30 #include "../shared/scopedmutex.h"
40 client->
state = state;
63 Com_Printf(
"SV_New_f: client typed 'reconnect/new' while connecting\n");
131 Com_Printf(
"EXPLOIT: Illegal 'begin' from %s (already spawned), client dropped.\n", cl->
name);
242 Com_Printf(
"SV_ExecuteClientMessage: unknown command char '%d'\n", cmd);
static void SV_StartMatch_f(client_t *cl)
const char * Cmd_Argv(int arg)
Returns a given argument.
char * SV_GetConfigString(int index)
server_state_t SV_GetServerState(void)
#define NET_STATE_DISCONNECT
const char * Cvar_Serverinfo(char *info, size_t infoSize)
Returns an info string containing all the CVAR_SERVERINFO cvars.
char userinfo[MAX_INFO_STRING]
void SV_SetServerState(server_state_t state)
enum server_state_e server_state_t
void NET_WriteString(dbuffer *buf, const char *str)
void Cmd_TokenizeString(const char *text, bool macroExpand, bool replaceWhitespaces)
Parses the given string into command line tokens.
void Com_Printf(const char *const fmt,...)
static void SV_Disconnect_f(client_t *cl)
The client is going to disconnect, so remove the connection immediately.
#define Q_strvalid(string)
client_t * SV_GetClient(int index)
serverInstanceGame_t * sv
void SV_DropClient(client_t *drop, const char *message)
Called when the player is totally leaving the server, either willingly or unwillingly. This is NOT called if the entire server is quitting or crashing.
int NET_ReadString(dbuffer *buf, char *string, size_t length)
static const ucmd_t ucmds[]
static void SV_ShowServerinfo_f(client_t *cl)
Dumps the serverinfo info string.
void NET_WriteLong(dbuffer *buf, int c)
Main server include file.
void SV_ExecuteClientMessage(client_t *cl, int cmd, dbuffer *msg)
The current net_message is parsed for the given client.
static void SV_New_f(client_t *cl)
Sends the first message from the server to a connected client. This will be sent on the initial conne...
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
#define MAX_CONFIGSTRINGS
#define NET_STATE_STARTMATCH
void SV_SetClientState(client_t *client, client_state_t state)
Set the client state.
const GLuint *typedef void(APIENTRY *GenRenderbuffersEXT_t)(GLsizei
static void SV_Begin_f(client_t *cl)
static void SV_ExecuteUserCommand(client_t *cl, const char *s)
void SV_ClientCommand(client_t *client, const char *fmt,...) __attribute__((format(__printf__
struct net_stream * stream
void NET_WriteByte(dbuffer *buf, byte c)
void Info_Print(const char *s)
Prints info strings (like userinfo or serverinfo - CVAR_USERINFO, CVAR_SERVERINFO) ...
void Cbuf_InsertFromDefer(void)
Copies back any deferred commands.
int Com_ServerState(void)
Check whether we are the server or have a singleplayer tactical mission.
serverInstanceStatic_t svs
void SV_UserinfoChanged(client_t *cl)
Pull specific info from a newly changed userinfo string into a more C friendly form.
void NET_WriteShort(dbuffer *buf, int c)
#define MAX_CLC_STRINGCMD
void NET_WriteMsg(struct net_stream *s, dbuffer &buf)
Enqueue the buffer in the net stream for ONE client.