spectatorClientNum was hardcoded to MAX_CLIENTS-1 but the spectator
actually connected at a different slot. All skip checks using it
were no-ops protecting the wrong slot. Removed entirely:
- Zombie slots handle player slot reservation
- G_RunFrame recreates the spectator entity via ClientThink_real
- PlayerState injection writes all slots (spectator's ps gets
overwritten by ClientThink_real anyway)
- SVD_SpectatorClientNum accessor removed
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
A real map_restart sends SV_SendClientGameState to all clients,
which triggers CL_ParseGamestate → CL_ClearState on the client,
wiping all snapshot and entity history. Previously we only forced
non-delta snapshots which doesn't clear cgame's entity state.
Now we call SV_SendClientGameState for all active clients on the
restart frame, exactly matching real server behavior.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Capture broadcast server commands (chat, print, cp, etc.) from
SV_SendServerCommand when cl==NULL. Buffer up to 64 commands per
frame. Written after configstrings in the demo file, replayed to
the spectator client during playback.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Set svdemo_autorecord 1 to automatically record a demo on every
map load. Demo files are named <mapname>_YYYYMMDD_HHMMSS.svdm
in the svdemos/ directory.
Refactored SVD_Record_f to use SVD_StartRecording helper so both
manual and auto recording share the same code path. Also fixed
prevPlayers delta state not being cleared on recording start.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. File handle leak: SVD_Play_f opened file twice, first handle leaked.
Fix: memset demo state before opening.
2. svdemo_stop now handles both recording and playback via SVD_Stop_f.
Playback stop disconnects client to return to menu.
3. Zombie client timeout: skip SV_CheckTimeouts during playback so
reserved player slots aren't freed.
4. Buffer overflow: increase entity buffer to MAX_GENTITIES*300 and
playerState buffer to MAX_CLIENTS*600 for worst-case first frame.
Made static to avoid stack overflow.
5. svs.time jump: don't overwrite svs.time with recorded time.
Server time advances normally, avoiding timeout/heartbeat issues.
6. map_restart: SVD_ResetDeltaState clears entity/player delta state
so next frame writes full states, preventing corrupt deltas.
7. Demo end and manual stop both disconnect the client.
8. SV_Shutdown cleans up active recording/playback.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Records full entity state array each server frame, enabling
free-camera demo playback from any viewpoint.
Recording:
- svdemo_record <name> / svdemo_stop
- Captures entityState_t + PVS fields (svFlags, linked,
currentOrigin, absmin, absmax) for all active entities
- Records configstring changes per frame
- File format: svdemos/<name>.svdm
Playback:
- svdemo_play <name>
- Loads map with maxclients=64, reserves recorded player slots
(CS_ZOMBIE with safe rate/timing) so spectator gets a high slot
- Injects recorded entities into sv.gentities each frame with
SV_LinkEntity for PVS visibility
- Re-applies demo configstrings (CS_PLAYERS etc.) after map load,
skipping CS_SERVERINFO/CS_SYSTEMINFO to avoid latch restarts
- Game module runs in demo mode (sv_demoplaying cvar): G_RunFrame
only processes spectator movement, skips all entity logic
- Spectator forced to TEAM_SPECTATOR on connect (ClientBegin)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>