quake3live/code/server/sv_netdemo.c
serge_shubin 3d8291658f Remove redundant forward declaration and server-side CS_SVDEMO set
Forward declaration of SVD_CleanupPlayback no longer needed (non-static,
declared in server.h). Server-side SV_SetConfigstring(CS_SVDEMO) is
redundant — G_InitGame sets it from the cvar which is now reliably
set before devmap.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 06:35:28 +08:00

996 lines
28 KiB
C

/*
===========================================================================
Server-side demo recording and playback (netdemo).
Records the full entity state array each server frame so that
demos can be played back from any viewpoint. During playback the
recorded entities are injected into sv.gentities and the normal
snapshot pipeline delivers them to a spectator client.
===========================================================================
*/
#include "server.h"
// Cvar_Set2 not in public header but needed to force-set CVAR_ROM cvars
extern cvar_t *Cvar_Set2( const char *var_name, const char *value, qboolean force );
// ---------------------------------------------------------------
// File format
// ---------------------------------------------------------------
//
// Header:
// 4 bytes magic "SVDM"
// 4 bytes version (1)
// 4 bytes original sv_maxclients
// 4 bytes original sv_fps
// 64 bytes map name (null-padded)
// Then: configstrings block
// for each non-empty configstring:
// 2 bytes index
// 2 bytes string length (incl NUL)
// N bytes string data
// 2 bytes index = 0xFFFF (terminator)
//
// Per frame:
// 4 bytes serverTime
// 2 bytes numEntities (how many entity records follow)
// for each entity:
// 2 bytes entity number
// entityState_t (fixed size, raw)
// 4 bytes svFlags
// 4 bytes linked
// 12 bytes currentOrigin[3]
// 12 bytes absmin[3]
// 12 bytes absmax[3]
// 2 bytes numConfigChanges
// for each change:
// 2 bytes index
// 2 bytes string length (incl NUL)
// N bytes string data
//
// Footer:
// 4 bytes serverTime = -1 (end marker)
//
#define SVDEMO_MAGIC (('S') | ('V' << 8) | ('D' << 16) | ('M' << 24))
#define SVDEMO_VERSION 3 // v3: removed PVS data, svFlags only
#define SVDEMO_MAX_MAPNAME 64
// header flags
// ---------------------------------------------------------------
// State
// ---------------------------------------------------------------
// per-entity data stored for delta compression
typedef struct {
entityState_t es;
int svFlags;
qboolean active; // was this entity present last frame?
} svdEntityState_t;
// per-player state for delta compression
typedef struct {
playerState_t ps;
qboolean active;
} svdPlayerState_t;
#define SVD_MAX_SERVERCMDS 64
#define SVD_MAX_SERVERCMD_LEN 1024
typedef struct {
// recording
fileHandle_t recordFile;
qboolean recording;
char *lastConfigstrings[MAX_CONFIGSTRINGS]; // for delta detection
svdEntityState_t prevEntities[MAX_GENTITIES]; // previous frame for delta
svdPlayerState_t prevPlayers[MAX_CLIENTS]; // previous frame player states
// buffered server commands for current frame
char serverCmds[SVD_MAX_SERVERCMDS][SVD_MAX_SERVERCMD_LEN];
int numServerCmds;
qboolean mapRestarted; // set by SVD_ResetDeltaState, written as frame flag
// playback
fileHandle_t playFile;
qboolean playing;
int playMaxClients; // original maxclients from the recording
int playFps; // original sv_fps
char *savedConfigstrings[MAX_CONFIGSTRINGS]; // from demo header, re-applied after map load
char playMapName[SVDEMO_MAX_MAPNAME];
qboolean endOfDemo;
qboolean needConfigstrings; // apply saved configstrings on first frame
qboolean starting; // SVD_Play_f is running devmap internally
qboolean paused;
svdEntityState_t playPrevEntities[MAX_GENTITIES]; // previous frame for delta read
svdPlayerState_t playPrevPlayers[MAX_CLIENTS]; // previous frame player states
} svDemo_t;
static svDemo_t demo;
// ---------------------------------------------------------------
// Recording helpers
// ---------------------------------------------------------------
static void SVD_WriteInt( fileHandle_t f, int v ) {
FS_Write( &v, 4, f );
}
static void SVD_WriteShort( fileHandle_t f, short v ) {
FS_Write( &v, 2, f );
}
static int SVD_ReadInt( fileHandle_t f ) {
int v = 0;
FS_Read( &v, 4, f );
return v;
}
static short SVD_ReadShort( fileHandle_t f ) {
short v = 0;
FS_Read( &v, 2, f );
return v;
}
// ---------------------------------------------------------------
// Write header
// ---------------------------------------------------------------
static void SVD_WriteHeader( fileHandle_t f ) {
int i;
char mapBuf[SVDEMO_MAX_MAPNAME];
SVD_WriteInt( f, SVDEMO_MAGIC );
SVD_WriteInt( f, SVDEMO_VERSION );
SVD_WriteInt( f, 0 ); // flags (reserved)
SVD_WriteInt( f, sv_maxclients->integer );
SVD_WriteInt( f, sv_fps->integer );
// map name
memset( mapBuf, 0, sizeof(mapBuf) );
Q_strncpyz( mapBuf, sv.configstrings[CS_SERVERINFO], sizeof(mapBuf) );
// actually store the mapname from CS_SERVERINFO... or just the map name
{
const char *mapname = Cvar_VariableString("mapname");
memset( mapBuf, 0, sizeof(mapBuf) );
Q_strncpyz( mapBuf, mapname, sizeof(mapBuf) );
}
FS_Write( mapBuf, SVDEMO_MAX_MAPNAME, f );
// configstrings
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
if ( sv.configstrings[i] && sv.configstrings[i][0] ) {
int len = strlen( sv.configstrings[i] ) + 1;
SVD_WriteShort( f, (short)i );
SVD_WriteShort( f, (short)len );
FS_Write( sv.configstrings[i], len, f );
// store initial copy for delta detection
if ( demo.lastConfigstrings[i] ) {
Z_Free( demo.lastConfigstrings[i] );
}
demo.lastConfigstrings[i] = CopyString( sv.configstrings[i] );
}
}
// terminator
SVD_WriteShort( f, (short)0xFFFF );
}
// ---------------------------------------------------------------
// Write one frame
// ---------------------------------------------------------------
static void SVD_WriteFrame( fileHandle_t f ) {
int i;
sharedEntity_t *ent;
short numChanges;
msg_t msg;
static byte msgBuf[MAX_GENTITIES * 300]; // worst case: all entities full write from baseline
SVD_WriteInt( f, svs.time );
SVD_WriteShort( f, (short)sv.num_entities );
// frame flags: bit 0 = map restarted
{
byte frameFlags = 0;
if ( demo.mapRestarted ) {
frameFlags |= 1;
demo.mapRestarted = qfalse;
}
FS_Write( &frameFlags, 1, f );
}
// delta-compress all entities into a message buffer
MSG_Init( &msg, msgBuf, sizeof(msgBuf) );
for ( i = 0; i < sv.num_entities; i++ ) {
qboolean active;
ent = SV_GentityNum( i );
active = ( ent->r.linked || ent->s.eType != 0 );
if ( active ) {
entityState_t baseline;
entityState_t *from;
if ( demo.prevEntities[i].active ) {
from = &demo.prevEntities[i].es;
} else {
Com_Memset( &baseline, 0, sizeof(baseline) );
baseline.number = i;
from = &baseline;
}
MSG_WriteDeltaEntity( &msg, from, &ent->s, qtrue );
// write svFlags only if changed (rarely changes)
if ( ent->r.svFlags != demo.prevEntities[i].svFlags ) {
MSG_WriteBits( &msg, 1, 1 );
MSG_WriteLong( &msg, ent->r.svFlags );
} else {
MSG_WriteBits( &msg, 0, 1 );
}
// update prev state
demo.prevEntities[i].es = ent->s;
demo.prevEntities[i].svFlags = ent->r.svFlags;
demo.prevEntities[i].active = qtrue;
} else if ( demo.prevEntities[i].active ) {
// entity was removed — write a remove marker
MSG_WriteDeltaEntity( &msg, &demo.prevEntities[i].es, NULL, qtrue );
demo.prevEntities[i].active = qfalse;
}
// else: entity was inactive and still inactive — write nothing
}
// end of entities marker
MSG_WriteBits( &msg, (MAX_GENTITIES - 1), GENTITYNUM_BITS );
// write entity message to file
SVD_WriteInt( f, msg.cursize );
FS_Write( msg.data, msg.cursize, f );
// write player states (delta compressed)
{
msg_t psmsg;
static byte psBuf[MAX_CLIENTS * 600]; // worst case: full playerState from baseline
int psCount = 0;
MSG_Init( &psmsg, psBuf, sizeof(psBuf) );
for ( i = 0; i < sv_maxclients->integer; i++ ) {
playerState_t *ps = SV_GameClientNum( i );
client_t *cl = &svs.clients[i];
qboolean active = ( cl->state >= CS_ACTIVE );
qboolean isSpectator;
playerState_t specPs;
// detect spectators: free cam or follow mode
isSpectator = active && ( ps->pm_type == PM_SPECTATOR || (ps->pm_flags & PMF_FOLLOW) );
// for spectators, record a sanitized ps so they appear on
// the scoreboard as spectators (follow mode corrupts their ps
// with the followed player's data)
if ( isSpectator ) {
Com_Memset( &specPs, 0, sizeof(specPs) );
specPs.commandTime = ps->commandTime;
specPs.pm_type = PM_SPECTATOR;
specPs.persistant[PERS_TEAM] = TEAM_SPECTATOR;
specPs.clientNum = i;
ps = &specPs;
}
if ( active ) {
playerState_t *from = demo.prevPlayers[i].active ? &demo.prevPlayers[i].ps : NULL;
MSG_WriteBits( &psmsg, i, 6 ); // client number (0-63)
MSG_WriteBits( &psmsg, 1, 1 ); // active flag
MSG_WriteDeltaPlayerstate( &psmsg, from, ps );
demo.prevPlayers[i].ps = *ps;
demo.prevPlayers[i].active = qtrue;
psCount++;
} else if ( demo.prevPlayers[i].active ) {
MSG_WriteBits( &psmsg, i, 6 );
MSG_WriteBits( &psmsg, 0, 1 ); // inactive flag (player left)
demo.prevPlayers[i].active = qfalse;
psCount++;
}
}
// terminator
MSG_WriteBits( &psmsg, MAX_CLIENTS - 1, 6 );
MSG_WriteBits( &psmsg, 0, 1 );
SVD_WriteInt( f, psmsg.cursize );
FS_Write( psmsg.data, psmsg.cursize, f );
}
// configstring changes
numChanges = 0;
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
const char *cur = sv.configstrings[i] ? sv.configstrings[i] : "";
const char *old = demo.lastConfigstrings[i] ? demo.lastConfigstrings[i] : "";
if ( strcmp( cur, old ) != 0 ) {
numChanges++;
}
}
SVD_WriteShort( f, numChanges );
if ( numChanges > 0 ) {
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
const char *cur = sv.configstrings[i] ? sv.configstrings[i] : "";
const char *old = demo.lastConfigstrings[i] ? demo.lastConfigstrings[i] : "";
if ( strcmp( cur, old ) != 0 ) {
int len = strlen( cur ) + 1;
SVD_WriteShort( f, (short)i );
SVD_WriteShort( f, (short)len );
FS_Write( cur, len, f );
if ( demo.lastConfigstrings[i] ) {
Z_Free( demo.lastConfigstrings[i] );
}
demo.lastConfigstrings[i] = CopyString( cur );
}
}
}
// write buffered server commands (chat, prints, etc.)
SVD_WriteShort( f, (short)demo.numServerCmds );
for ( i = 0; i < demo.numServerCmds; i++ ) {
short len = (short)( strlen( demo.serverCmds[i] ) + 1 );
SVD_WriteShort( f, len );
FS_Write( demo.serverCmds[i], len, f );
}
demo.numServerCmds = 0;
}
// ---------------------------------------------------------------
// Recording commands
// ---------------------------------------------------------------
/*
Start recording a demo with the given name.
Returns qtrue on success.
*/
static qboolean SVD_StartRecording( const char *demoname ) {
char path[MAX_OSPATH];
if ( demo.recording ) {
Com_Printf( "Already recording a server demo.\n" );
return qfalse;
}
if ( sv.state != SS_GAME ) {
Com_Printf( "Not running a server.\n" );
return qfalse;
}
Com_sprintf( path, sizeof(path), "svdemos/%s.svdm", demoname );
demo.recordFile = FS_FOpenFileWrite( path );
if ( !demo.recordFile ) {
Com_Printf( "ERROR: couldn't open %s for writing.\n", path );
return qfalse;
}
Com_Printf( "Recording server demo to %s\n", path );
demo.recording = qtrue;
// clear delta state for fresh recording
Com_Memset( demo.prevEntities, 0, sizeof(demo.prevEntities) );
Com_Memset( demo.prevPlayers, 0, sizeof(demo.prevPlayers) );
SVD_WriteHeader( demo.recordFile );
return qtrue;
}
void SVD_Record_f( void ) {
char *s;
s = Cmd_Argv(1);
if ( !s[0] ) {
Com_Printf( "Usage: svdemo_record <demoname>\n" );
return;
}
SVD_StartRecording( s );
}
/*
Auto-record: called from SV_SpawnServer after the map is fully loaded.
Generates a name from map name + timestamp.
*/
void SVD_AutoRecord( void ) {
char demoname[MAX_OSPATH];
const char *mapname;
qtime_t now;
if ( demo.recording || demo.playing ) {
return;
}
if ( !Cvar_VariableIntegerValue( "svdemo_autorecord" ) ) {
return;
}
if ( sv.state != SS_GAME ) {
return;
}
mapname = Cvar_VariableString( "mapname" );
Com_RealTime( &now );
Com_sprintf( demoname, sizeof(demoname), "%s_%04d%02d%02d_%02d%02d%02d",
mapname,
1900 + now.tm_year, 1 + now.tm_mon, now.tm_mday,
now.tm_hour, now.tm_min, now.tm_sec );
SVD_StartRecording( demoname );
}
void SVD_StopRecord_f( void ) {
int i;
if ( !demo.recording ) {
Com_Printf( "Not recording a server demo.\n" );
return;
}
// write end marker
SVD_WriteInt( demo.recordFile, -1 );
FS_FCloseFile( demo.recordFile );
demo.recordFile = 0;
demo.recording = qfalse;
// free configstring tracking
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
if ( demo.lastConfigstrings[i] ) {
Z_Free( demo.lastConfigstrings[i] );
demo.lastConfigstrings[i] = NULL;
}
}
Com_Printf( "Server demo recording stopped.\n" );
}
/*
Called from SV_Frame() after the game has run its frame.
*/
/*
Reset delta compression state. Call on map_restart so the next
recorded frame writes full entity/player states from baseline.
*/
/*
Capture a broadcast server command for the current frame.
Called from SV_SendServerCommand when cl == NULL (broadcast).
*/
void SVD_CaptureServerCommand( const char *cmd ) {
int i;
if ( !demo.recording ) {
return;
}
if ( demo.numServerCmds >= SVD_MAX_SERVERCMDS ) {
return; // overflow, drop command
}
// deduplicate: per-client chat is sent N times (once per client),
// only store the first occurrence
for ( i = 0; i < demo.numServerCmds; i++ ) {
if ( !strcmp( demo.serverCmds[i], cmd ) ) {
return;
}
}
Q_strncpyz( demo.serverCmds[demo.numServerCmds], cmd, SVD_MAX_SERVERCMD_LEN );
demo.numServerCmds++;
}
void SVD_ResetDeltaState( void ) {
if ( !demo.recording ) {
return;
}
Com_Memset( demo.prevEntities, 0, sizeof(demo.prevEntities) );
Com_Memset( demo.prevPlayers, 0, sizeof(demo.prevPlayers) );
demo.mapRestarted = qtrue; // signal next frame to write restart marker
}
void SVD_RecordFrame( void ) {
if ( !demo.recording ) {
return;
}
SVD_WriteFrame( demo.recordFile );
}
// ---------------------------------------------------------------
// Playback: read header
// ---------------------------------------------------------------
static qboolean SVD_ReadHeader( fileHandle_t f ) {
int magic, version;
magic = SVD_ReadInt( f );
if ( magic != SVDEMO_MAGIC ) {
Com_Printf( "Not a valid server demo file.\n" );
return qfalse;
}
version = SVD_ReadInt( f );
if ( version != SVDEMO_VERSION ) {
Com_Printf( "Unsupported server demo version %d.\n", version );
return qfalse;
}
SVD_ReadInt( f ); // flags (reserved)
demo.playMaxClients = SVD_ReadInt( f );
demo.playFps = SVD_ReadInt( f );
FS_Read( demo.playMapName, SVDEMO_MAX_MAPNAME, f );
demo.playMapName[SVDEMO_MAX_MAPNAME - 1] = '\0';
// read configstrings — store for re-application after map load
{
short idx;
while (1) {
idx = SVD_ReadShort( f );
if ( idx == (short)0xFFFF ) {
break;
}
{
short len = SVD_ReadShort( f );
char buf[BIG_INFO_STRING];
if ( len > 0 && len < (short)sizeof(buf) ) {
FS_Read( buf, len, f );
buf[len - 1] = '\0';
if ( demo.savedConfigstrings[idx] ) {
Z_Free( demo.savedConfigstrings[idx] );
}
demo.savedConfigstrings[idx] = CopyString( buf );
}
}
}
}
return qtrue;
}
/*
Re-apply recorded configstrings after the map has loaded.
Called after devmap finishes in SVD_Play_f.
*/
static void SVD_ApplyConfigstrings( void ) {
int i;
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
// skip CS_SERVERINFO and CS_SYSTEMINFO — they contain latched cvars
// (sv_maxclients, sv_pure, etc.) that would trigger a map restart
if ( i == CS_SERVERINFO || i == CS_SYSTEMINFO ) {
continue;
}
if ( demo.savedConfigstrings[i] && demo.savedConfigstrings[i][0] ) {
SV_SetConfigstring( i, demo.savedConfigstrings[i] );
}
}
}
// ---------------------------------------------------------------
// Playback: read one frame, populate sv.gentities
// ---------------------------------------------------------------
static qboolean SVD_ReadFrame( fileHandle_t f ) {
int serverTime;
short numEnts, numChanges;
int i, entNum, blockLen;
sharedEntity_t *ent;
msg_t msg;
static byte msgBuf[MAX_GENTITIES * 300];
entityState_t newEs;
serverTime = SVD_ReadInt( f );
if ( serverTime == -1 ) {
return qfalse; // end of demo
}
// set svs.time to recorded time so entity trajectory interpolation
// works correctly (rockets, grenades, etc. use pos.trTime relative
// to server time). zombie timeout is already skipped during playback.
svs.time = serverTime;
numEnts = SVD_ReadShort( f );
// read frame flags
{
byte frameFlags;
FS_Read( &frameFlags, 1, f );
if ( frameFlags & 1 ) {
// map was restarted — reset playback delta state to match
// the recording's reset (both now decode from zero baseline).
Com_Memset( demo.playPrevEntities, 0, sizeof(demo.playPrevEntities) );
Com_Memset( demo.playPrevPlayers, 0, sizeof(demo.playPrevPlayers) );
// set one-shot SNAPFLAG_RESET_ENTITIES so cgame snaps all
// entities to current position without interpolation.
// OR'd into snapFlagServerBit, cleared after one frame.
svs.snapFlagServerBit |= SNAPFLAG_RESET_ENTITIES;
}
}
// read entity message
blockLen = SVD_ReadInt( f );
if ( blockLen <= 0 || blockLen > (int)sizeof(msgBuf) ) {
return qfalse;
}
FS_Read( msgBuf, blockLen, f );
MSG_Init( &msg, msgBuf, sizeof(msgBuf) );
msg.cursize = blockLen;
// clear all entities (spectator's entity is recreated by ClientThink_real)
for ( i = 0; i < sv.num_entities; i++ ) {
ent = SV_GentityNum( i );
if ( ent->r.linked ) {
SV_UnlinkEntity( ent );
}
ent->s.eType = 0;
ent->s.number = i;
}
// parse delta-compressed entities
while ( 1 ) {
entNum = MSG_ReadBits( &msg, GENTITYNUM_BITS );
if ( entNum == MAX_GENTITIES - 1 ) {
break; // end of entities marker
}
if ( msg.readcount > msg.cursize ) {
break;
}
{
entityState_t baseline;
entityState_t *from;
Com_Memset( &newEs, 0, sizeof(newEs) );
if ( demo.playPrevEntities[entNum].active ) {
from = &demo.playPrevEntities[entNum].es;
} else {
Com_Memset( &baseline, 0, sizeof(baseline) );
baseline.number = entNum;
from = &baseline;
}
MSG_ReadDeltaEntity( &msg, from, &newEs, entNum );
}
if ( newEs.number == MAX_GENTITIES - 1 ) {
// entity was removed
demo.playPrevEntities[entNum].active = qfalse;
continue;
}
// read svFlags
if ( MSG_ReadBits( &msg, 1 ) ) {
demo.playPrevEntities[entNum].svFlags = MSG_ReadLong( &msg );
}
demo.playPrevEntities[entNum].es = newEs;
demo.playPrevEntities[entNum].active = qtrue;
// apply to server entity (entity linking done in G_RunFrame
// which has BG_EvaluateTrajectory for computing currentOrigin)
ent = SV_GentityNum( entNum );
ent->s = newEs;
ent->s.number = entNum;
ent->r.svFlags = demo.playPrevEntities[entNum].svFlags;
if ( entNum + 1 > sv.num_entities ) {
sv.num_entities = entNum + 1;
}
}
// read player states (delta compressed)
{
msg_t psmsg;
static byte psBuf[MAX_CLIENTS * 600]; // worst case: full playerState from baseline
int psMsgLen;
psMsgLen = SVD_ReadInt( f );
if ( psMsgLen > 0 && psMsgLen <= (int)sizeof(psBuf) ) {
FS_Read( psBuf, psMsgLen, f );
MSG_Init( &psmsg, psBuf, sizeof(psBuf) );
psmsg.cursize = psMsgLen;
while ( 1 ) {
int clientNum = MSG_ReadBits( &psmsg, 6 );
int active = MSG_ReadBits( &psmsg, 1 );
if ( clientNum == MAX_CLIENTS - 1 && !active ) {
break; // terminator
}
if ( psmsg.readcount > psmsg.cursize ) {
break;
}
if ( active ) {
playerState_t newPs;
playerState_t *from;
playerState_t baseline;
if ( demo.playPrevPlayers[clientNum].active ) {
from = &demo.playPrevPlayers[clientNum].ps;
} else {
Com_Memset( &baseline, 0, sizeof(baseline) );
from = &baseline;
}
MSG_ReadDeltaPlayerstate( &psmsg, from, &newPs );
demo.playPrevPlayers[clientNum].ps = newPs;
demo.playPrevPlayers[clientNum].active = qtrue;
// inject into game module's client state
{
playerState_t *gamePs = SV_GameClientNum( clientNum );
*gamePs = newPs;
}
} else {
demo.playPrevPlayers[clientNum].active = qfalse;
// clear game playerState so G_RunFrame sees commandTime=0
{
playerState_t *gamePs = SV_GameClientNum( clientNum );
Com_Memset( gamePs, 0, sizeof(*gamePs) );
}
}
}
}
}
// read configstring changes (skip SERVERINFO/SYSTEMINFO to avoid latch restarts)
numChanges = SVD_ReadShort( f );
for ( i = 0; i < numChanges; i++ ) {
short idx = SVD_ReadShort( f );
short len = SVD_ReadShort( f );
char buf[BIG_INFO_STRING];
if ( len > 0 && len < (short)sizeof(buf) ) {
FS_Read( buf, len, f );
buf[len - 1] = '\0';
if ( idx != CS_SERVERINFO && idx != CS_SYSTEMINFO ) {
SV_SetConfigstring( idx, buf );
}
}
}
// read server commands (chat, prints, etc.) and replay to spectator
{
short numCmds = SVD_ReadShort( f );
for ( i = 0; i < numCmds; i++ ) {
short len = SVD_ReadShort( f );
char buf[SVD_MAX_SERVERCMD_LEN];
if ( len > 0 && len < (short)sizeof(buf) ) {
FS_Read( buf, len, f );
buf[len - 1] = '\0';
// broadcast — only the spectator is CS_ACTIVE, zombies are skipped
SV_SendServerCommand( NULL, "%s", buf );
}
}
}
return qtrue;
}
// ---------------------------------------------------------------
// Playback commands
// ---------------------------------------------------------------
void SVD_Play_f( void ) {
char name[MAX_OSPATH];
char *s;
int len;
if ( demo.recording ) {
Com_Printf( "Stop recording first (svdemo_stop).\n" );
return;
}
s = Cmd_Argv(1);
if ( !s[0] ) {
Com_Printf( "Usage: svdemo_play <demoname>\n" );
return;
}
// stop current playback if switching demos
if ( demo.playing ) {
SVD_CleanupPlayback();
}
Com_sprintf( name, sizeof(name), "svdemos/%s.svdm", s );
memset( &demo, 0, sizeof(demo) );
len = FS_FOpenFileRead( name, &demo.playFile, qtrue );
if ( !demo.playFile || len <= 0 ) {
Com_Printf( "ERROR: couldn't open %s.\n", name );
return;
}
if ( !SVD_ReadHeader( demo.playFile ) ) {
FS_FCloseFile( demo.playFile );
demo.playFile = 0;
return;
}
demo.playing = qtrue;
demo.endOfDemo = qfalse;
demo.needConfigstrings = qtrue;
Com_Printf( "Playing server demo: map=%s maxclients=%d fps=%d\n",
demo.playMapName, demo.playMaxClients, demo.playFps );
// Shut down current server first so no clients carry over to
// reserved slots. SV_Shutdown triggers our cleanup hook, but
// demo.starting prevents it from clearing our state.
demo.starting = qtrue;
if ( com_sv_running->integer ) {
SV_Shutdown( "Demo playback\n" );
}
// Set demo cvar BEFORE devmap so G_InitGame can read it.
// The previous server is gone so no old game module to conflict with.
Cvar_Set2( "sv_demoplaying", "1", qtrue );
Cbuf_ExecuteText( EXEC_NOW, va("set sv_maxclients %d\n", MAX_CLIENTS) );
Cbuf_ExecuteText( EXEC_NOW, va("set sv_fps %d\n", demo.playFps) );
Cbuf_ExecuteText( EXEC_NOW, va("devmap %s\n", demo.playMapName) );
demo.starting = qfalse;
// CS_SVDEMO configstring is set by G_InitGame from the cvar
// Reserve recorded player slots. Server is fresh (SV_Shutdown cleared
// old clients), local client hasn't connected yet.
{
int i;
for ( i = 0; i < demo.playMaxClients; i++ ) {
if ( svs.clients[i].state == CS_FREE ) {
svs.clients[i].state = CS_ZOMBIE;
svs.clients[i].rate = 10000;
svs.clients[i].nextSnapshotTime = 0x7FFFFFFF;
svs.clients[i].lastPacketTime = svs.time;
}
}
}
}
void SVD_CleanupPlayback( void ) {
int i;
if ( !demo.playing ) {
return;
}
FS_FCloseFile( demo.playFile );
// free saved configstrings
for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
if ( demo.savedConfigstrings[i] ) {
Z_Free( demo.savedConfigstrings[i] );
}
}
// free zombie client slots
for ( i = 0; i < demo.playMaxClients; i++ ) {
if ( svs.clients[i].state == CS_ZOMBIE ) {
svs.clients[i].state = CS_FREE;
}
}
memset( &demo, 0, sizeof(demo) );
Cvar_Set2( "sv_demoplaying", "0", qtrue );
}
void SVD_StopPlay_f( void ) {
if ( !demo.playing ) {
Com_Printf( "Not playing a server demo.\n" );
return;
}
SVD_CleanupPlayback();
Com_Printf( "Server demo playback stopped.\n" );
// disconnect to return to main menu
Cbuf_ExecuteText( EXEC_APPEND, "disconnect\n" );
}
/*
Unified stop command: stops recording or playback, whichever is active.
*/
void SVD_Stop_f( void ) {
if ( demo.recording ) {
SVD_StopRecord_f();
} else if ( demo.playing ) {
SVD_StopPlay_f();
} else {
Com_Printf( "Not recording or playing a server demo.\n" );
}
}
void SVD_Pause_f( void ) {
if ( !demo.playing ) {
Com_Printf( "Not playing a server demo.\n" );
return;
}
demo.paused = !demo.paused;
if ( !demo.paused ) {
// resuming — toggle SERVERCOUNT to reset client snapshot timing
// (drifted during pause from identical serverTimes).
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
}
Com_Printf( "Demo playback %s.\n", demo.paused ? "paused" : "resumed" );
}
/*
Called from SV_Frame() to advance playback by one frame.
Returns qtrue if a frame was read, qfalse if demo ended.
*/
qboolean SVD_PlaybackFrame( void ) {
if ( !demo.playing || demo.endOfDemo ) {
return qfalse;
}
// manual pause — don't consume demo data
if ( demo.paused ) {
return qfalse;
}
// wait for a spectator to be fully in-game before starting playback.
// the server keeps running frames (so the connection handshake completes)
// but no demo data is consumed until someone is CS_ACTIVE.
if ( SVD_ShouldPause() ) {
return qfalse;
}
// apply recorded configstrings once after map load
if ( demo.needConfigstrings ) {
SVD_ApplyConfigstrings();
demo.needConfigstrings = qfalse;
}
// clear one-shot reset flag from previous frame before reading new one
svs.snapFlagServerBit &= ~SNAPFLAG_RESET_ENTITIES;
if ( !SVD_ReadFrame( demo.playFile ) ) {
Com_Printf( "Server demo playback finished.\n" );
SVD_CleanupPlayback();
Cbuf_ExecuteText( EXEC_APPEND, "disconnect\n" );
return qfalse;
}
return qtrue;
}
// ---------------------------------------------------------------
// Queries
// ---------------------------------------------------------------
qboolean SVD_IsRecording( void ) {
return demo.recording;
}
qboolean SVD_IsPlaying( void ) {
return demo.playing;
}
qboolean SVD_IsPaused( void ) {
return demo.playing && demo.paused;
}
qboolean SVD_IsStarting( void ) {
return demo.starting;
}
/*
Returns qtrue if demo playback should pause (no active spectators).
Controlled by svdemo_pauseEmpty cvar.
*/
qboolean SVD_ShouldPause( void ) {
int i;
if ( !Cvar_VariableIntegerValue( "svdemo_pauseEmpty" ) ) {
return qfalse;
}
for ( i = 0; i < sv_maxclients->integer; i++ ) {
if ( svs.clients[i].state == CS_ACTIVE ) {
return qfalse; // someone is in-game and watching
}
}
return qtrue; // nobody connected, pause
}