engine/engine/server/savegame.c

1620 lines
42 KiB
C

#include "quakedef.h"
#include "pr_common.h"
#ifndef CLIENTONLY
extern cvar_t skill;
extern cvar_t deathmatch;
extern cvar_t coop;
extern cvar_t teamplay;
extern cvar_t pr_enable_profiling;
void SV_Savegame_f (void);
//Writes a SAVEGAME_COMMENT_LENGTH character comment describing the current
void SV_SavegameComment (char *text, size_t textsize)
{
int i;
char kills[20];
char datetime[64];
time_t timeval;
char *mapname = sv.mapname;
for (i=0 ; i<textsize-1 ; i++)
text[i] = ' ';
text[textsize-1] = '\0';
if (!mapname)
strcpy( text, "Unnamed_Level");
else
{
i = strlen(mapname);
if (i > 22)
i = 22;
memcpy (text, mapname, i);
}
kills[0] = '\0';
#ifdef Q2SERVER
if (ge) //q2
{
kills[0] = '\0';
}
else
#endif
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
sprintf (kills,"");
}
else
#endif
{
if ((int)pr_global_struct->killed_monsters || (int)pr_global_struct->total_monsters)
sprintf (kills,"kills:%3i/%3i", (int)pr_global_struct->killed_monsters, (int)pr_global_struct->total_monsters);
}
time(&timeval);
strftime(datetime, sizeof(datetime), "%Y-%m-%d %H:%M:%S", localtime( &timeval ));
memcpy (text+22, kills, strlen(kills));
if (textsize > 39)
{
Q_strncpyz(text+39, datetime, textsize-39);
}
// convert space to _ to make stdio happy
for (i=0 ; i<textsize-1 ; i++)
{
if (text[i] == ' ')
text[i] = '_';
else if (text[i] == '\n')
text[i] = '\0';
}
text[textsize-1] = '\0';
}
//expects the version to have already been parsed
void SV_Loadgame_Legacy(char *filename, vfsfile_t *f, int version)
{
//FIXME: Multiplayer save probably won't work with spectators.
char mapname[MAX_QPATH];
float time;
char str[32768];
int i;
edict_t *ent;
int pt;
int lstyles;
int slots;
client_t *cl;
int clnum;
char plname[32];
int filelen, filepos;
char *file;
char *modelnames[MAX_PRECACHE_MODELS];
char *soundnames[MAX_PRECACHE_SOUNDS];
if (version != 667 && version != 5 && version != 6) //5 for NQ, 6 for ZQ/FQ
{
VFS_CLOSE (f);
Con_TPrintf ("Unable to load savegame of version %i\n", version);
return;
}
VFS_GETS(f, str, sizeof(str)); //discard comment.
Con_Printf("loading legacy game from %s...\n", filename);
for (clnum = 0; clnum < svs.allocated_client_slots; clnum++) //clear the server for the level change.
{
cl = &svs.clients[clnum];
if (cl->state <= cs_loadzombie)
continue;
#ifndef SERVERONLY
if (cl->netchan.remote_address.type == NA_LOOPBACK)
CL_Disconnect();
else
#endif
{
MSG_WriteByte (&cl->netchan.message, svc_stufftext);
MSG_WriteString (&cl->netchan.message, "disconnect;wait;reconnect\n"); //kindly ask the client to come again.
}
cl->drop = true;
}
SV_SendMessagesToAll();
if (version == 5 || version == 6)
{
slots = 1;
SV_UpdateMaxPlayers(1);
cl = &svs.clients[0];
#ifdef SERVERONLY
Q_strncpyz(cl->namebuf, "", sizeof(cl->namebuf));
#else
Q_strncpyz(cl->namebuf, name.string, sizeof(cl->namebuf));
#endif
Q_strncpyz(cl->namebuf, com_token, sizeof(cl->namebuf));
cl->name = cl->namebuf;
cl->state = cs_loadzombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
for (i=0 ; i<16 ; i++)
{
VFS_GETS(f, str, sizeof(str));
cl->spawn_parms[i] = atof(str);
}
for (; i < NUM_SPAWN_PARMS; i++)
cl->spawn_parms[i] = 0;
}
else //fte saves ALL the clients on the server.
{
VFS_GETS(f, str, strlen(str));
slots = atoi(str);
if (!slots) //err
{
VFS_CLOSE(f);
Con_Printf ("Corrupted save game");
return;
}
SV_UpdateMaxPlayers(slots);
for (clnum = 0; clnum < sv.allocated_client_slots; clnum++) //work out which players we had when we saved, and hope they accepted the reconnect.
{
cl = &svs.clients[clnum];
VFS_GETS(f, plname, sizeof(plname));
cl->istobeloaded = false;
cl->state = cs_free;
COM_Parse(plname);
if (!*com_token)
continue;
Q_strncpyz(cl->namebuf, com_token, sizeof(cl->namebuf));
cl->name = cl->namebuf;
cl->state = cs_loadzombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
cl->userid = 0;
//probably should be 32, rather than NUM_SPAWN_PARMS(64)
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
{
VFS_GETS(f, str, sizeof(str));
cl->spawn_parms[i] = atof(str);
}
}
}
if (version == 5 || version == 6)
{
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (Cvar_FindVar("skill"), atof(str));
Cvar_SetValue (Cvar_FindVar("deathmatch"), 0);
Cvar_SetValue (Cvar_FindVar("coop"), 0);
Cvar_SetValue (Cvar_FindVar("teamplay"), 0);
if (version == 5)
{
progstype = PROG_NQ;
Cvar_Set (&pr_ssqc_progs, "progs.dat"); //NQ's progs.
}
else
{
progstype = PROG_QW;
Cvar_Set (&pr_ssqc_progs, "spprogs.dat"); //zquake's single player qw progs.
}
pt = 0;
}
else
{
VFS_GETS(f, str, sizeof(str));
pt = atoi(str);
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (Cvar_FindVar("skill"), atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (Cvar_FindVar("deathmatch"), atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (Cvar_FindVar("coop"), atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (Cvar_FindVar("teamplay"), atof(str));
}
VFS_GETS(f, mapname, sizeof(mapname));
VFS_GETS(f, str, sizeof(str));
time = atof(str);
SV_SpawnServer (mapname, NULL, false, false); //always inits MAX_CLIENTS slots. That's okay, because we can cut the max easily.
if (sv.state != ss_active)
{
VFS_CLOSE (f);
Con_TPrintf ("Couldn't load map\n");
return;
}
sv.allocated_client_slots = slots;
// load the light styles
lstyles = 64;
for (i=0 ; i<lstyles ; i++)
{
VFS_GETS(f, str, sizeof(str));
if (sv.strings.lightstyles[i])
Z_Free((char*)sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = Z_StrDup(str);
}
for (; i < MAX_LIGHTSTYLES; i++)
{
if (sv.strings.lightstyles[i])
Z_Free((char*)sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = NULL;
}
//model names are pointers to vm-accessible memory. as that memory is going away, we need to destroy and recreate, which requires preserving them.
for (i = 1; i < MAX_PRECACHE_MODELS; i++)
{
if (!sv.strings.model_precache[i])
{
modelnames[i] = NULL;
break;
}
modelnames[i] = Z_StrDup(sv.strings.model_precache[i]);
}
for (i = 1; i < MAX_PRECACHE_SOUNDS; i++)
{
if (!sv.strings.sound_precache[i])
{
soundnames[i] = NULL;
break;
}
soundnames[i] = Z_StrDup(sv.strings.sound_precache[i]);
}
// load the edicts out of the savegame file
// the rest of the file is sent directly to the progs engine.
if (version == 5 || version == 6)
Q_InitProgs(); //reinitialize progs entirly.
else
{
Q_SetProgsParms(false);
svs.numprogs = 0;
PR_Configure(svprogfuncs, -1, MAX_PROGS, pr_enable_profiling.ival);
PR_RegisterFields();
PR_InitEnts(svprogfuncs, sv.world.max_edicts); //just in case the max edicts isn't set.
progstype = pt; //presumably the progs.dat will be what they were before.
}
//reload model names.
for (i = 1; i < MAX_PRECACHE_MODELS; i++)
{
if (!modelnames[i])
break;
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, modelnames[i], 0, false);
Z_Free(modelnames[i]);
}
for (i = 1; i < MAX_PRECACHE_SOUNDS; i++)
{
if (!soundnames[i])
break;
sv.strings.sound_precache[i] = PR_AddString(svprogfuncs, soundnames[i], 0, false);
Z_Free(soundnames[i]);
}
filepos = VFS_TELL(f);
filelen = VFS_GETLEN(f);
filelen -= filepos;
file = BZ_Malloc(filelen+1+8);
memset(file, 0, filelen+1+8);
strcpy(file, "loadgame");
clnum=VFS_READ(f, file+8, filelen);
file[filelen+8]='\0';
sv.world.edict_size=svprogfuncs->load_ents(svprogfuncs, file, NULL, NULL);
BZ_Free(file);
PR_LoadGlabalStruct(false);
pr_global_struct->time = sv.world.physicstime = sv.time = time;
sv.starttime = Sys_DoubleTime() - sv.time;
VFS_CLOSE(f);
//FIXME: DP saved games have some / *\nkey values\nkey values\n* / thing in them to save precaches and stuff
World_ClearWorld(&sv.world);
for (i=0 ; i<sv.world.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (!ent)
break;
if (ED_ISFREE(ent))
continue;
World_LinkEdict (&sv.world, (wedict_t*)ent, false);
}
sv.spawned_client_slots = 0;
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
cl = &svs.clients[i];
if (i < sv.allocated_client_slots)
{
if (cl->state)
sv.spawned_client_slots += 1;
ent = EDICT_NUM(svprogfuncs, i+1);
}
else
ent = NULL;
cl->edict = ent;
cl->name = PR_AddString(svprogfuncs, cl->namebuf, sizeof(cl->namebuf), false);
cl->team = PR_AddString(svprogfuncs, cl->teambuf, sizeof(cl->teambuf), false);
#ifdef HEXEN2
if (ent)
cl->playerclass = ent->xv->playerclass;
else
cl->playerclass = 0;
#endif
}
}
void SV_LegacySavegame_f (void)
{
size_t len;
char *s = NULL;
client_t *cl;
int clnum;
int version = SAVEGAME_VERSION;
char native[MAX_OSPATH];
char name[MAX_QPATH];
vfsfile_t *f;
int i;
char comment[SAVEGAME_COMMENT_LENGTH+1];
if (Cmd_Argc() != 2)
{
Con_TPrintf ("save <savename> : save a game\n");
return;
}
if (strstr(Cmd_Argv(1), ".."))
{
Con_TPrintf ("Relative pathnames are not allowed\n");
return;
}
if (sv.state != ss_active)
{
Con_TPrintf("Can't apply: Server isn't running or is still loading\n");
return;
}
if (sv.allocated_client_slots != 1 || svs.clients->state != cs_spawned)
{
//we don't care about fte-format legacy.
Con_TPrintf("Unable to use legacy savegame format to save multiplayer games\n");
SV_Savegame_f();
return;
}
sprintf (name, "%s", Cmd_Argv(1));
COM_RequireExtension (name, ".sav", sizeof(name));
if (!FS_NativePath(name, FS_GAMEONLY, native, sizeof(native)))
return;
Con_TPrintf (U8("Saving game to %s...\n"), native);
f = FS_OpenVFS(name, "wb", FS_GAMEONLY);
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", name);
return;
}
//if there are 1 of 1 players connected
if (sv.allocated_client_slots == 1 && svs.clients->state == cs_spawned)
{//try to go for nq/zq compatability as this is a single player game.
s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 2); //get the entity state now, so that we know if we can get the full state in a q1 format.
if (s)
{
if (progstype == PROG_QW)
version = 6;
else
version = 5;
}
}
VFS_PRINTF(f, "%i\n", version);
SV_SavegameComment (comment, sizeof(comment));
VFS_PRINTF(f, "%s\n", comment);
if (version != SAVEGAME_VERSION)
{
//only 16 spawn parms.
for (i=0; i < 16; i++)
VFS_PRINTF(f, "%f\n", svs.clients->spawn_parms[i]); //client 1.
VFS_PRINTF(f, "%f\n", skill.value);
}
else
{
VFS_PRINTF(f, "%i\n", sv.allocated_client_slots);
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)
{
if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting
{
VFS_PRINTF(f, "\"\"\n");
continue;
}
VFS_PRINTF(f, "\"%s\"\n", cl->name);
for (i=0; i<NUM_SPAWN_PARMS ; i++)
VFS_PRINTF(f, "%f\n", cl->spawn_parms[i]);
}
VFS_PRINTF(f, "%i\n", progstype);
VFS_PRINTF(f, "%f\n", skill.value);
VFS_PRINTF(f, "%f\n", deathmatch.value);
VFS_PRINTF(f, "%f\n", coop.value);
VFS_PRINTF(f, "%f\n", teamplay.value);
}
VFS_PRINTF(f, "%s\n", svs.name);
VFS_PRINTF(f, "%f\n",sv.time);
// write the light styles (only 64 are saved in legacy saved games)
for (i=0 ; i < 64; i++)
{
if (sv.strings.lightstyles[i] && *sv.strings.lightstyles[i])
VFS_PRINTF(f, "%s\n", sv.strings.lightstyles[i]);
else
VFS_PRINTF(f,"m\n");
}
if (!s)
s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 1);
VFS_PUTS(f, s);
VFS_PUTS(f, "\n");
/*
// DarkPlaces extended savegame
sv.lightstyles %i %s
sv.model_precache %i %s
sv.sound_precache %i %s
sv.buffer %i %i "string"
sv.bufstr %i %i "%s"
*/
svprogfuncs->parms->memfree(s);
VFS_CLOSE(f);
}
#define CACHEGAME_VERSION_OLD 513
#define CACHEGAME_VERSION_VERBOSE 514
void SV_FlushLevelCache(void)
{
levelcache_t *cache;
while(svs.levcache)
{
cache = svs.levcache->next;
Z_Free(svs.levcache);
svs.levcache = cache;
}
}
void LoadModelsAndSounds(vfsfile_t *f)
{
char str[32768];
int i;
sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0, false);
for (i=1; i < MAX_PRECACHE_MODELS; i++)
{
VFS_GETS(f, str, sizeof(str));
if (!*str)
break;
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, str, 0, false);
}
if (i == MAX_PRECACHE_MODELS)
{
VFS_GETS(f, str, sizeof(str));
if (*str)
SV_Error("Too many model precaches in loadgame cache");
}
for (; i < MAX_PRECACHE_MODELS; i++)
sv.strings.model_precache[i] = NULL;
sv.strings.sound_precache[0] = PR_AddString(svprogfuncs, "", 0, false);
for (i=1; i < MAX_PRECACHE_SOUNDS; i++)
{
VFS_GETS(f, str, sizeof(str));
if (!*str)
break;
sv.strings.sound_precache[i] = PR_AddString(svprogfuncs, str, 0, false);
}
if (i == MAX_PRECACHE_SOUNDS)
{
VFS_GETS(f, str, sizeof(str));
if (*str)
SV_Error("Too many sound precaches in loadgame cache");
}
for (; i < MAX_PRECACHE_SOUNDS; i++)
sv.strings.sound_precache[i] = NULL;
}
/*ignoreplayers - says to not tell gamecode (a loadgame rather than a level change)*/
qboolean SV_LoadLevelCache(const char *savename, const char *level, const char *startspot, qboolean isloadgame)
{
eval_t *eval, *e2;
char name[MAX_OSPATH];
vfsfile_t *f;
char mapname[MAX_QPATH];
float time;
char str[32768];
int i;
size_t j;
edict_t *ent;
int version;
int current_skill;
int pt;
int modelpos;
int filelen, filepos;
char *file;
gametype_e gametype;
levelcache_t *cache;
int numstyles;
if (isloadgame)
{
gametype = svs.gametype;
}
else
{
cache = svs.levcache;
while(cache)
{
if (!strcmp(cache->mapname, level))
break;
cache = cache->next;
}
if (!cache)
return false; //not visited yet. Ignore the existing caches as fakes.
gametype = cache->gametype;
}
if (savename)
Q_snprintfz (name, sizeof(name), "saves/%s/%s.lvc", savename, level);
else
Q_snprintfz (name, sizeof(name), "saves/%s.lvc", level);
// Con_TPrintf ("Loading game from %s...\n", name);
#ifdef Q2SERVER
if (gametype == GT_QUAKE2)
{
flocation_t loc;
SV_SpawnServer (level, startspot, false, false);
World_ClearWorld(&sv.world);
if (!ge)
{
Con_Printf("Incorrect gamecode type.\n");
return false;
}
if (!FS_FLocateFile(name, FSLF_IFFOUND, &loc))
{
Con_Printf("Couldn't find %s.\n", name);
return false;
}
if (!*loc.rawname || loc.offset)
{
Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name);
return false;
}
ge->ReadLevel(loc.rawname);
for (i=0 ; i<100 ; i++) //run for 10 secs to iron out a few bugs.
ge->RunFrame ();
return true;
}
#endif
// we can't call SCR_BeginLoadingPlaque, because too much stack space has
// been used. The menu calls it before stuffing loadgame command
// SCR_BeginLoadingPlaque ();
f = FS_OpenVFS(name, "rb", FS_GAME);
if (!f)
{
if (isloadgame)
Con_Printf ("ERROR: Couldn't load \"%s\"\n", name);
return false;
}
VFS_GETS(f, str, sizeof(str));
version = atoi(str);
if (version != CACHEGAME_VERSION_OLD)
{
VFS_CLOSE (f);
Con_TPrintf ("Savegame is version %i, not %i\n", version, CACHEGAME_VERSION_OLD);
return false;
}
VFS_GETS(f, str, sizeof(str)); //comment
SV_SendMessagesToAll();
VFS_GETS(f, str, sizeof(str));
pt = atof(str);
// this silliness is so we can load 1.06 save files, which have float skill values
VFS_GETS(f, str, sizeof(str));
current_skill = (int)(atof(str) + 0.1);
Cvar_Set (&skill, va("%i", current_skill));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&deathmatch, atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&coop, atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&teamplay, atof(str));
VFS_GETS(f, mapname, sizeof(mapname));
VFS_GETS(f, str, sizeof(str));
time = atof(str);
SV_SpawnServer (mapname, startspot, false, false);
sv.time = time;
if (svs.gametype != gametype)
{
Con_Printf("Incorrect gamecode type. Cannot load game.\n");
return false;
}
if (sv.state != ss_active)
{
VFS_CLOSE (f);
Con_TPrintf ("Couldn't load map\n");
return false;
}
// sv.paused = true; // pause until all clients connect
// sv.loadgame = true;
// load the light styles
VFS_GETS(f, str, sizeof(str));
numstyles = atoi(str);
if (numstyles > MAX_LIGHTSTYLES)
{
VFS_CLOSE (f);
Con_Printf ("load failed - invalid number of lightstyles\n");
return false;
}
// load the edicts out of the savegame file
// the rest of the file is sent directly to the progs engine.
/*hexen2's gamecode doesn't have SAVE set on all variables, in which case we must clobber them, and run the risk that they were set at map load time, but clear in the savegame.*/
if (progstype != PROG_H2)
{
Q_SetProgsParms(false);
PR_Configure(svprogfuncs, -1, MAX_PROGS, pr_enable_profiling.ival);
PR_RegisterFields();
PR_InitEnts(svprogfuncs, sv.world.max_edicts);
}
for (i = 0; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.strings.lightstyles[i])
BZ_Free((void*)sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = NULL;
}
for (i=0 ; i<numstyles ; i++)
{
VFS_GETS(f, str, sizeof(str));
sv.strings.lightstyles[i] = Z_StrDup(str);
}
for ( ; i<MAX_LIGHTSTYLES ; i++)
{
sv.strings.lightstyles[i] = Z_StrDup("");
}
modelpos = VFS_TELL(f);
LoadModelsAndSounds(f);
filepos = VFS_TELL(f);
filelen = VFS_GETLEN(f);
filelen -= filepos;
file = BZ_Malloc(filelen+1);
memset(file, 0, filelen+1);
VFS_READ(f, file, filelen);
file[filelen]='\0';
sv.world.edict_size=svprogfuncs->load_ents(svprogfuncs, file, NULL, NULL);
BZ_Free(file);
progstype = pt;
PR_LoadGlabalStruct(false);
pr_global_struct->time = sv.time = sv.world.physicstime = time;
sv.starttime = Sys_DoubleTime() - sv.time;
VFS_SEEK(f, modelpos);
LoadModelsAndSounds(f);
VFS_CLOSE(f);
PF_InitTempStrings(svprogfuncs);
World_ClearWorld (&sv.world);
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
if (i < sv.allocated_client_slots)
ent = EDICT_NUM(svprogfuncs, i+1);
else
ent = NULL;
svs.clients[i].edict = ent;
ent->ereftype = ER_ENTITY; //should have already been allocated.
svs.clients[i].name = PR_AddString(svprogfuncs, svs.clients[i].namebuf, sizeof(svs.clients[i].namebuf), false);
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf), false);
#ifdef HEXEN2
if (ent)
svs.clients[i].playerclass = ent->xv->playerclass;
else
svs.clients[i].playerclass = 0;
#endif
}
if (!isloadgame)
{
eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL);
if (eval) eval->_int = (int)PR_NewString(svprogfuncs, startspot);
eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL);
if (eval)
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
if (svs.clients[i].spawninfo)
{
globalvars_t *pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
ent = svs.clients[i].edict;
j = strlen(svs.clients[i].spawninfo);
svprogfuncs->restoreent(svprogfuncs, svs.clients[i].spawninfo, &j, ent);
e2 = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "stats_restored", ev_float, NULL);
if (e2)
e2->_float = 1;
for (j=0 ; j< NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = host_client->spawn_parms[j];
}
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
ent->area.next = ent->area.prev = NULL;
G_FLOAT(OFS_PARM0) = sv.time-host_client->spawninfotime;
PR_ExecuteProgram(svprogfuncs, eval->function);
// if (svs.clients[i].state == cs_loadzombie)
// svs.clients[i].istobeloaded = 1;
// else
// svs.clients[i].state = cs_spawned; //don't do a separate ClientConnect.
}
}
pr_global_struct->serverflags = svs.serverflags;
}
pr_global_struct->time = sv.world.physicstime;
for (i=0 ; i<sv.world.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (ED_ISFREE(ent))
continue;
World_LinkEdict (&sv.world, (wedict_t*)ent, false);
}
for (i=0 ; i<sv.world.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (ED_ISFREE(ent))
continue;
/*hexen2 instead overwrites ents, which can theoretically be unreliable (ents with this flag are not saved in the first place, and thus are effectively reset instead of reloaded).
fte purges all ents beforehand in a desperate attempt to remain sane.
this behaviour does not match exactly, but is enough for vanilla hexen2/POP.
*/
if ((unsigned int)ent->v->flags & FL_HUBSAVERESET)
{
func_t f;
/*set some minimal fields*/
ent->v->solid = SOLID_NOT;
ent->v->use = 0;
ent->v->touch = 0;
ent->v->think = 0;
ent->v->nextthink = 0;
/*reinvoke the spawn function*/
pr_global_struct->time = 0.1;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
f = PR_FindFunction(svprogfuncs, PR_GetString(svprogfuncs, ent->v->classname), PR_ANY);
if (f)
PR_ExecuteProgram(svprogfuncs, f);
}
}
return true; //yay
}
void SV_SaveLevelCache(const char *savedir, qboolean dontharmgame)
{
size_t len;
char *s;
client_t *cl;
int clnum;
char name[256];
vfsfile_t *f;
int i;
char comment[SAVEGAME_COMMENT_LENGTH+1];
levelcache_t *cache;
int version = CACHEGAME_VERSION_OLD;
if (!sv.state)
return;
if (!dontharmgame)
{
cache = svs.levcache;
while(cache)
{
if (!strcmp(cache->mapname, svs.name))
break;
cache = cache->next;
}
if (!cache) //not visited yet. Let us know that we went there.
{
cache = Z_Malloc(sizeof(levelcache_t)+strlen(svs.name)+1);
cache->mapname = (char *)(cache+1);
strcpy(cache->mapname, svs.name);
cache->gametype = svs.gametype;
cache->next = svs.levcache;
svs.levcache = cache;
}
}
if (savedir)
Q_snprintfz (name, sizeof(name), "saves/%s/%s.lvc", savedir, svs.name);
else
Q_snprintfz (name, sizeof(name), "saves/%s.lvc", svs.name);
FS_CreatePath(name, FS_GAMEONLY);
if (!dontharmgame) //save game in progress
Con_TPrintf ("Saving game to %s...\n", name);
#ifdef Q2SERVER
if (ge)
{
char syspath[256];
if (!FS_NativePath(name, FS_GAMEONLY, syspath, sizeof(syspath)))
return;
ge->WriteLevel(syspath);
FS_FlushFSHashReally(true);
return;
}
#endif
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
SVHL_SaveLevelCache(name);
return;
}
#endif
f = FS_OpenVFS (name, "wbp", FS_GAMEONLY);
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", name);
return;
}
VFS_PRINTF (f, "%i\n", version);
SV_SavegameComment (comment, sizeof(comment));
VFS_PRINTF (f, "%s\n", comment);
if (!dontharmgame)
{
//map-change caches require the players to have been de-spawned
//saved games require players to retain their fields.
//probably this should happen elsewhere.
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)//fake dropping
{
if (cl->state < cs_connected)
continue;
else if (progstype == PROG_H2)
cl->edict->ereftype = ER_FREE; //hexen2 has some annoying prints. it never formally dropped clients on map changes (we'll reset this later, so they'll just not appear in the saved game).
else if (cl->state < cs_spawned && !cl->istobeloaded) //don't drop if they are still connecting
{
cl->edict->v->solid = 0;
}
else if (!cl->spectator)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientDisconnect);
sv.spawned_client_slots--;
}
else if (SpectatorDisconnect)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict);
PR_ExecuteProgram (svprogfuncs, SpectatorDisconnect);
sv.spawned_observer_slots--;
}
}
}
if (version == CACHEGAME_VERSION_VERBOSE)
{
char buf[8192];
char *mode = "?";
switch(progstype)
{
case PROG_NONE: break;
case PROG_QW: mode = "QW"; break;
case PROG_NQ: mode = "NQ"; break;
case PROG_H2: mode = "H2"; break;
case PROG_PREREL: mode = "PREREL"; break;
case PROG_TENEBRAE: mode = "TENEBRAE"; break;
case PROG_UNKNOWN: mode = "UNKNOWN"; break;
}
VFS_PRINTF (f, "vmmode %s\n", COM_QuotedString(mode, buf, sizeof(buf), false));
VFS_PRINTF (f, "skill %s\n", COM_QuotedString(skill.string, buf, sizeof(buf), false));
VFS_PRINTF (f, "deathmatch %s\n", COM_QuotedString(deathmatch.string, buf, sizeof(buf), false));
VFS_PRINTF (f, "coop %s\n", COM_QuotedString(coop.string, buf, sizeof(buf), false));
VFS_PRINTF (f, "teamplay %s\n", COM_QuotedString(teamplay.string, buf, sizeof(buf), false));
VFS_PRINTF (f, "map %s\n", COM_QuotedString(svs.name, buf, sizeof(buf), false));
VFS_PRINTF (f, "time %f\n", sv.time);
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
if (sv.strings.lightstyles[i])
VFS_PRINTF (f, "lstyle %i %s %f %f %f\n", i, COM_QuotedString(sv.strings.lightstyles[i], buf, sizeof(buf), false), sv.lightstylecolours[i][0], sv.lightstylecolours[i][1], sv.lightstylecolours[i][2]);
for (i=1 ; i<MAX_PRECACHE_MODELS ; i++)
if (sv.strings.model_precache[i] && *sv.strings.model_precache[i])
VFS_PRINTF (f, "model %i %s\n", i, COM_QuotedString(sv.strings.model_precache[i], buf, sizeof(buf), false));
for (i=1 ; i<MAX_PRECACHE_SOUNDS ; i++)
if (sv.strings.sound_precache[i] && *sv.strings.sound_precache[i])
VFS_PRINTF (f, "sound %i %s\n", i, COM_QuotedString(sv.strings.sound_precache[i], buf, sizeof(buf), false));
for (i=1 ; i<MAX_SSPARTICLESPRE ; i++)
if (sv.strings.particle_precache[i] && *sv.strings.particle_precache[i])
VFS_PRINTF (f, "particles %i %s\n", i, sv.strings.particle_precache[i]);
for (i = 0; i < sizeof(sv.strings.vw_model_precache)/sizeof(sv.strings.vw_model_precache[0]); i++)
VFS_PRINTF (f, "vwep %i %s\n", i, COM_QuotedString(sv.strings.vw_model_precache[i], buf, sizeof(buf), false));
//FIXME: string buffers
//FIXME: hash tables
//FIXME: skeletal objects?
//FIXME: static entities
//FIXME: midi track
//FIXME: custom temp-ents?
//FIXME: pending uri_gets? (if only just to report fails)
//FIXME: sql queries?
//FIXME: frik files?
//FIXME: threads?
VFS_PRINTF (f, "entities\n");
}
else
{
VFS_PRINTF (f, "%d\n", progstype);
VFS_PRINTF (f, "%f\n", skill.value);
VFS_PRINTF (f, "%f\n", deathmatch.value);
VFS_PRINTF (f, "%f\n", coop.value);
VFS_PRINTF (f, "%f\n", teamplay.value);
VFS_PRINTF (f, "%s\n", svs.name);
VFS_PRINTF (f, "%f\n", sv.time);
// write the light styles
VFS_PRINTF (f, "%i\n",MAX_LIGHTSTYLES);
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
VFS_PRINTF (f, "%s\n", sv.strings.lightstyles[i]?sv.strings.lightstyles[i]:"");
}
for (i=1 ; i<MAX_PRECACHE_MODELS ; i++)
{
if (sv.strings.model_precache[i] && *sv.strings.model_precache[i])
VFS_PRINTF (f, "%s\n", sv.strings.model_precache[i]);
else
break;
}
VFS_PRINTF (f,"\n");
for (i=1 ; i<MAX_PRECACHE_SOUNDS ; i++)
{
if (sv.strings.sound_precache[i] && *sv.strings.sound_precache[i])
VFS_PRINTF (f, "%s\n", sv.strings.sound_precache[i]);
else
break;
}
VFS_PRINTF (f,"\n");
}
s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 1);
VFS_PUTS(f, s);
VFS_PUTS(f, "\n");
svprogfuncs->parms->memfree(s);
VFS_CLOSE (f);
if (!dontharmgame)
{
for (clnum=0; clnum < sv.allocated_client_slots; clnum++)
{
edict_t *ed = EDICT_NUM(svprogfuncs, clnum+1);
ed->ereftype = ER_ENTITY;
}
}
}
#define FTESAVEGAME_VERSION 25000
void SV_Savegame (const char *savename, qboolean mapchange)
{
extern cvar_t nomonsters;
extern cvar_t gamecfg;
extern cvar_t scratch1;
extern cvar_t scratch2;
extern cvar_t scratch3;
extern cvar_t scratch4;
extern cvar_t savedgamecfg;
extern cvar_t saved1;
extern cvar_t saved2;
extern cvar_t saved3;
extern cvar_t saved4;
extern cvar_t temp1;
extern cvar_t noexit;
extern cvar_t pr_maxedicts;
client_t *cl;
int clnum;
char comment[(SAVEGAME_COMMENT_LENGTH+1)*2];
vfsfile_t *f;
int len;
levelcache_t *cache;
char str[MAX_LOCALINFO_STRING+1];
char *savefilename;
if (!sv.state || sv.state == ss_clustermode)
{
Con_Printf("Server is not active - unable to save\n");
return;
}
if (sv.state == ss_cinematic)
{
Con_Printf("Server is playing a cinematic - unable to save\n");
return;
}
if (sv.allocated_client_slots == 1 && svs.gametype == GT_PROGS)
{
if (svs.clients->state > cs_connected && svs.clients[0].edict->v->health <= 0)
{
Con_Printf("Refusing to save while dead.\n");
return;
}
}
//FIXME: we should probably block saving during intermission too.
/*catch invalid names*/
if (!*savename || strstr(savename, ".."))
savename = "quick";
savefilename = va("saves/%s/info.fsv", savename);
FS_CreatePath(savefilename, FS_GAMEONLY);
f = FS_OpenVFS(savefilename, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Couldn't open file saves/%s/info.fsv\n", savename);
return;
}
SV_SavegameComment(comment, sizeof(comment));
VFS_PRINTF (f, "%d\n", FTESAVEGAME_VERSION+svs.gametype);
VFS_PRINTF (f, "%s\n", comment);
VFS_PRINTF(f, "%i\n", sv.allocated_client_slots);
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)
{
//FIXME: the qc is only told about the new client when the client finally sends a begin.
// this means that if we save a client that is still connecting, the loading code HAS to assume that the qc already knows about the player.
// this means that such players would not be loaded properly anyway, and would bug out the server.
// so its best to not bother saving them at all. pro-top: don't save shortly after a map change in coop/sp.
//istobeloaded means that the qc has already been told about the client from a previous saved game, regardless of the fact that they're still technically connecting (this may even be a zombie with no actual client connection).
//note that autosave implies that we're saving on a map boundary. this is for q2 gamecode. q1 can't cope.
if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting
{
VFS_PRINTF(f, "\n");
continue;
}
VFS_PRINTF(f, "%s\n", cl->name);
if (*cl->name)
for (len = 0; len < NUM_SPAWN_PARMS; len++)
VFS_PRINTF(f, "%i (%f)\n", *(int*)&cl->spawn_parms[len], cl->spawn_parms[len]); //write ints as not everyone passes a float in the parms.
//write floats too so you can use it to debug.
}
Q_strncpyz(str, svs.info, sizeof(str));
Info_RemovePrefixedKeys(str, '*');
VFS_PRINTF (f, "%s\n", str);
Q_strncpyz(str, localinfo, sizeof(str));
Info_RemovePrefixedKeys(str, '*');
VFS_PUTS(f, str);
VFS_PRINTF (f, "\n{\n"); //all game vars. FIXME: Should save the ones that have been retrieved/set by progs.
VFS_PRINTF (f, "skill \"%s\"\n", skill.string);
VFS_PRINTF (f, "deathmatch \"%s\"\n", deathmatch.string);
VFS_PRINTF (f, "coop \"%s\"\n", coop.string);
VFS_PRINTF (f, "teamplay \"%s\"\n", teamplay.string);
VFS_PRINTF (f, "nomonsters \"%s\"\n", nomonsters.string);
VFS_PRINTF (f, "gamecfg\t \"%s\"\n", gamecfg.string);
VFS_PRINTF (f, "scratch1 \"%s\"\n", scratch1.string);
VFS_PRINTF (f, "scratch2 \"%s\"\n", scratch2.string);
VFS_PRINTF (f, "scratch3 \"%s\"\n", scratch3.string);
VFS_PRINTF (f, "scratch4 \"%s\"\n", scratch4.string);
VFS_PRINTF (f, "savedgamecfg\t \"%s\"\n", savedgamecfg.string);
VFS_PRINTF (f, "saved1 \"%s\"\n", saved1.string);
VFS_PRINTF (f, "saved2 \"%s\"\n", saved2.string);
VFS_PRINTF (f, "saved3 \"%s\"\n", saved3.string);
VFS_PRINTF (f, "saved4 \"%s\"\n", saved4.string);
VFS_PRINTF (f, "temp1 \"%s\"\n", temp1.string);
VFS_PRINTF (f, "noexit \"%s\"\n", noexit.string);
VFS_PRINTF (f, "pr_maxedicts\t \"%s\"\n", pr_maxedicts.string);
VFS_PRINTF (f, "progs \"%s\"\n", pr_ssqc_progs.string);
VFS_PRINTF (f, "set nextserver \"%s\"\n", Cvar_Get("nextserver", "", 0, "")->string);
VFS_PRINTF (f, "}\n");
SV_SaveLevelCache(savename, true); //add the current level.
cache = svs.levcache; //state from previous levels - just copy it all accross.
VFS_PRINTF(f, "{\n");
while(cache)
{
VFS_PRINTF(f, "%s\n", cache->mapname);
if (strcmp(cache->mapname, svs.name))
{
FS_Copy(va("saves/%s.lvc", cache->mapname), va("saves/%s/%s.lvc", savename, cache->mapname), FS_GAME, FS_GAME);
}
cache = cache->next;
}
VFS_PRINTF(f, "}\n");
VFS_PRINTF (f, "%s\n", svs.name);
VFS_PRINTF (f, "%g\n", (float)svs.serverflags);
VFS_CLOSE(f);
#ifndef SERVERONLY
//try to save screenshots automagically.
Q_snprintfz(comment, sizeof(comment), "saves/%s/screeny.%s", savename, "tga");//scr_sshot_type.string);
savefilename = comment;
FS_Remove(savefilename, FS_GAMEONLY);
if (cls.state == ca_active && qrenderer > QR_NONE && qrenderer != QR_VULKAN/*FIXME*/)
{
int width;
int height;
void *rgbbuffer;
image_t *img;
//poke the various modes into redrawing the screen (without huds), to avoid any menus or console drawn over the top of the current backbuffer.
//FIXME: clear-to-black first
qboolean okay = false;
#ifdef VM_CG
if (!okay && CG_Refresh())
okay = true;
#endif
#ifdef CSQC_DAT
if (!okay && CSQC_DrawView())
okay = true;
#endif
if (!okay && r_worldentity.model)
{
V_RenderView ();
okay = true;
}
//okay, we drew something, we're good to save a screeny.
if (okay)
{
enum uploadfmt fmt;
rgbbuffer = VID_GetRGBInfo(&width, &height, &fmt);
if (rgbbuffer)
{
// extern cvar_t scr_sshot_type;
SCR_ScreenShot(savefilename, FS_GAMEONLY, &rgbbuffer, 1, width, height, fmt);
BZ_Free(rgbbuffer);
//if any menu code has the shader loaded, we want to avoid them using a cache.
//hopefully the menu code will unload as it goes, because these screenshots could be truely massive, as they're taken at screen resolution.
//should probably use a smaller fbo or something, but whatever.
img = Image_FindTexture(va("saves/%s/screeny.%s", savename, "tga"), NULL, 0);
if (img)
{
if (Image_UnloadTexture(img))
{
//and then reload it so that any shaders using it don't get confused
Image_GetTexture(va("saves/%s/screeny.%s", savename, "tga"), NULL, 0, NULL, NULL, 0, 0, TF_INVALID);
}
}
}
}
}
#endif
#ifdef Q2SERVER
//save the player's inventory and other map-persistant state that is owned by the gamecode.
if (ge)
{
char syspath[256];
if (!FS_NativePath(va("saves/%s/game.gsv", savename), FS_GAMEONLY, syspath, sizeof(syspath)))
return;
ge->WriteGame(syspath, mapchange);
FS_FlushFSHashReally(true);
}
else
#endif
{
//fixme
FS_FlushFSHashReally(true);
}
}
void SV_Savegame_f (void)
{
if (Cmd_Argc() <= 2)
SV_Savegame(Cmd_Argv(1), false);
else
Con_Printf("%s: invalid number of arguments\n", Cmd_Argv(0));
}
cvar_t sv_autosave = CVARFD("sv_autosave", "5", CVAR_SAVE, "Interval for autosaves, in minutes. Set to 0 to disable autosave.");
void SV_AutoSave(void)
{
#ifndef NOBUILTINMENUS
#ifndef SERVERONLY
const char *autosavename;
int i;
if (sv_autosave.value <= 0)
return;
if (sv.state != ss_active)
return;
//don't bother to autosave multiplayer games.
//this may be problematic with splitscreen, but coop rules tend to apply there anyway.
if (sv.allocated_client_slots != 1)
return;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state == cs_spawned)
{
if (svs.clients[i].edict->v->health <= 0)
return; //autosaves with a dead player are just cruel.
if ((int)svs.clients[i].edict->v->flags & (FL_GODMODE | FL_NOTARGET))
return; //autosaves to highlight cheaters is also just spiteful.
if (svs.clients[i].edict->v->movetype != MOVETYPE_WALK)
return; //noclip|fly are cheaters, toss|bounce are bad at playing. etc.
if (!((int)svs.clients[i].edict->v->flags & FL_ONGROUND))
return; //autosaves while people are jumping are awkward.
if (svs.clients[i].edict->v->velocity[0] || svs.clients[i].edict->v->velocity[1] || svs.clients[i].edict->v->velocity[2])
return; //people running around are likely to result in poor saves
}
}
autosavename = M_ChooseAutoSave();
Con_DPrintf("Autosaving to %s\n", autosavename);
SV_Savegame(autosavename, false);
sv.autosave_time = sv.time + sv_autosave.value * 60;
#endif
#endif
}
void SV_Loadgame_f (void)
{
levelcache_t *cache;
unsigned char str[MAX_LOCALINFO_STRING+1], *trim;
unsigned char savename[MAX_QPATH];
vfsfile_t *f;
unsigned char filename[MAX_OSPATH];
int version;
int clnum;
int slots;
int loadzombies = 0;
client_t *cl;
gametype_e gametype;
int len;
Q_strncpyz(savename, Cmd_Argv(1), sizeof(savename));
if (!*savename || strstr(savename, ".."))
strcpy(savename, "quick");
Q_snprintfz (filename, sizeof(filename), "saves/%s/info.fsv", savename);
f = FS_OpenVFS (filename, "rb", FS_GAME);
if (!f)
{
f = FS_OpenVFS (va("%s.sav", savename), "rb", FS_GAME);
if (f)
Q_snprintfz (filename, sizeof(filename), "%s.sav", savename);
}
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", filename);
return;
}
#if defined(MENU_DAT) && !defined(SERVERONLY)
MP_Toggle(0);
#endif
VFS_GETS(f, str, sizeof(str)-1);
version = atoi(str);
if (version < FTESAVEGAME_VERSION || version >= FTESAVEGAME_VERSION+GT_MAX)
{
SV_Loadgame_Legacy(filename, f, version);
return;
}
gametype = version - FTESAVEGAME_VERSION;
VFS_GETS(f, str, sizeof(str)-1);
#ifndef SERVERONLY
if (!cls.state)
#endif
Con_TPrintf ("Loading game from %s...\n", filename);
for (clnum = 0; clnum < svs.allocated_client_slots; clnum++) //clear the server for the level change.
{
cl = &svs.clients[clnum];
if (cl->state <= cs_loadzombie)
continue;
#ifndef SERVERONLY
if (cl->netchan.remote_address.type == NA_LOOPBACK)
{
// CL_Disconnect();
cl->state = cs_zombie;
}
else
#endif
{
if (cl->protocol == SCP_QUAKE2)
MSG_WriteByte (&cl->netchan.message, svcq2_stufftext);
else
MSG_WriteByte (&cl->netchan.message, svc_stufftext);
MSG_WriteString (&cl->netchan.message, "echo Loading Game;disconnect;wait;wait;reconnect\n"); //kindly ask the client to come again.
}
cl->istobeloaded = false;
}
#ifndef SERVERONLY
if (cls.state)
{
unsigned int rec = cls.demorecording;
cls.demorecording = DPB_NONE;
CL_Disconnect_f();
cls.demorecording = rec;
}
#endif
SV_SendMessagesToAll();
VFS_GETS(f, str, sizeof(str)-1);
slots = atoi(str);
if (slots > svs.allocated_client_slots)
SV_UpdateMaxPlayers(slots);
for (cl = svs.clients, clnum=0; clnum < slots; cl++,clnum++)
{
if (cl->state > cs_zombie)
SV_DropClient(cl);
VFS_GETS(f, str, sizeof(str)-1);
str[sizeof(cl->namebuf)-1] = '\0';
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
strcpy(cl->namebuf, str);
cl->name = cl->namebuf;
if (*str)
{
cl->state = cs_loadzombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
cl->userid = 0;
loadzombies++;
memset(&cl->netchan, 0, sizeof(cl->netchan));
for (len = 0; len < NUM_SPAWN_PARMS; len++)
{
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (*trim == '(')
cl->spawn_parms[len] = atof(trim+1);
else
{
version = atoi(str);
cl->spawn_parms[len] = *(float *)&version;
}
}
}
}
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
Info_RemovePrefixedKeys(str, '*'); //just in case
Info_RemoveNonStarKeys(svs.info);
len = strlen(svs.info);
Q_strncpyz(svs.info+len, str, sizeof(svs.info)-len);
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
Info_RemovePrefixedKeys(str, '*'); //just in case
Info_RemoveNonStarKeys(localinfo);
len = strlen(localinfo);
Q_strncpyz(localinfo+len, str, sizeof(localinfo)-len);
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (strcmp(str, "{"))
SV_Error("Corrupt saved game\n");
while(1)
{
if (!VFS_GETS(f, str, sizeof(str)-1))
SV_Error("Corrupt saved game\n");
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (!strcmp(str, "}"))
break;
else if (*str)
Cmd_ExecuteString(str, RESTRICT_RCON);
}
SV_FlushLevelCache();
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (strcmp(str, "{"))
SV_Error("Corrupt saved game\n");
while(1)
{
if (!VFS_GETS(f, str, sizeof(str)-1))
SV_Error("Corrupt saved game\n");
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (!strcmp(str, "}"))
break;
if (!*str)
continue;
cache = Z_Malloc(sizeof(levelcache_t)+strlen(str)+1);
cache->mapname = (char *)(cache+1);
strcpy(cache->mapname, str);
cache->gametype = gametype;
cache->next = svs.levcache;
FS_Copy(va("saves/%s/%s.lvc", savename, cache->mapname), va("saves/%s.lvc", cache->mapname), FS_GAME, FS_GAMEONLY);
svs.levcache = cache;
}
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
//serverflags is reset on restart, so we need to read the value as it was at the start of the current map.
VFS_GETS(f, filename, sizeof(filename)-1);
svs.serverflags = atof(filename);
VFS_CLOSE(f);
#ifdef Q2SERVER
if (gametype == GT_QUAKE2)
{
flocation_t loc;
char *name = va("saves/%s/game.gsv", savename);
if (!FS_FLocateFile(name, FSLF_IFFOUND, &loc))
Con_Printf("Couldn't find %s.\n", name);
else if (!*loc.rawname || loc.offset)
Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name);
else
{
SVQ2_InitGameProgs();
if (ge)
ge->ReadGame(loc.rawname);
}
}
#endif
svs.gametype = gametype;
SV_LoadLevelCache(savename, str, "", true);
sv.allocated_client_slots = slots;
sv.spawned_client_slots += loadzombies;
sv.autosave_time = sv.time + sv_autosave.value*60;
}
#endif