Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// replayserver.cpp: implementation of the CReplayServer class.
//
//////////////////////////////////////////////////////////////////////
#if defined( REPLAY_ENABLED )
#include <server_class.h>
#include <inetmessage.h>
#include <tier0/vprof.h>
#include <keyvalues.h>
#include <edict.h>
#include <eiface.h>
#include <PlayerState.h>
#include <ireplaydirector.h>
#include <time.h>
#include "replayserver.h"
#include "sv_client.h"
#include "replayclient.h"
#include "server.h"
#include "sv_main.h"
#include "framesnapshot.h"
#include "networkstringtable.h"
#include "cmodel_engine.h"
#include "dt_recv_eng.h"
#include "cdll_engine_int.h"
#include "GameEventManager.h"
#include "host.h"
#include "dt_common_eng.h"
#include "baseautocompletefilelist.h"
#include "sv_steamauth.h"
#include "con_nprint.h"
#include "tier0/icommandline.h"
#include "client_class.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CNetworkStringTableContainer *networkStringTableContainerClient;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CReplayServer *replay = NULL;
static void replay_title_changed_f( IConVar *var, const char *pOldString, float flOldValue )
{
if ( replay && replay->IsActive() )
{
replay->BroadcastLocalTitle();
}
}
static void replay_name_changed_f( IConVar *var, const char *pOldValue, float flOldValue )
{
Steam3Server().NotifyOfServerNameChange();
}
static ConVar replay_maxclients( "replay_maxclients", "128", 0, "Maximum client number on Replay server.",
true, 0, true, 255 );
ConVar replay_autorecord( "replay_autorecord", "1", 0, "Automatically records all games as Replay demos." );
ConVar replay_name( "replay_name", "Replay", 0, "Replay host name", replay_name_changed_f );
static ConVar replay_password( "replay_password", "", FCVAR_NOTIFY | FCVAR_PROTECTED | FCVAR_DONTRECORD, "Replay password for all clients" );
static ConVar replay_overridemaster( "replay_overridemaster", "0", 0, "Overrides the Replay master root address." );
static ConVar replay_dispatchmode( "replay_dispatchmode", "1", 0, "Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always" );
ConVar replay_transmitall( "replay_transmitall", "1", FCVAR_REPLICATED, "Transmit all entities (not only director view)" );
ConVar replay_debug( "replay_debug", "0", 0, "Replay debug info." );
ConVar replay_title( "replay_title", "Replay", 0, "Set title for Replay spectator UI", replay_title_changed_f );
static ConVar replay_deltacache( "replay_deltacache", "2", 0, "Enable delta entity bit stream cache" );
static ConVar replay_relayvoice( "replay_relayvoice", "1", 0, "Relay voice data: 0=off, 1=on" );
ConVar replay_movielength( "replay_movielength", "60", FCVAR_REPLICATED | FCVAR_DONTRECORD, "Replay movie length in seconds" );
ConVar replay_demolifespan( "replay_demolifespan", "5", FCVAR_REPLICATED | FCVAR_DONTRECORD, "The number of days allowed to pass before cleaning up replay demos.", true, 1, true, 30 );
ConVar replay_cleanup_time( "replay_cleanup_time", "1", FCVAR_REPLICATED | FCVAR_DONTRECORD, "The Replay system will periodically remove stale (never downloaded) .dem files from disk. This variable represents the "
"amount of time (in hours) between each cleanup.", true, 1, true, 24 );
CReplayDeltaEntityCache::CReplayDeltaEntityCache()
{
Q_memset( m_Cache, 0, sizeof(m_Cache) );
m_nTick = 0;
m_nMaxEntities = 0;
m_nCacheSize = 0;
}
CReplayDeltaEntityCache::~CReplayDeltaEntityCache()
{
Flush();
}
void CReplayDeltaEntityCache::Flush()
{
if ( m_nMaxEntities != 0 )
{
// at least one entity was set
for ( int i=0; i<m_nMaxEntities; i++ )
{
if ( m_Cache[i] != NULL )
{
free( m_Cache[i] );
m_Cache[i] = NULL;
}
}
m_nMaxEntities = 0;
}
m_nCacheSize = 0;
}
void CReplayDeltaEntityCache::SetTick( int nTick, int nMaxEntities )
{
if ( nTick == m_nTick )
return;
Flush();
m_nCacheSize = replay_deltacache.GetInt() * 1024;
if ( m_nCacheSize <= 0 )
return;
m_nMaxEntities = MIN(nMaxEntities,MAX_EDICTS);
m_nTick = nTick;
}
unsigned char* CReplayDeltaEntityCache::FindDeltaBits( int nEntityIndex, int nDeltaTick, int &nBits )
{
nBits = -1;
if ( nEntityIndex < 0 || nEntityIndex >= m_nMaxEntities )
return NULL;
DeltaEntityEntry_s *pEntry = m_Cache[nEntityIndex];
while ( pEntry )
{
if ( pEntry->nDeltaTick == nDeltaTick )
{
nBits = pEntry->nBits;
return (unsigned char*)(pEntry) + sizeof(DeltaEntityEntry_s);
}
else
{
// keep searching entry list
pEntry = pEntry->pNext;
}
}
return NULL;
}
void CReplayDeltaEntityCache::AddDeltaBits( int nEntityIndex, int nDeltaTick, int nBits, bf_write *pBuffer )
{
if ( nEntityIndex < 0 || nEntityIndex >= m_nMaxEntities || m_nCacheSize <= 0 )
return;
int nBufferSize = PAD_NUMBER( Bits2Bytes(nBits), 4);
DeltaEntityEntry_s *pEntry = m_Cache[nEntityIndex];
if ( pEntry == NULL )
{
if ( (int)(nBufferSize+sizeof(DeltaEntityEntry_s)) > m_nCacheSize )
return; // way too big, don't even create an entry
pEntry = m_Cache[nEntityIndex] = (DeltaEntityEntry_s *) malloc( m_nCacheSize );
}
else
{
char *pEnd = (char*)(pEntry) + m_nCacheSize; // end marker
while( pEntry->pNext )
{
pEntry = pEntry->pNext;
}
int entrySize = sizeof(DeltaEntityEntry_s) + PAD_NUMBER( Bits2Bytes(pEntry->nBits), 4);
DeltaEntityEntry_s *pNew = (DeltaEntityEntry_s*)((char*)(pEntry) + entrySize);
if ( ((char*)(pNew) + sizeof(DeltaEntityEntry_s) + nBufferSize) > pEnd )
return; // data wouldn't fit into cache anymore, don't add new entries
pEntry->pNext = pEntry = pNew;
}
pEntry->pNext = NULL; // link to next
pEntry->nDeltaTick = nDeltaTick;
pEntry->nBits = nBits;
if ( nBits > 0 )
{
bf_read inBuffer;
inBuffer.StartReading( pBuffer->GetData(), pBuffer->m_nDataBytes, pBuffer->GetNumBitsWritten() );
bf_write outBuffer( (char*)(pEntry) + sizeof(DeltaEntityEntry_s), nBufferSize );
outBuffer.WriteBitsFromBuffer( &inBuffer, nBits );
}
}
static RecvTable* FindRecvTable( const char *pName, RecvTable **pRecvTables, int nRecvTables )
{
for ( int i=0; i< nRecvTables; i++ )
{
if ( !Q_strcmp( pName, pRecvTables[i]->GetName() ) )
return pRecvTables[i];
}
return NULL;
}
static RecvTable* AddRecvTableR( SendTable *sendt, RecvTable **pRecvTables, int &nRecvTables )
{
RecvTable *recvt = FindRecvTable( sendt->m_pNetTableName, pRecvTables, nRecvTables );
if ( recvt )
return recvt; // already in list
if ( sendt->m_nProps > 0 )
{
RecvProp *receiveProps = new RecvProp[sendt->m_nProps];
for ( int i=0; i < sendt->m_nProps; i++ )
{
// copy property data
SendProp * sp = sendt->GetProp( i );
RecvProp * rp = &receiveProps[i];
rp->m_pVarName = sp->m_pVarName;
rp->m_RecvType = sp->m_Type;
if ( sp->IsExcludeProp() )
{
// if prop is excluded, give different name
rp->m_pVarName = "IsExcludedProp";
}
if ( sp->IsInsideArray() )
{
rp->SetInsideArray();
rp->m_pVarName = "InsideArrayProp"; // give different name
}
if ( sp->GetType() == DPT_Array )
{
Assert ( sp->GetArrayProp() == sendt->GetProp( i-1 ) );
Assert( receiveProps[i-1].IsInsideArray() );
rp->SetArrayProp( &receiveProps[i-1] );
rp->InitArray( sp->m_nElements, sp->m_ElementStride );
}
if ( sp->GetType() == DPT_DataTable )
{
// recursive create
Assert ( sp->GetDataTable() );
RecvTable *subTable = AddRecvTableR( sp->GetDataTable(), pRecvTables, nRecvTables );
rp->SetDataTable( subTable );
}
}
recvt = new RecvTable( receiveProps, sendt->m_nProps, sendt->m_pNetTableName );
}
else
{
// table with no properties
recvt = new RecvTable( NULL, 0, sendt->m_pNetTableName );
}
pRecvTables[nRecvTables] = recvt;
nRecvTables++;
return recvt;
}
void CReplayServer::FreeClientRecvTables()
{
for ( int i=0; i< m_nRecvTables; i++ )
{
RecvTable *rt = m_pRecvTables[i];
// delete recv table props
if ( rt->m_pProps )
{
Assert( rt->m_nProps > 0 );
delete [] rt->m_pProps;
}
// delete the table itself
delete rt;
}
Q_memset( m_pRecvTables, 0, sizeof( m_pRecvTables ) );
m_nRecvTables = 0;
}
// creates client receive tables from server send tables
void CReplayServer::InitClientRecvTables()
{
ServerClass* pCur = NULL;
if ( ClientDLL_GetAllClasses() != NULL )
return; //already initialized
// first create all SendTables
for ( pCur = serverGameDLL->GetAllServerClasses(); pCur; pCur=pCur->m_pNext )
{
// create receive table from send table.
AddRecvTableR( pCur->m_pTable, m_pRecvTables, m_nRecvTables );
ErrorIfNot(
m_nRecvTables < ARRAYSIZE( m_pRecvTables ),
("AddRecvTableR: overflowed MAX_DATATABLES")
);
}
// now register client classes
for ( pCur = serverGameDLL->GetAllServerClasses(); pCur; pCur=pCur->m_pNext )
{
ErrorIfNot(
m_nRecvTables < ARRAYSIZE( m_pRecvTables ),
("ClientDLL_InitRecvTableMgr: overflowed MAX_DATATABLES")
);
// find top receive table for class
RecvTable * recvt = FindRecvTable( pCur->m_pTable->GetName(), m_pRecvTables, m_nRecvTables );
Assert ( recvt );
// register class, constructor addes clientClass to g_pClientClassHead list
ClientClass * clientclass = new ClientClass( pCur->m_pNetworkName, NULL, NULL, recvt );
if ( !clientclass )
{
Msg("REPLAY_InitRecvTableMgr: failed to allocate client class %s.\n", pCur->m_pNetworkName );
return;
}
}
RecvTable_Init( m_pRecvTables, m_nRecvTables );
}
CReplayFrame::CReplayFrame()
{
}
CReplayFrame::~CReplayFrame()
{
FreeBuffers();
}
void CReplayFrame::Reset( void )
{
for ( int i=0; i<REPLAY_BUFFER_MAX; i++ )
{
m_Messages[i].Reset();
}
}
bool CReplayFrame::HasData( void )
{
for ( int i=0; i<REPLAY_BUFFER_MAX; i++ )
{
if ( m_Messages[i].GetNumBitsWritten() > 0 )
return true;
}
return false;
}
void CReplayFrame::CopyReplayData( CReplayFrame &frame )
{
// copy reliable messages
int bits = frame.m_Messages[REPLAY_BUFFER_RELIABLE].GetNumBitsWritten();
if ( bits > 0 )
{
int bytes = PAD_NUMBER( Bits2Bytes(bits), 4 );
m_Messages[REPLAY_BUFFER_RELIABLE].StartWriting( new char[ bytes ], bytes, bits );
Q_memcpy( m_Messages[REPLAY_BUFFER_RELIABLE].GetBasePointer(), frame.m_Messages[REPLAY_BUFFER_RELIABLE].GetBasePointer(), bytes );
}
// copy unreliable messages
bits = frame.m_Messages[REPLAY_BUFFER_UNRELIABLE].GetNumBitsWritten();
bits += frame.m_Messages[REPLAY_BUFFER_TEMPENTS].GetNumBitsWritten();
bits += frame.m_Messages[REPLAY_BUFFER_SOUNDS].GetNumBitsWritten();
if ( replay_relayvoice.GetBool() )
bits += frame.m_Messages[REPLAY_BUFFER_VOICE].GetNumBitsWritten();
if ( bits > 0 )
{
// collapse all unreliable buffers in one
int bytes = PAD_NUMBER( Bits2Bytes(bits), 4 );
m_Messages[REPLAY_BUFFER_UNRELIABLE].StartWriting( new char[ bytes ], bytes );
m_Messages[REPLAY_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[REPLAY_BUFFER_UNRELIABLE].GetData(), frame.m_Messages[REPLAY_BUFFER_UNRELIABLE].GetNumBitsWritten() );
m_Messages[REPLAY_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[REPLAY_BUFFER_TEMPENTS].GetData(), frame.m_Messages[REPLAY_BUFFER_TEMPENTS].GetNumBitsWritten() );
m_Messages[REPLAY_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[REPLAY_BUFFER_SOUNDS].GetData(), frame.m_Messages[REPLAY_BUFFER_SOUNDS].GetNumBitsWritten() );
if ( replay_relayvoice.GetBool() )
m_Messages[REPLAY_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[REPLAY_BUFFER_VOICE].GetData(), frame.m_Messages[REPLAY_BUFFER_VOICE].GetNumBitsWritten() );
}
}
void CReplayFrame::AllocBuffers( void )
{
// allocate buffers for input frame
for ( int i=0; i < REPLAY_BUFFER_MAX; i++ )
{
Assert( m_Messages[i].GetBasePointer() == NULL );
m_Messages[i].StartWriting( new char[NET_MAX_PAYLOAD], NET_MAX_PAYLOAD);
}
}
void CReplayFrame::FreeBuffers( void )
{
for ( int i=0; i<REPLAY_BUFFER_MAX; i++ )
{
bf_write &msg = m_Messages[i];
if ( msg.GetBasePointer() )
{
delete[] msg.GetBasePointer();
msg.StartWriting( NULL, 0 );
}
}
}
CReplayServer::CReplayServer()
: m_DemoRecorder( this )
{
m_flTickInterval = 0.03;
m_MasterClient = NULL;
m_Server = NULL;
m_Director = NULL;
m_nFirstTick = -1;
m_nLastTick = 0;
m_CurrentFrame = NULL;
m_nViewEntity = 0;
m_nPlayerSlot = 0;
m_bSignonState = false;
m_flStartTime = 0;
m_flFPS = 0;
m_nGameServerMaxClients = 0;
m_fNextSendUpdateTime = 0;
Q_memset( m_pRecvTables, 0, sizeof( m_pRecvTables ) );
m_nRecvTables = 0;
m_vPVSOrigin.Init();
m_nStartTick = 0;
m_bPlayingBack = false;
m_bPlaybackPaused = false;
m_flPlaybackRateModifier = 0;
m_nSkipToTick = 0;
m_bMasterOnlyMode = false;
m_nGlobalSlots = 0;
m_nGlobalClients = 0;
m_nGlobalProxies = 0;
m_vecClientsDownloading.ClearAll();
}
CReplayServer::~CReplayServer()
{
if ( m_nRecvTables > 0 )
{
RecvTable_Term();
FreeClientRecvTables();
}
// make sure everything was destroyed
Assert( m_CurrentFrame == NULL );
Assert( CountClientFrames() == 0 );
}
void CReplayServer::SetMaxClients( int number )
{
// allow max clients 0 in Replay
m_nMaxclients = clamp( number, 0, ABSOLUTE_PLAYER_LIMIT );
}
void CReplayServer::StartMaster(CGameClient *client)
{
Clear(); // clear old settings & buffers
if ( !client )
{
ConMsg("Replay client not found.\n");
return;
}
m_Director = serverReplayDirector;
if ( !m_Director )
{
ConMsg("Mod doesn't support Replay. No director module found.\n");
return;
}
m_MasterClient = client;
m_MasterClient->m_bIsHLTV = false;
m_MasterClient->m_bIsReplay = true;
// let game.dll know that we are the Replay client
Assert( serverGameClients );
CPlayerState *player = serverGameClients->GetPlayerState( m_MasterClient->edict );
player->replay = true;
m_Server = (CGameServer*)m_MasterClient->GetServer();
// set default user settings
m_MasterClient->m_ConVars->SetString( "name", replay_name.GetString() );
m_MasterClient->m_ConVars->SetString( "cl_team", "1" );
m_MasterClient->m_ConVars->SetString( "rate", va( "%d", DEFAULT_RATE ) );
m_MasterClient->m_ConVars->SetString( "cl_updaterate", "32" );
m_MasterClient->m_ConVars->SetString( "cl_interp_ratio", "1.0" );
m_MasterClient->m_ConVars->SetString( "cl_predict", "0" );
m_nViewEntity = m_MasterClient->GetPlayerSlot() + 1;
m_nPlayerSlot = m_MasterClient->GetPlayerSlot();
// copy server settings from m_Server
m_nGameServerMaxClients = m_Server->GetMaxClients(); // maxclients is different on proxy (128)
serverclasses = m_Server->serverclasses;
serverclassbits = m_Server->serverclassbits;
worldmapCRC = m_Server->worldmapCRC;
clientDllCRC = m_Server->clientDllCRC;
m_flTickInterval= m_Server->GetTickInterval();
// allocate buffers for input frame
m_ReplayFrame.AllocBuffers();
InstallStringTables();
// activate director in game.dll
m_Director->SetReplayServer( this );
// register as listener for mod specific events
const char **modevents = m_Director->GetModEvents();
int j = 0;
while ( modevents[j] != NULL )
{
const char *eventname = modevents[j];
CGameEventDescriptor *descriptor = g_GameEventManager.GetEventDescriptor( eventname );
if ( descriptor )
{
g_GameEventManager.AddListener( this, descriptor, CGameEventManager::CLIENTSTUB );
}
else
{
DevMsg("CReplayServer::StartMaster: game event %s not found.\n", eventname );
}
j++;
}
// copy signon buffers
m_Signon.StartWriting( m_Server->m_Signon.GetBasePointer(), m_Server->m_Signon.m_nDataBytes,
m_Server->m_Signon.GetNumBitsWritten() );
Q_strncpy( m_szMapname, m_Server->m_szMapname, sizeof(m_szMapname) );
Q_strncpy( m_szSkyname, m_Server->m_szSkyname, sizeof(m_szSkyname) );
NET_ListenSocket( m_Socket, true ); // activated Replay TCP socket
m_MasterClient->ExecuteStringCommand( "spectate" ); // become a spectator
m_MasterClient->UpdateUserSettings(); // make sure UserInfo is correct
// hack reduce signontick by one to catch changes made in the current tick
m_MasterClient->m_nSignonTick--;
if ( m_bMasterOnlyMode )
{
// we allow only one client in master only mode
replay_maxclients.SetValue( MIN(1,replay_maxclients.GetInt()) );
}
SetMaxClients( replay_maxclients.GetInt() );
m_bSignonState = false; //master proxy is instantly connected
m_nSpawnCount++;
m_flStartTime = net_time;
m_State = ss_active;
// stop any previous recordings
m_DemoRecorder.StopRecording();
// start new recording if autorecord is enabled
if ( replay_autorecord.GetBool() )
{
m_DemoRecorder.StartAutoRecording();
}
ReconnectClients();
}
void CReplayServer::StartDemo(const char *filename)
{
}
bool CReplayServer::DispatchToRelay( CReplayClient *pClient )
{
if ( replay_dispatchmode.GetInt() <= DISPATCH_MODE_OFF )
return false; // don't redirect
CBaseClient *pBestProxy = NULL;
float fBestRatio = 1.0f;
// find best relay proxy
for (int i=0; i < GetClientCount(); i++ )
{
CBaseClient *pProxy = m_Clients[ i ];
// check all known proxies
if ( !pProxy->IsConnected() || !pProxy->IsReplay() || (pClient == pProxy) )
continue;
int slots = Q_atoi( pProxy->GetUserSetting( "replay_slots" ) );
int clients = Q_atoi( pProxy->GetUserSetting( "replay_clients" ) );
// skip overloaded proxies or proxies with no slots at all
if ( (clients > slots) || slots <= 0 )
continue;
// calc clients/slots ratio for this proxy
float ratio = ((float)(clients))/((float)slots);
if ( ratio < fBestRatio )
{
fBestRatio = ratio;
pBestProxy = pProxy;
}
}
if ( pBestProxy == NULL )
{
if ( replay_dispatchmode.GetInt() == DISPATCH_MODE_ALWAYS )
{
// we are in always forward mode, drop client if we can't forward it
pClient->Disconnect("No Replay relay available");
return true;
}
else
{
// just let client connect to this proxy
return false;
}
}
// check if client should stay on this relay server
if ( (replay_dispatchmode.GetInt() == DISPATCH_MODE_AUTO) && (GetMaxClients() > 0) )
{
// ratio = clients/slots. give relay proxies 25% bonus
float myRatio = ((float)GetNumClients()/(float)GetMaxClients()) * 1.25f;
myRatio = MIN( myRatio, 1.0f ); // clamp to 1
// if we have a better local ratio then other proxies, keep this client here
if ( myRatio < fBestRatio )
return false; // don't redirect
}
const char *pszRelayAddr = pBestProxy->GetUserSetting("replay_addr");
if ( !pszRelayAddr )
return false;
ConMsg( "Redirecting spectator %s to Replay relay %s\n",
pClient->GetNetChannel()->GetAddress(),
pszRelayAddr );
// first tell that client that we are a Replay server,
// otherwise it's might ignore the "connect" command
CSVCMsg_ServerInfo_t serverInfo;
FillServerInfo( serverInfo );
pClient->SendNetMsg( serverInfo, true );
// tell the client to connect to this new address
CNETMsg_StringCmd_t cmdMsg( va("connect %s\n", pszRelayAddr ) ) ;
pClient->SendNetMsg( cmdMsg, true );
// increase this proxies client number in advance so this proxy isn't used again next time
int clients = Q_atoi( pBestProxy->GetUserSetting( "replay_clients" ) );
pBestProxy->SetUserCVar( "replay_clients", va("%d", clients+1 ) );
return true;
}
int CReplayServer::GetReplaySlot( void )
{
return m_nPlayerSlot;
}
float CReplayServer::GetOnlineTime( void )
{
return MAX(0, net_time - m_flStartTime);
}
void CReplayServer::BroadcastLocalTitle( CReplayClient *client )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "replay_title", true );
if ( !event )
return;
event->SetString( "text", replay_title.GetString() );
CSVCMsg_GameEvent_t eventMsg;
eventMsg.SetReliable( true );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg ) )
{
DevMsg("CReplayServer: failed to serialize title '%s'.\n", event->GetName() );
g_GameEventManager.FreeEvent( event );
return;
}
if ( client )
{
client->SendNetMsg( eventMsg );
}
else
{
for ( int i = 0; i < m_Clients.Count(); i++ )
{
client = Client(i);
if ( !client->IsActive() || client->IsReplay() )
continue;
client->SendNetMsg( eventMsg );
}
}
g_GameEventManager.FreeEvent( event );
}
void CReplayServer::BroadcastLocalChat( const char *pszChat, const char *pszGroup )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "replay_chat", true );
if ( !event )
return;
event->SetString( "text", pszChat );
CSVCMsg_GameEvent_t eventMsg;
eventMsg.SetReliable( false );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg ) )
{
DevMsg("CReplayServer: failed to serialize chat '%s'.\n", event->GetName() );
g_GameEventManager.FreeEvent( event );
return;
}
for ( int i = 0; i < m_Clients.Count(); i++ )
{
CReplayClient *cl = Client(i);
if ( !cl->IsActive() || !cl->IsSpawned() || cl->IsReplay() )
continue;
// if this is a spectator chat message and client disabled it, don't show it
if ( Q_strcmp( cl->m_szChatGroup, pszGroup) || cl->m_bNoChat )
continue;
cl->SendNetMsg( eventMsg );
}
g_GameEventManager.FreeEvent( event );
}
void CReplayServer::BroadcastEventLocal( IGameEvent *event, bool bReliable )
{
CSVCMsg_GameEvent_t eventMsg;
eventMsg.SetReliable( bReliable );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg ) )
{
DevMsg("CReplayServer: failed to serialize local event '%s'.\n", event->GetName() );
return;
}
for ( int i = 0; i < m_Clients.Count(); i++ )
{
CReplayClient *cl = Client(i);
if ( !cl->IsActive() || !cl->IsSpawned() || cl->IsReplay() )
continue;
if ( !cl->SendNetMsg( eventMsg ) )
{
if ( eventMsg.IsReliable() )
{
DevMsg( "BroadcastMessage: Reliable broadcast message overflow for client %s", cl->GetClientName() );
}
}
}
if ( replay_debug.GetBool() )
Msg("Replay broadcast local event: %s\n", event->GetName() );
}
void CReplayServer::BroadcastEvent(IGameEvent *event)
{
CSVCMsg_GameEvent_t eventMsg;
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg ) )
{
DevMsg("CReplayServer: failed to serialize event '%s'.\n", event->GetName() );
return;
}
BroadcastMessage( eventMsg, true, true );
if ( replay_debug.GetBool() )
Msg("Replay broadcast event: %s\n", event->GetName() );
}
void CReplayServer::FireGameEvent(IGameEvent *event)
{
if ( !IsActive() )
return;
CSVCMsg_GameEvent_t eventMsg;
// create bit stream from KeyValues
if ( g_GameEventManager.SerializeEvent( event, &eventMsg ) )
{
SendNetMsg( eventMsg );
}
else
{
DevMsg("CReplayServer::FireGameEvent: failed to serialize event '%s'.\n", event->GetName() );
}
}
int CReplayServer::GetEventDebugID()
{
return m_nDebugID;
}
bool CReplayServer::ShouldUpdateMasterServer()
{
if ( IsUsingMasterLegacyMode() )
{
// In the legacy master server updater, we have to call the updater with our CBaseServer* for it to work right.
return true;
}
else
{
// If the main game server is active, then we let it update Steam with the server info.
return !sv.IsActive();
}
}
CBaseClient *CReplayServer::CreateNewClient(int slot )
{
return new CReplayClient( slot, this );
}
void CReplayServer::InstallStringTables( void )
{
#ifndef SHARED_NET_STRING_TABLES
int numTables = m_Server->m_StringTables->GetNumTables();
m_StringTables = &m_NetworkStringTables;
Assert( m_StringTables->GetNumTables() == 0); // must be empty
m_StringTables->AllowCreation( true );
// master replay needs to keep a list of changes for all table items
m_StringTables->EnableRollback( true );
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *serverTable =
(CNetworkStringTable*)m_Server->m_StringTables->GetTable( i );
if ( !serverTable )
continue;
// get matching client table
CNetworkStringTable *replayTable =
(CNetworkStringTable*)m_StringTables->CreateStringTable(
serverTable->GetTableName(),
serverTable->GetMaxStrings(),
serverTable->GetUserDataSize(),
serverTable->GetUserDataSizeBits(),
serverTable->IsUsingDictionary() ? NSF_DICTIONARY_ENABLED : NSF_NONE
);
if ( !replayTable )
{
DevMsg("SV_InstallReplayStringTableMirrors! Missing client table \"%s\".\n ", serverTable->GetTableName() );
continue;
}
// make replay table an exact copy of server table
replayTable->CopyStringTable( serverTable );
// link replay table to server table
serverTable->SetMirrorTable( replayTable );
}
m_StringTables->AllowCreation( false );
#endif
}
void CReplayServer::RestoreTick( int tick )
{
#ifndef SHARED_NET_STRING_TABLES
int numTables = m_StringTables->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable = (CNetworkStringTable*) m_StringTables->GetTable( i );
pTable->RestoreTick( tick );
}
#endif
}
void CReplayServer::UserInfoChanged( int nClientIndex )
{
// don't change UserInfo table, it keeps the infos of the original players
}
void CReplayServer::LinkInstanceBaselines( void )
{
// Forces to update m_pInstanceBaselineTable.
AUTO_LOCK_FM( g_svInstanceBaselineMutex );
GetInstanceBaselineTable();
Assert( m_pInstanceBaselineTable );
// update all found server classes
for ( ServerClass *pClass = serverGameDLL->GetAllServerClasses(); pClass; pClass=pClass->m_pNext )
{
char idString[32];
Q_snprintf( idString, sizeof( idString ), "%d", pClass->m_ClassID );
// Ok, make a new instance baseline so they can reference it.
int index = m_pInstanceBaselineTable->FindStringIndex( idString );
if ( index != -1 )
{
pClass->m_InstanceBaselineIndex = index;
}
else
{
pClass->m_InstanceBaselineIndex = INVALID_STRING_INDEX;
}
}
}
/* CReplayServer::GetOriginFromPackedEntity is such a bad, bad hack.
extern float DecodeFloat(SendProp const *pProp, bf_read *pIn);
Vector CReplayServer::GetOriginFromPackedEntity(PackedEntity* pe)
{
Vector origin; origin.Init();
SendTable *pSendTable = pe->m_pSendTable;
// recursively go down until BaseEntity sendtable
while ( Q_strcmp( pSendTable->GetName(), "DT_BaseEntity") )
{
SendProp *pProp = pSendTable->GetProp( 0 ); // 0 = baseclass
pSendTable = pProp->GetDataTable();
}
for ( int i=0; i < pSendTable->GetNumProps(); i++ )
{
SendProp *pProp = pSendTable->GetProp( i );
if ( Q_strcmp( pProp->GetName(), "m_vecOrigin" ) == 0 )
{
Assert( pProp->GetType() == DPT_Vector );
bf_read buf( pe->LockData(), Bits2Bytes(pe->GetNumBits()), pProp->GetOffset() );
origin[0] = DecodeFloat(pProp, &buf);
origin[1] = DecodeFloat(pProp, &buf);
origin[2] = DecodeFloat(pProp, &buf);
break;
}
}
return origin;
} */
CReplayEntityData *FindReplayDataInSnapshot( CFrameSnapshot * pSnapshot, int iEntIndex )
{
int a = 0;
int z = pSnapshot->m_nValidEntities-1;
if ( iEntIndex < pSnapshot->m_pValidEntities[a] ||
iEntIndex > pSnapshot->m_pValidEntities[z] )
return NULL;
while ( a < z )
{
int m = (a+z)/2;
int index = pSnapshot->m_pValidEntities[m];
if ( index == iEntIndex )
return &pSnapshot->m_pReplayEntityData[m];
if ( iEntIndex > index )
{
if ( pSnapshot->m_pValidEntities[z] == iEntIndex )
return &pSnapshot->m_pReplayEntityData[z];
if ( a == m )
return NULL;
a = m;
}
else
{
if ( pSnapshot->m_pValidEntities[a] == iEntIndex )
return &pSnapshot->m_pReplayEntityData[a];
if ( z == m )
return NULL;
z = m;
}
}
return NULL;
}
void CReplayServer::EntityPVSCheck( CClientFrame *pFrame )
{
byte PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8];
int nPVSSize = (GetCollisionBSPData()->numclusters + 7) / 8;
// setup engine PVS
SV_ResetPVS( PVS, nPVSSize );
CFrameSnapshot * pSnapshot = pFrame->GetSnapshot();
Assert ( pSnapshot->m_pReplayEntityData != NULL );
int nDirectorEntity = m_Director->GetPVSEntity();
if ( pSnapshot && nDirectorEntity > 0 )
{
CReplayEntityData *pReplayData = FindReplayDataInSnapshot( pSnapshot, nDirectorEntity );
if ( pReplayData )
{
m_vPVSOrigin.x = pReplayData->origin[0];
m_vPVSOrigin.y = pReplayData->origin[1];
m_vPVSOrigin.z = pReplayData->origin[2];
}
}
else
{
m_vPVSOrigin = m_Director->GetPVSOrigin();
}
SV_AddOriginToPVS( m_vPVSOrigin );
// know remove all entities that aren't in PVS
int entindex = -1;
while ( true )
{
entindex = pFrame->transmit_entity.FindNextSetBit( entindex+1 );
if ( entindex < 0 )
break;
// is transmit_always is set -> no PVS check
if ( pFrame->transmit_always->Get(entindex) )
{
pFrame->last_entity = entindex;
continue;
}
CReplayEntityData *pReplayData = FindReplayDataInSnapshot( pSnapshot, entindex );
if ( !pReplayData )
continue;
unsigned int nNodeCluster = pReplayData->m_nNodeCluster;
// check if node or cluster is in PVS
if ( nNodeCluster & (1<<31) )
{
// it's a node SLOW
nNodeCluster &= ~(1<<31);
if ( CM_HeadnodeVisible( nNodeCluster, PVS, nPVSSize ) )
{
pFrame->last_entity = entindex;
continue;
}
}
else
{
// it's a cluster QUICK
if ( PVS[nNodeCluster >> 3] & (1 << (nNodeCluster & 7)) )
{
pFrame->last_entity = entindex;
continue;
}
}
// entity is not in PVS, remove from transmit_entity list
pFrame->transmit_entity.Clear( entindex );
}
}
CClientFrame *CReplayServer::AddNewFrame( CClientFrame *clientFrame )
{
VPROF_BUDGET( "CReplayServer::AddNewFrame", "Replay" );
Assert ( clientFrame );
Assert( clientFrame->tick_count > m_nLastTick );
m_nLastTick = clientFrame->tick_count;
m_ReplayFrame.SetSnapshot( clientFrame->GetSnapshot() );
m_ReplayFrame.tick_count = clientFrame->tick_count;
m_ReplayFrame.last_entity = clientFrame->last_entity;
m_ReplayFrame.transmit_entity = clientFrame->transmit_entity;
// remember tick of first valid frame
if ( m_nFirstTick < 0 )
{
m_nFirstTick = clientFrame->tick_count;
m_nTickCount = m_nFirstTick;
}
CReplayFrame *replayFrame = new CReplayFrame;
// copy tickcount & entities from client frame
replayFrame->CopyFrame( *clientFrame );
//copy rest (messages, tempents) from current Replay frame
replayFrame->CopyReplayData( m_ReplayFrame );
// add frame to Replay server
AddClientFrame( replayFrame );
if ( m_DemoRecorder.IsRecording() )
{
m_DemoRecorder.WriteFrame( &m_ReplayFrame );
}
// reset Replay frame for recording next messages etc.
m_ReplayFrame.Reset();
m_ReplayFrame.SetSnapshot( NULL );
return replayFrame;
}
void CReplayServer::SendClientMessages ( bool bSendSnapshots )
{
// build individual updates
for ( int i=0; i< m_Clients.Count(); i++ )
{
CReplayClient* client = Client(i);
// Update Host client send state...
if ( !client->ShouldSendMessages() )
{
continue;
}
// Append the unreliable data (player updates and packet entities)
if ( m_CurrentFrame && client->IsActive() )
{
// don't send same snapshot twice
client->SendSnapshot( m_CurrentFrame );
}
else
{
// Connected, but inactive, just send reliable, sequenced info.
client->m_NetChannel->Transmit();
}
client->UpdateSendState();
client->m_fLastSendTime = net_time;
}
}
bool CReplayServer::SendNetMsg( INetMessage &msg, bool bForceReliable )
{
if ( m_bSignonState )
{
return msg.WriteToBuffer( m_Signon );
}
int buffer = REPLAY_BUFFER_UNRELIABLE; // default destination
if ( msg.IsReliable() )
{
buffer = REPLAY_BUFFER_RELIABLE;
}
else if ( msg.GetType() == svc_Sounds )
{
buffer = REPLAY_BUFFER_SOUNDS;
}
else if ( msg.GetType() == svc_VoiceData )
{
buffer = REPLAY_BUFFER_VOICE;
}
else if ( msg.GetType() == svc_TempEntities )
{
buffer = REPLAY_BUFFER_TEMPENTS;
}
// anything else goes to the unreliable bin
return msg.WriteToBuffer( m_ReplayFrame.m_Messages[buffer] );
}
bf_write *CReplayServer::GetBuffer( int nBuffer )
{
if ( nBuffer < 0 || nBuffer >= REPLAY_BUFFER_MAX )
return NULL;
return &m_ReplayFrame.m_Messages[nBuffer];
}
IServer *CReplayServer::GetBaseServer()
{
return (IServer*)this;
}
IReplayDirector *CReplayServer::GetDirector()
{
return m_Director;
}
CClientFrame *CReplayServer::GetDeltaFrame( int nTick )
{
if ( !replay_deltacache.GetBool() )
return GetClientFrame( nTick ); //expensive
// TODO make that a utlmap
FOR_EACH_VEC( m_FrameCache, iFrame )
{
if ( m_FrameCache[iFrame].nTick == nTick )
return m_FrameCache[iFrame].pFrame;
}
int i = m_FrameCache.AddToTail();
CReplayFrameCacheEntry_s &entry = m_FrameCache[i];
entry.nTick = nTick;
entry.pFrame = GetClientFrame( nTick ); //expensive
return entry.pFrame;
}
void CReplayServer::RunFrame()
{
VPROF_BUDGET( "CReplayServer::RunFrame", "Replay" );
// update network time etc
NET_RunFrame( Plat_FloatTime() );
// check if Replay server if active
if ( !IsActive() )
return;
if ( host_frametime > 0 )
{
m_flFPS = m_flFPS * 0.99f + 0.01f/host_frametime;
}
// get current tick time for director module and restore
// world (stringtables, framebuffers) as they were at this time
UpdateTick();
// Run any commands from client and play client Think functions if it is time.
CBaseServer::RunFrame();
SendClientMessages( true );
// Update the Steam server if we're running a relay.
if ( !sv.IsActive() )
Steam3Server().RunFrame();
UpdateMasterServer();
// ::Con_NPrintf( 9 , "server time: %d", host_tickcount );
// ::Con_NPrintf( 10, "replay time: %d", m_DemoRecorder.GetRecordingTick() );
}
void CReplayServer::UpdateTick( void )
{
VPROF_BUDGET( "CReplayServer::UpdateTick", "Replay" );
if ( m_nFirstTick < 0 )
{
m_nTickCount = 0;
m_CurrentFrame = NULL;
return;
}
// HACK: I'm not so sure this is the right place for this, but essentially the start tick needs to
// represent the "oldest" tick in the cache of frames for a replay demo - for a regular demo, it need
// not be modified here. NOTE: If this is a regular demo, this call does nothing.
m_DemoRecorder.m_DemoFile.UpdateStartTick( m_DemoRecorder.m_nStartTick );
// set tick time to last frame added
int nNewTick = m_nLastTick;
// get tick from director, he decides delay etc
nNewTick = MAX( m_nFirstTick, m_Director->GetDirectorTick() );
// the the closest available frame
CReplayFrame *newFrame = (CReplayFrame*) GetClientFrame( nNewTick, false );
if ( newFrame == NULL )
return; // we dont have a new frame
if ( m_CurrentFrame == newFrame )
return; // current frame didn't change
m_CurrentFrame = newFrame;
m_nTickCount = m_CurrentFrame->tick_count;
// restore string tables for this time
RestoreTick( m_nTickCount );
// remove entities out of current PVS
if ( !replay_transmitall.GetBool() )
{
EntityPVSCheck( m_CurrentFrame );
}
int removeTick = m_nTickCount - 16.0f/m_flTickInterval; // keep 16 second buffer
if ( removeTick > 0 )
{
DeleteClientFrames( removeTick );
}
m_FrameCache.RemoveAll();
}
const char *CReplayServer::GetName( void ) const
{
return replay_name.GetString();
}
void CReplayServer::FillServerInfo(CSVCMsg_ServerInfo &serverinfo)
{
CBaseServer::FillServerInfo( serverinfo );
serverinfo.set_player_slot( m_nPlayerSlot ); // all spectators think they're the Replay client
serverinfo.set_max_clients( m_nGameServerMaxClients );
}
void CReplayServer::Clear( void )
{
CBaseServer::Clear();
m_Director = NULL;
m_MasterClient = NULL;
m_Server = NULL;
m_nFirstTick = -1;
m_nLastTick = 0;
m_nTickCount = 0;
m_CurrentFrame = NULL;
m_nPlayerSlot = 0;
m_flStartTime = 0.0f;
m_nViewEntity = 1;
m_nGameServerMaxClients = 0;
m_fNextSendUpdateTime = 0.0f;
m_ReplayFrame.FreeBuffers();
m_vPVSOrigin.Init();
m_vecClientsDownloading.ClearAll();
DeleteClientFrames( -1 );
m_DeltaCache.Flush();
m_FrameCache.RemoveAll();
}
void CReplayServer::Init(bool bIsDedicated)
{
CBaseServer::Init( bIsDedicated );
m_Socket = NS_REPLAY;
// check if only master proxy is allowed, no broadcasting
if ( CommandLine()->FindParm("-tvmasteronly") )
{
m_bMasterOnlyMode = true;
}
}
void CReplayServer::Changelevel()
{
m_DemoRecorder.StopRecording();
InactivateClients();
DeleteClientFrames(-1);
m_CurrentFrame = NULL;
}
void CReplayServer::GetNetStats( float &avgIn, float &avgOut )
{
CBaseServer::GetNetStats( avgIn, avgOut );
}
void CReplayServer::Shutdown( void )
{
m_DemoRecorder.StopRecording(); // if recording, stop now
if ( m_MasterClient )
m_MasterClient->Disconnect( "Replay stop." );
if ( m_Director )
m_Director->SetReplayServer( NULL );
g_GameEventManager.RemoveListener( this );
CBaseServer::Shutdown();
}
int CReplayServer::GetChallengeType ( netadr_t &adr )
{
return PROTOCOL_HASHEDCDKEY; // Replay doesn't need Steam authentication
}
const char *CReplayServer::GetPassword() const
{
const char *password = replay_password.GetString();
// if password is empty or "none", return NULL
if ( !password[0] || !Q_stricmp(password, "none" ) )
{
return NULL;
}
return password;
}
IClient *CReplayServer::ConnectClient ( const ns_address &adr, int protocol, int challenge, int authProtocol,
const char *name, const char *password, const char *hashedCDkey, int cdKeyLen,
CUtlVector< CCLCMsg_SplitPlayerConnect_t * > & splitScreenClients, bool isClientLowViolence, CrossPlayPlatform_t clientPlatform,
const byte *pbEncryptionKey, int nEncryptionKeyIndex )
{
IClient *client = (CReplayClient*)CBaseServer::ConnectClient(
adr, protocol, challenge,authProtocol, name, password, hashedCDkey, cdKeyLen, splitScreenClients, isClientLowViolence, clientPlatform,
pbEncryptionKey, nEncryptionKeyIndex );
if ( client )
{
// remember password
CReplayClient *pReplayClient = (CReplayClient*)client;
Q_strncpy( pReplayClient->m_szPassword, password, sizeof(pReplayClient->m_szPassword) );
}
return client;
}
CON_COMMAND( replay_status, "Show Replay server status." )
{
float in, out;
char gd[MAX_OSPATH];
Q_FileBase( com_gamedir, gd, sizeof( gd ) );
if ( !replay || !replay->IsActive() )
{
ConMsg("Replay not active.\n" );
return;
}
replay->GetNetStats( in, out );
in /= 1024; // as KB
out /= 1024;
ConMsg("--- Replay Status ---\n");
ConMsg("Online %s, FPS %.1f, Version %i (%s)\n",
COM_FormatSeconds( replay->GetOnlineTime() ), replay->m_flFPS, build_number(),
#ifdef _WIN32
"Win32" );
#else
"Linux" );
#endif
ConMsg("Master \"%s\", delay %.0f\n", replay->GetName(), replay->GetDirector()->GetDelay() );
ConMsg("Game Time %s, Mod \"%s\", Map \"%s\", Players %i\n", COM_FormatSeconds( replay->GetTime() ),
gd, replay->GetMapName(), replay->GetNumPlayers() );
ConMsg("Local IP %s:%i, KB/sec In %.1f, Out %.1f\n",
net_local_adr.ToString( true ), replay->GetUDPPort(), in ,out );
if ( replay->m_DemoRecorder.IsRecording() )
{
ConMsg("Recording to \"%s\", length %s.\n", replay->m_DemoRecorder.GetDemoFile()->m_szFileName,
COM_FormatSeconds( host_state.interval_per_tick * replay->m_DemoRecorder.GetRecordingTick() ) );
}
}
CON_COMMAND( replay_record, "Starts Replay demo recording." )
{
#if 0
AssertMsg( 0, "Use replay_autorecord 1!" );
#else
if ( !replay || !replay->IsActive() )
{
ConMsg("Replay not active.\n" );
return;
}
if ( replay->m_DemoRecorder.IsRecording() )
{
ConMsg("Replay already recording to %s.\n", replay->m_DemoRecorder.GetDemoFile()->m_szFileName );
return;
}
replay->m_DemoRecorder.StartAutoRecording();
#endif
}
CON_COMMAND( replay_stoprecord, "Stops Replay demo recording." )
{
if ( !replay || !replay->IsActive() )
{
ConMsg("Replay not active.\n" );
return;
}
replay->m_DemoRecorder.StopRecording();
}
#endif