Documentation: started documenting all the functions in src/server/entry.qc

This commit is contained in:
Marco Cawthorne 2022-10-10 12:30:31 -07:00
parent 3a280f70f9
commit d4ce7cb8c2
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 63 additions and 142 deletions

View File

@ -413,6 +413,8 @@ CSQC_Parse_Event(void)
/** Console commands not protected by the engine get handled here.
If we return FALSE this means the engine needs to handle
the command itself which can result in a 'unrecognized command' message in console.
The server-side equivalent is `ConsoleCmd` (src/server/entry.qc)
*/
float
CSQC_ConsoleCommand(string sCMD)

View File

@ -14,13 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
=================
StartFrame
Called once every single frame.
=================
*/
/** Called once every single tic on the server. */
void
StartFrame(void)
{
@ -39,16 +33,11 @@ StartFrame(void)
Vote_Frame();
}
/*
=================
ClientConnect
Called when the client-slot is being prepared for a player.
/** Called when the client-slot is being prepared for a player.
The client may not fully spawn into the world (yet), as they're still
loading or receiving packets.
The 'self' global is the connecting client in question.
=================
The `self` global is the connecting client in question.
*/
void
ClientConnect(void)
@ -81,14 +70,9 @@ ClientConnect(void)
}
}
/*
=================
ClientDisconnect
Called when a player leaves the server. At the end of the function the
client slot referred to by the 'self' global will be cleared.
/** Called when a player leaves the server. At the end of the function the
client slot referred to by the `self` global will be cleared.
This means the fields will still be accessible inside of this function.
=================
*/
void
ClientDisconnect(void)
@ -101,13 +85,8 @@ ClientDisconnect(void)
pl.SetModelindex(0);
}
/*
=================
ClientKill
Called by the 'kill' command.
The 'self' global is the client issueing the command.
=================
/** Called by the `kill` console command.
The `self` global is the client issuing the command.
*/
void
ClientKill(void)
@ -116,13 +95,8 @@ ClientKill(void)
g_grMode.PlayerKill((NSClientPlayer)self);
}
/*
=================
SpectatorThink
Run every frame on every NSClientSpectator.
The 'self' global refers to one of any given amount of NSClientSpectators.
=================
/** This is run every frame on every spectator.
The `self` global refers to one of any given amount of spectator.
*/
void
SpectatorThink(void)
@ -137,13 +111,8 @@ SpectatorThink(void)
}
}
/*
=================
SpectatorConnect
Called when a NSClientSpectator joins the server.
The 'self' global is the connecting NSClientSpectator in question.
=================
/** Called when a NSClientSpectator joins the server.
The `self` global is the connecting NSClientSpectator in question.
*/
void
SpectatorConnect(void)
@ -152,14 +121,9 @@ SpectatorConnect(void)
spawnfunc_NSClientSpectator();
}
/*
=================
SpectatorDisconnect
Called when a NSClientSpectator leaves the server.
The 'self' global is the leaving NSClientSpectator in question.
/** Called when a NSClientSpectator leaves the server.
The `self` global is the leaving NSClientSpectator in question.
Attributes cleared when this function is done executing.
=================
*/
void
SpectatorDisconnect(void)
@ -167,16 +131,11 @@ SpectatorDisconnect(void)
Game_SpectatorDisconnect();
}
/*
=================
PutClientInServer
Called when a player enters the game, having fully connected and loaded into
/** Called when a player enters the game, having fully connected and loaded into
the session.
The 'self' global is the player in question.
The `self` global is the player in question.
The 'parmX' globals are also populated with any data carried over from
past levels for the player in question.
=================
*/
void
PutClientInServer(void)
@ -195,14 +154,9 @@ PutClientInServer(void)
}
}
/*
=================
PlayerPreThink
Run before physics have taken place.
The 'self' global refers to a single client, as this function is called
/** Run before game physics have taken place.
The `self` global refers to a single client, as this function is called
times the amount of players in a given game.
=================
*/
void
PlayerPreThink(void)
@ -227,14 +181,9 @@ PlayerPreThink(void)
g_grMode.PlayerPreFrame((NSClientPlayer)self);
}
/*
=================
PlayerPostThink
Run after physics have taken place.
The 'self' global refers to a single client, as this function is called
/** Run after game physics have taken place.
The `self` global refers to a single client, as this function is called
times the amount of players in a given game.
=================
*/
void
PlayerPostThink(void)
@ -261,14 +210,9 @@ PlayerPostThink(void)
}
}
/*
=================
SetNewParms
Called when we spawn in a new map (both single and multiplayer) with no level
/** Called when we spawn in a new map (both single and multiplayer) with no level
change ever having taken place.
The 'self' global does not refer to anything.
=================
The `self` global does not refer to anything.
*/
void
SetNewParms(void)
@ -279,17 +223,12 @@ SetNewParms(void)
g_grMode.LevelNewParms();
}
/*
=================
SetChangeParms
Called whenever a single-player level change is about to happen, carrying
/** Called whenever a single-player level change is about to happen, carrying
over data from one level to the next. This is not called with the 'map' command.
The 'self' global refers to a client that's partaking in the level-change.
The `self` global refers to a client that's partaking in the level-change.
Make sure we're saving important fields/attributes in the 'parmX' globals
allocated for every client.
=================
*/
void
SetChangeParms(void)
@ -300,15 +239,10 @@ SetChangeParms(void)
g_grMode.LevelChangeParms((NSClientPlayer)self);
}
/*
=================
SV_RunClientCommand
/** Run whenever an input packet by a client has been received.
Run whenever an input packet by a client has been received.
The 'self' global is the entity having sent the input packet,
The `self` global is the entity having sent the input packet,
with the input_X globals being set to the appropriate data.
=================
*/
void
SV_RunClientCommand(void)
@ -334,16 +268,11 @@ SV_RunClientCommand(void)
}
}
/*
=================
SV_ParseClientCommand
Any 'cmd' from the client get sent here and handled.
/** Any 'cmd' from the client get sent here and handled.
Unlike ConsoleCommmand() if you want to let the server engine
take over, you need to pass the string 'cmd' over via clientcommand().
Notable examples of client cmd's involve the chat system.
=================
*/
void
SV_ParseClientCommand(string cmd)
@ -378,13 +307,9 @@ SV_ParseClientCommand(string cmd)
}
}
/*
=================
init
Called when the QC module gets loaded. No entities exist yet.
=================
*/
/** Called when the QC module gets loaded.
No entities exist yet and we are unable to allocate any in here.
So avoid calling spawn() related functions here. */
void
init(float prevprogs)
{
@ -394,13 +319,8 @@ init(float prevprogs)
SurfData_Init();
}
/*
=================
init_respawn
Called inside initents() to make sure the entities have their Respawn()
/** Called inside initents() to make sure the entities have their Respawn()
method called at the beginning of them having spawned.
=================
*/
void
init_respawn(void)
@ -420,15 +340,11 @@ init_respawn(void)
}
entity g_respawntimer;
/*
=================
initents
???
=================
*/
.string skyname;
/** Called by the engine when we're ready to spawn entities.
Before this, we are not able to spawn, touch or allocate any entity slots.
*/
void
initents(void)
{
@ -518,19 +434,14 @@ initents(void)
g_ents_initialized = TRUE;
}
/*
=================
worldspawn
The first entity spawn function. You want to make sure to put anything in here
that'll affect subsequent initialization of map entities.
Any find() or similar function will not find any entity but 'world',
as they do not exist yet. Keep this in mind.
=================
*/
var int autocvar_sv_levelexec = 1;
/** The first entity spawn function. You want to make sure to put anything in here
that'll affect subsequent initialization of map entities.
Keep in mind that any find() or similar function will not find any entity but 'world',
as they do not exist yet.
*/
void
worldspawn(void)
{
@ -567,16 +478,14 @@ worldspawn(void)
}
}
/*
=================
ConsoleCmd
Any command executed on the server (either tty, rcon or 'sv') gets
/** Any command executed on the server (either tty, rcon or `sv`) gets
sent here first.
When returning FALSE the server will interpret the command.
Returning TRUE will mark the command as 'resolved'.
=================
Returning TRUE will mark the command as 'resolved' and the engine
will not attempt handling it.
The client-side equivalent is `CSQC_ConsoleCommand` (src/client/entry.qc)
*/
float
ConsoleCmd(string cmd)
@ -662,13 +571,8 @@ ConsoleCmd(string cmd)
return (1);
}
/*
=================
SV_ShouldPause
Returns TRUE if the server should pause the game-logic when the 'pause' command
/** Returns TRUE if the server can pause the server when the 'pause' command
is being executed.
=================
*/
float
SV_ShouldPause(float newstatus)
@ -686,6 +590,12 @@ SV_ShouldPause(float newstatus)
}
//#define REEDICT 1
/** Called by the engine when we're loading a savegame file.
This deals with the de and re-allocation of all map entities from
the passed file handle.
*/
void
SV_PerformLoad(float fh, float entcount, float playerslots)
{
@ -778,6 +688,10 @@ SV_PerformLoad(float fh, float entcount, float playerslots)
g_isloading = false;
}
/** Called when we are saving our game. We only get passed a file handle
to work with and dump entity data as well as some global info directly
into it.
*/
void
SV_PerformSave(float fh, float entcount, float playerslots)
{
@ -811,6 +725,11 @@ SV_PerformSave(float fh, float entcount, float playerslots)
print(sprintf("saved %i entities\n", num_saved));
}
/** Called by the engine to check with us if a spawn function exists.
The `self` global refers to an already allocated entity, which we have
to remove in case we won't initialize it.
*/
void
CheckSpawn(void() spawnfunc)
{