int downloadXmitBlock; // last block we xmited
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unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks
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int downloadBlockSize[MAX_DOWNLOAD_WINDOW];
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qboolean downloadEOF; // We have sent the EOF block
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int downloadSendTime; // time we last got an ack from the client
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int deltaMessage; // frame last client usercmd message
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int nextReliableTime; // svs.time when another reliable command will be allowed
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int lastPacketTime; // svs.time when packet was last received
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int lastConnectTime; // svs.time when connection started
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int lastSnapshotTime; // svs.time of last sent snapshot
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qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec
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int timeoutCount; // must timeout a few frames in a row so debugging doesn't break
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clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here
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int ping;
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int rate; // bytes / second
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int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked
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int pureAuthentic;
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qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all
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netchan_t netchan;
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// Added in 2.0
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netprofclient_t netprofile;
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// TTimo
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// queuing outgoing fragmented messages to send them properly, without udp packet bursts
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// in case large fragmented messages are stacking up
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// buffer them into this queue, and hand them out to netchan as needed
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netchan_buffer_t *netchan_start_queue;
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netchan_buffer_t **netchan_end_queue;
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#ifdef USE_VOIP
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qboolean hasVoip;
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qboolean muteAllVoip;
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qboolean ignoreVoipFromClient[MAX_CLIENTS];
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voipServerPacket_t *voipPacket[VOIP_QUEUE_LENGTH];
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int queuedVoipPackets;
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int queuedVoipIndex;
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#endif
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int oldServerTime;
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qboolean csUpdated[MAX_CONFIGSTRINGS];
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server_sound_t server_sounds[ MAX_SERVER_SOUNDS ];
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int number_of_server_sounds;
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qboolean locprint;
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int XOffset;
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int YOffset;
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qboolean isPure;
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int gamespyId;
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char stringToPrint[256];
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int radarInfo;
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int lastRadarTime[MAX_CLIENTS];
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int lastVisCheckTime[MAX_CLIENTS];
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#ifdef LEGACY_PROTOCOL
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qboolean compat;
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#endif
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} client_t;
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//=============================================================================
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// MAX_CHALLENGES is made large to prevent a denial
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// of service attack that could cycle all of them
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// out before legitimate users connected
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#define MAX_CHALLENGES 2048
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// Allow a certain amount of challenges to have the same IP address
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// to make it a bit harder to DOS one single IP address from connecting
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// while not allowing a single ip to grab all challenge resources
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#define MAX_CHALLENGES_MULTI (MAX_CHALLENGES / 2)
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#define AUTHORIZE_TIMEOUT 5000
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typedef enum {
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CDKS_NONE,
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CDKS_AUTHENTICATING,
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CDKS_AUTHENTICATED,
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CDKS_FAILED
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} cdKeyState_e;
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typedef enum {
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NETO_NONE,
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NETO_CULLED,
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NETO_ALWAYS
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} netoptimize_e;
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typedef struct {
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netadr_t adr;
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int challenge;
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int clientChallenge; // challenge number coming from the client
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int time; // time the last packet was sent to the autherize server
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int pingTime; // time the challenge response was sent to client
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int firstTime; // time the adr was first used, for authorize timeout checks
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qboolean wasrefused;
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qboolean connected;
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//
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// gamespy stuff
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//
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unsigned int gamespyId;
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char gsChallenge[12];
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cdKeyState_e cdkeyState;
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} challenge_t;
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// Added in OPM
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typedef struct {
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qboolean inUse;
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int deleteTime;
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} nonpvs_sound_cache_t;
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// this structure will be cleared only when the game dll changes
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typedef struct {
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qboolean initialized; // sv_init has completed
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int time; // will be strictly increasing across level changes
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int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer()
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int startTime;
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int lastTime;
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int serverLagTime;
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qboolean autosave;
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int mapTime;
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client_t *clients; // [sv_maxclients->integer];
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int iNumClients;
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int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_SNAPSHOT_ENTITIES
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int nextSnapshotEntities; // next snapshotEntities to use
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entityState_t *snapshotEntities; // [numSnapshotEntities]
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int nextHeartbeatTime;
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challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
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netadr_t redirectAddress; // for rcon return messages
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#ifndef STANDALONE
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netadr_t authorizeAddress; // authorize server address
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#endif
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char gameName[ MAX_QPATH ];
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char mapName[ MAX_QPATH ];
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char rawServerName[ MAX_QPATH ];
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int areabits_warning_time;
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qboolean soundsNeedLoad;
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char tm_filename[ MAX_QPATH ];
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int tm_loopcount;
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int tm_offset;
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nonpvs_sound_cache_t nonpvs_sound_cache[MAX_SOUNDS]; // Added in OPM
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#ifndef DEDICATED
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soundsystemsavegame_t soundSystem;
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#endif
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// Added in 2.0
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netprofclient_t netprofile;
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} serverStatic_t;
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#define SERVER_MAXBANS 1024
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#define MAX_REASON_LENGTH 128
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// Structure for managing bans
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typedef struct serverBan_s {
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netadr_t ip;
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// For a CIDR-Notation type suffix
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int subnet;
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qboolean isexception;
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char reason[MAX_REASON_LENGTH];
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} serverBan_t;
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//=============================================================================
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extern serverStatic_t svs; // persistant server info across maps
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extern server_t sv; // cleared each map
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extern game_export_t *ge; // game exports
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extern cvar_t *sv_fps;
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extern cvar_t *sv_timeout;
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extern cvar_t *sv_zombietime;
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extern cvar_t *sv_rconPassword;
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extern cvar_t *sv_privatePassword;
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extern cvar_t *sv_allowDownload;
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extern cvar_t *sv_maxclients;
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extern cvar_t *sv_privateClients;
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extern cvar_t *sv_hostname;
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extern cvar_t *sv_master[MAX_MASTER_SERVERS];
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extern cvar_t *sv_reconnectlimit;
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extern cvar_t *sv_showloss;
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extern cvar_t *sv_padPackets;
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extern cvar_t *sv_killserver;
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extern cvar_t *sv_mapname;
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extern cvar_t *sv_mapChecksum;
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extern cvar_t *sv_serverid;
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extern cvar_t *sv_minRate;
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extern cvar_t *sv_maxRate;
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extern cvar_t *sv_dlRate;
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extern cvar_t *sv_minPing;
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extern cvar_t *sv_maxPing;
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extern cvar_t *g_gametype;
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extern cvar_t *g_gametypestring;
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extern cvar_t *sv_pure;
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extern cvar_t *sv_floodProtect;
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extern cvar_t *sv_lanForceRate;
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extern cvar_t *sv_maplist;
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extern cvar_t *sv_drawentities;
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extern cvar_t *sv_deeptracedebug;
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extern cvar_t *sv_netprofile;
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extern cvar_t *sv_netprofileoverlay;
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extern cvar_t *sv_netoptimize;
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extern cvar_t *sv_netoptimize_vistime;
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extern cvar_t *g_netoptimize;
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extern cvar_t *sv_chatter;
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extern cvar_t *sv_gamename;
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extern cvar_t *sv_location;
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extern cvar_t *sv_debug_gamespy;
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extern cvar_t *sv_gamespy;
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#ifndef STANDALONE
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extern cvar_t *sv_strictAuth;
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#endif
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extern cvar_t *sv_banFile;
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extern cvar_t *sv_logContext;
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extern serverBan_t serverBans[SERVER_MAXBANS];
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extern int serverBansCount;
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#ifdef USE_VOIP
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extern cvar_t *sv_voip;
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extern cvar_t *sv_voipProtocol;
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#endif
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//===========================================================
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//
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// sv_main.c
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//
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typedef struct leakyBucket_s leakyBucket_t;
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struct leakyBucket_s {
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netadrtype_t type;
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union {
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byte _4[4];
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byte _6[16];
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} ipv;
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int lastTime;
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signed char burst;
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long hash;
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leakyBucket_t *prev, *next;
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};
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extern leakyBucket_t outboundLeakyBucket;
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qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period );
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qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period );
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void SV_FinalMessage (const char *message);
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void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...) Q_PRINTF_FUNC(2, 3);
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void SV_AddOperatorCommands (void);
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void SV_RemoveOperatorCommands (void);
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void SV_MasterHeartbeat (void);
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void SV_MasterShutdown (void);
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int SV_RateMsec(client_t *client);
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void SV_PrintfClient(int clientNum, const char *fmt, ...);
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void SV_ArchiveHudDrawElements( qboolean loading );
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void SV_HudDrawShader( int iInfo, const char *name );
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void SV_HudDrawAlign( int iInfo, int iHorizontalAlign, int iVerticalAlign );
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void SV_HudDrawRect( int iInfo, int iX, int iY, int iWidth, int iHeight );
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void SV_HudDrawVirtualSize( int iInfo, qboolean bVirtualScreen );
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void SV_HudDrawColor( int iInfo, vec3_t vColor );
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void SV_HudDrawAlpha( int iInfo, float alpha );
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void SV_HudDrawString( int iInfo, const char *string );
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void SV_HudDrawFont( int iInfo, const char *name );
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void SV_ArchiveViewModelAnimation( qboolean loading /* 0x8 */ );
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void SV_ArchiveStopwatch( qboolean loading );
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void SV_ArchivePersistantFile( qboolean loading );
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void SV_ArchiveLevel( qboolean loading );
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qboolean SV_ArchiveLevelFile( qboolean loading, qboolean autosave );
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void S_Save( fileHandle_t f );
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void S_Load( fileHandle_t f );
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qboolean SV_ArchiveServerFile( qboolean loading, qboolean autosave );
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void SV_Loadgame_f( void );
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void SV_SavegameFilename( const char *name, char *fileName, int length );
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qboolean SV_AllowSaveGame( void );
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qboolean SV_DoSaveGame();
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void SV_SaveGame( const char *gamename, qboolean autosave );
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void SV_Savegame_f( void );
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void SV_Autosavegame_f( void );
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//
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// sv_init.c
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//
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void SV_ClearSvsTimeFixups( void );
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void SV_FinishSvsTimeFixups( void );
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void SV_AddSvsTimeFixup( int *piTime );
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void SV_SetConfigstring( int index, const char *val );
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char *SV_GetConfigstring( int index );
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int SV_FindIndex( const char *name, int start, int max, qboolean create );
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int SV_ModelIndex( const char *name );
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void SV_ClearModel( int index );
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int SV_SoundIndex( const char *name, qboolean streamed );
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int SV_ImageIndex( const char *name );
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int SV_ItemIndex( const char *name );
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void SV_SetLightStyle( int index, const char *data );
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void SV_UpdateConfigstrings( client_t *client );
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void SV_SetUserinfo( int index, const char *val );
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void SV_GetUserinfo( int index, char *buffer, int bufferSize );
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int SV_NumClients(void);
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void SV_ChangeMaxClients( void );
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void SV_SpawnServer( const char *server, qboolean loadgame, qboolean restart, qboolean bTransition );
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// Added in OPM
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int SV_PVSSoundIndex(const char* name, qboolean streamed);
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void SV_HandleNonPVSSound();
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void SV_ApplyOriginalConfigTweaks();
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void SV_ApplyFirstConfigTweaks();
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//
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// sv_client.c
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//
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challenge_t* FindChallenge(netadr_t from, qboolean connecting);
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void SV_GetChallenge(netadr_t from);
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void SV_DirectConnect( netadr_t from );
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void SV_AuthorizeIpPacket( netadr_t from );
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void SV_ExecuteClientMessage( client_t *cl, msg_t *msg );
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void SV_UserinfoChanged( client_t *cl );
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void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd );
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void SV_FreeClient(client_t *client);
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void SV_DropClient( client_t *drop, const char *reason );
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void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK );
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void SV_ClientThink (client_t *cl, usercmd_t *cmd);
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int SV_WriteDownloadToClient(client_t *cl , msg_t *msg);
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int SV_SendDownloadMessages(void);
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int SV_SendQueuedMessages(void);
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void SV_KickClientForReason(client_t *cl, const char *reason);
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unsigned int SV_Client_GetNumPendingCommands(client_t *cl);
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unsigned int SV_Client_GetMaxPendingCommands(client_t *cl);
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//
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// sv_ccmds.c
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//
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void SV_Heartbeat_f( void );
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//
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// sv_snapshot.c
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//
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void SV_InitRadar();
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void SV_AddServerCommand( client_t *client, const char *cmd );
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void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg );
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void SV_WriteFrameToClient (client_t *client, msg_t *msg);
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void SV_SendMessageToClient( msg_t *msg, client_t *client );
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void SV_SendClientMessages( void );
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void SV_SendClientSnapshot( client_t *client );
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qboolean SV_IsValidSnapshotClient(client_t* client);
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//
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// sv_game.c
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//
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extern debugline_t* DebugLines;
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extern int numDebugLines;
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extern debugstring_t* DebugStrings;
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extern int numDebugStrings;
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void SV_ClearModelUserCounts( void );
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int SV_NumForGentity( gentity_t *ent );
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gentity_t *SV_GentityNum( int num );
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playerState_t *SV_GameClientNum( int num );
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svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt );
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gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt );
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void SV_InitGameProgs ( void );
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void SV_ShutdownGameProgs ( void );
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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2);
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// su44: MoHAA game -> cgame messages
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void SV_WriteCGMToClient (client_t *client, msg_t *msg);
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void SV_InitAllCGMessages ();
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//
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// sv_snd.c
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//
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void SV_ClientSound(client_t* client, vec3_t* org, int entnum, int channel, int sound_index, float volume, float mindist, float pitch, float maxdist, qboolean streamed);
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void SV_Sound( vec3_t *org, int entnum, int channel, const char *sound_name, float volume, float mindist, float pitch, float maxdist, qboolean streamed );
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void SV_ClearSounds( client_t *client );
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void SV_StopSound( int entnum, int channel );
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//============================================================
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//
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// high level object sorting to reduce interaction tests
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//
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void SV_ClearWorld (void);
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// called after the world model has been loaded, before linking any entities
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void SV_UnlinkEntity( gentity_t *ent );
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// call before removing an entity, and before trying to move one,
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// so it doesn't clip against itself
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void SV_LinkEntity( gentity_t *ent );
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// Needs to be called any time an entity changes origin, mins, maxs,
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// or solid. Automatically unlinks if needed.
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// sets ent->r.absmin and ent->r.absmax
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// sets ent->leafnums[] for pvs determination even if the entity
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// is not solid
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clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent );
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void SV_SectorList_f( void );
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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// fills in a table of entity numbers with entities that have bounding boxes
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// that intersect the given area. It is possible for a non-axial bmodel
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// to be returned that doesn't actually intersect the area on an exact
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// test.
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// returns the number of pointers filled in
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// The world entity is never returned in this list.
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baseshader_t *SV_GetShaderPointer( int iShaderNum );
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int SV_PointContents( const vec3_t p, int passEntityNum );
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// returns the CONTENTS_* value from the world and all entities at the given point.
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qboolean SV_SightTraceEntity( gentity_t *touch, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int contentmask, qboolean cylinder );
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qboolean SV_SightTrace( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int passEntityNum2, int contentmask, qboolean cylinder );
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qboolean SV_HitEntity(gentity_t* pEnt, gentity_t* pOther);
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void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, qboolean cylinder, qboolean traceDeep );
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void SV_TraceDeep( trace_t *results, const vec3_t vStart, const vec3_t vEnd, int iBrushMask, gentity_t *touch );
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// mins and maxs are relative
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// if the entire move stays in a solid volume, trace.allsolid will be set,
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// trace.startsolid will be set, and trace.fraction will be 0
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// if the starting point is in a solid, it will be allowed to move out
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// to an open area
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// passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE)
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void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask );
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// clip to a specific entity
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//
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// sv_net_chan.c
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//
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void SV_Netchan_Transmit( client_t *client, msg_t *msg);
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int SV_Netchan_TransmitNextFragment( client_t *client );
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qboolean SV_Netchan_Process( client_t *client, msg_t *msg );
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void SV_Netchan_FreeQueue(client_t *client);
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void SV_NET_OutOfBandPrint(netprofclient_t* netprof, netadr_t adr, const char* format, ...);
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void SV_NET_UpdateClientNetProfileInfo(netprofclient_t* netprofile, int rate);
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void SV_NET_UpdateAllNetProfileInfo();
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void SV_NET_CalcTotalNetProfile(netprofclient_t* netprofile, qboolean server);
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#ifdef __cplusplus
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}
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#endif
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