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Fix node 0 being occupied by a bot in dedicated servers for clients
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parent
add76b17aa
commit
2b7e1384ed
7 changed files with 22 additions and 8 deletions
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@ -105,6 +105,7 @@ boolean server = true; // true or false but !server == client
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#define client (!server)
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boolean nodownload = false;
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boolean serverrunning = false;
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boolean connectedtodedicated = false;
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INT32 serverplayer = 0;
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char motd[254], server_context[8]; // Message of the Day, Unique Context (even without Mumble support)
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@ -1271,6 +1272,7 @@ static boolean SV_SendServerConfig(INT32 node)
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netbuffer->u.servercfg.gamestate = (UINT8)gamestate;
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netbuffer->u.servercfg.gametype = (UINT8)gametype;
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netbuffer->u.servercfg.modifiedgame = (UINT8)modifiedgame;
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netbuffer->u.servercfg.dedicated = (boolean)dedicated;
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netbuffer->u.servercfg.maxplayer = (UINT8)(min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value));
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netbuffer->u.servercfg.allownewplayer = cv_allownewplayer.value;
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@ -2502,6 +2504,7 @@ static void Command_connect(void)
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// we don't request a restart unless the filelist differs
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server = false;
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connectedtodedicated = false;
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// Get the server node.
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if (netgame)
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@ -2761,6 +2764,7 @@ void CL_Reset(void)
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multiplayer = false;
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servernode = 0;
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server = true;
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connectedtodedicated = false;
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doomcom->numnodes = 1;
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doomcom->numslots = 1;
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SV_StopServer();
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@ -4274,6 +4278,11 @@ boolean Playing(void)
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return (server && serverrunning) || (client && cl_mode == CL_CONNECTED);
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}
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boolean InADedicatedServer(void)
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{
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return Playing() && (dedicated || connectedtodedicated);
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}
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boolean SV_SpawnServer(void)
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{
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#ifdef TESTERS
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@ -4376,6 +4385,7 @@ void SV_StartSinglePlayerServer(INT32 dogametype, boolean donetgame)
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{
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INT32 lastgametype = gametype;
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server = true;
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connectedtodedicated = false;
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multiplayer = (modeattacking == ATTACKING_NONE);
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joinedIP[0] = '\0'; // Make sure to empty this so that we don't save garbage when we start our own game. (because yes we use this for netgames too....)
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@ -5002,6 +5012,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
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G_SetGametype(netbuffer->u.servercfg.gametype);
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modifiedgame = netbuffer->u.servercfg.modifiedgame;
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connectedtodedicated = netbuffer->u.servercfg.dedicated;
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memcpy(server_context, netbuffer->u.servercfg.server_context, 8);
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@ -231,6 +231,7 @@ struct serverconfig_pak
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UINT8 gametype;
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UINT8 modifiedgame;
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boolean dedicated;
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char server_context[8]; // Unique context id, generated at server startup.
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@ -465,7 +466,7 @@ struct doomdata_t
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client3cmd_pak client3pak; // 264 bytes(?)
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client4cmd_pak client4pak; // 324 bytes(?)
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servertics_pak serverpak; // 132495 bytes (more around 360, no?)
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serverconfig_pak servercfg; // 773 bytes
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serverconfig_pak servercfg; // 777 bytes
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UINT8 textcmd[MAXTEXTCMD+2]; // 66049 bytes (wut??? 64k??? More like 258 bytes...)
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char filetxpak[sizeof (filetx_pak)];// 139 bytes
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char fileack[sizeof (fileack_pak)];
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@ -558,6 +559,7 @@ extern boolean server;
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extern boolean serverrunning;
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#define client (!server)
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extern boolean dedicated; // For dedicated server
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extern boolean connectedtodedicated; // Client that is connected to a dedicated server.
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extern UINT16 software_MAXPACKETLENGTH;
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extern boolean acceptnewnode;
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extern SINT8 servernode;
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@ -670,6 +672,7 @@ void CL_UpdateServerList(void);
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void CL_TimeoutServerList(void);
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// Is there a game running
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boolean Playing(void);
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boolean InADedicatedServer(void);
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// Advance client-to-client pubkey verification flow
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void UpdateChallenges(void);
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@ -864,6 +864,7 @@ void D_SRB2Loop(void)
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if (dedicated)
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server = true;
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connectedtodedicated = dedicated;
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// Pushing of + parameters is now done back in D_SRB2Main, not here.
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@ -1597,6 +1598,7 @@ void D_SRB2Main(void)
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// for dedicated server
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dedicated = M_CheckParm("-dedicated") != 0;
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connectedtodedicated = dedicated;
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if (dedicated)
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{
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usedTourney = true;
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@ -1229,6 +1229,7 @@ boolean I_InitTcpNetwork(void)
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if (M_CheckParm("-server") || dedicated)
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{
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server = true;
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connectedtodedicated = dedicated;
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// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
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// to connect before starting.
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@ -227,7 +227,7 @@ void K_UpdateMatchRaceBots(void)
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{
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const UINT16 defaultbotskin = R_BotDefaultSkin();
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UINT8 difficulty;
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UINT8 pmax = (dedicated ? MAXPLAYERS-1 : MAXPLAYERS);
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UINT8 pmax = (InADedicatedServer() ? MAXPLAYERS-1 : MAXPLAYERS);
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UINT8 numplayers = 0;
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UINT8 numbots = 0;
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UINT8 numwaiting = 0;
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@ -343,12 +343,7 @@ void K_UpdateMatchRaceBots(void)
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if (numbots < wantedbots)
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{
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// We require MORE bots!
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UINT8 newplayernum = 0;
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if (dedicated)
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{
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newplayernum = 1;
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}
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UINT8 newplayernum = InADedicatedServer() ? 1 : 0;
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// Rearrange usable bot skins list to prevent gaps for randomised selection
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if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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@ -358,6 +358,7 @@ boolean I_InitNetwork(void)
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if (M_CheckParm("-server") || dedicated)
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{
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server = true;
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connectedtodedicated = dedicated;
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// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
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// to connect before starting.
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@ -260,6 +260,7 @@ static inline VOID OpenTextConsole(void)
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HANDLE ci, co;
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const BOOL tco = M_CheckParm("-console") != 0;
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dedicated = M_CheckParm("-dedicated") != 0;
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connectedtodedicated = dedicated;
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if (!(dedicated || tco))
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return;
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FreeConsole();
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