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自学教程:C++ Cvar_InfoString函数代码示例

51自学网 2021-06-01 20:16:36
  C++
这篇教程C++ Cvar_InfoString函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中Cvar_InfoString函数的典型用法代码示例。如果您正苦于以下问题:C++ Cvar_InfoString函数的具体用法?C++ Cvar_InfoString怎么用?C++ Cvar_InfoString使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了Cvar_InfoString函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: SV_Serverinfo_f

/*===========SV_Serverinfo_fExamine the serverinfo string===========*/static void SV_Serverinfo_f( void ) {	Com_Printf ("Server info settings:/n");	Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );	if ( !com_sv_running->integer ) {		Com_Printf( "Server is not running./n" );	}}
开发者ID:vvvjk2,项目名称:jk2mv,代码行数:14,


示例2: CL_Clientinfo_f

/*==============CL_Clientinfo_f==============*/void CL_Clientinfo_f( void ) {	Com_Printf( "--------- Client Information ---------/n" );	Com_Printf( "state: %i/n", cls.state );	Com_Printf( "Server: %s/n", cls.servername );	Com_Printf ("User info settings:/n");	Info_Print( Cvar_InfoString( CVAR_USERINFO ) );	Com_Printf( "--------------------------------------/n" );}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:13,


示例3: SV_GetServerinfo

/*===============SV_GetServerinfo===============*/void SV_GetServerinfo( char* buffer, int bufferSize ){	if ( bufferSize < 1 )	{		Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );	}	Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );}
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:14,


示例4: SVC_Status

void SVC_Status( netadr_t* from ) {	char player[1024];	char status[MAX_MSGLEN];	int i;	client_t    *cl;	int/*playerState_t*/   *ps;	int statusLength;	int playerLength;	char infostring[MAX_INFO_STRING];		int custom_mod = 0;	char *fs_game = Cvar_VariableString("fs_game");		if(fs_game && *fs_game)		custom_mod = 1;		challenge_t* challenge;		if ( !SV_VerifyChallenge( Cmd_Argv( 1 ) ) ) {		return;	}	strcpy( infostring, Cvar_InfoString( 4 )); //1.5 uses 8196	Info_SetValueForKey( infostring, "challenge", Cmd_Argv( 1 ) );	status[0] = 0;	statusLength = 0;	for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {		cl = getclient(i);				if ( cl->state >= CS_CONNECTED ) {			//ps = SV_GameClientNum( i );			Com_sprintf( player, sizeof( player ), "%i %i /"%s/"/n",						 SV_GetClientScore(cl), cl->ping, cl->name );			playerLength = strlen( player );			if ( statusLength + playerLength >= sizeof( status ) ) {				break;      // can't hold any more			}			strcpy( status + statusLength, player );			statusLength += playerLength;		}	}		#if CODPATCH == 5	if(sv_disableClientConsole->integer)		Info_SetValueForKey(infostring, "con_disabled", va("%i", sv_disableClientConsole->integer));	#endif		char *g_password = Cvar_VariableString("g_password");		Info_SetValueForKey(infostring, "pswrd", va("%i", (g_password && *g_password) ? 1 : 0));		Info_SetValueForKey(infostring, "mod", va("%i", custom_mod));		NET_OutOfBandPrint( NS_SERVER, *from, "statusResponse/n%s/n%s", infostring, status );}
开发者ID:EndlessClan,项目名称:CoDExtended,代码行数:58,


示例5: SVC_Status

/*================SVC_StatusResponds with all the info that qplug or qspy can see about the serverand all connected players.  Used for getting detailed information afterthe simple info query.================*/void SVC_Status( netadr_t from ) {	char player[1024];	char status[MAX_MSGLEN];	int i;	client_t    *cl;	playerState_t   *ps;	int statusLength;	int playerLength;	char infostring[MAX_INFO_STRING];	// ignore if we are in single player	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {		return;	}	// DHM - Nerve#ifdef UPDATE_SERVER	return;#endif	strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );	// echo back the parameter to status. so master servers can use it as a challenge	// to prevent timed spoofed reply packets that add ghost servers	Info_SetValueForKey( infostring, "challenge", Cmd_Argv( 1 ) );	// add "demo" to the sv_keywords if restricted	if ( Cvar_VariableValue( "fs_restrict" ) ) {		char keywords[MAX_INFO_STRING];		Com_sprintf( keywords, sizeof( keywords ), "demo %s",					 Info_ValueForKey( infostring, "sv_keywords" ) );		Info_SetValueForKey( infostring, "sv_keywords", keywords );	}	status[0] = 0;	statusLength = 0;	for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {		cl = &svs.clients[i];		if ( cl->state >= CS_CONNECTED ) {			ps = SV_GameClientNum( i );			Com_sprintf( player, sizeof( player ), "%i %i /"%s/"/n",						 ps->persistant[PERS_SCORE], cl->ping, cl->name );			playerLength = strlen( player );			if ( statusLength + playerLength >= sizeof( status ) ) {				break;      // can't hold any more			}			strcpy( status + statusLength, player );			statusLength += playerLength;		}	}	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse/n%s/n%s", infostring, status );}
开发者ID:chegestar,项目名称:omni-bot,代码行数:64,


示例6: CL_CheckUserinfo

/*==================CL_CheckUserinfo==================*/void CL_CheckUserinfo( void ) {	if ( cls.state < CA_CHALLENGING ) {		return;	}	// send a reliable userinfo update if needed	if ( cvar_modifiedFlags & CVAR_USERINFO ) {		cvar_modifiedFlags &= ~CVAR_USERINFO;		CL_AddReliableCommand( va("userinfo /"%s/"", Cvar_InfoString( CVAR_USERINFO ) ) );	}}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:18,


示例7: SV_Systeminfo_f

/*===========SV_Systeminfo_fExamine the systeminfo string===========*/static void SV_Systeminfo_f( void ){	// make sure server is running	if ( !com_sv_running->integer )	{		Com_Printf(_( "Server is not running./n" ));		return;	}	Com_Printf(_( "System info settings:/n" ));	Info_Print( Cvar_InfoString( CVAR_SYSTEMINFO | CVAR_SERVERINFO_NOUPDATE, qfalse ) );}
开发者ID:Gallaecio,项目名称:Unvanquished,代码行数:19,


示例8: Tracker_requestWeaponStats

/** * @brief Request weapon stats data from mod */void Tracker_requestWeaponStats(void){	int      i;	qboolean onlybots = qtrue;	char     *P;	if (!maprunning)	{		return;	}	strcpy(infostring, Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE));	P = Info_ValueForKey(infostring, "P");	strcpy(expect, "ws");	for (i = 0; i < sv_maxclients->value; i++)	{		if (svs.clients[i].state == CS_ACTIVE)		{			if (svs.clients[i].netchan.remoteAddress.type != NA_BOT)			{				onlybots = qfalse;				querycl  = i;			}			expectnum++;		}	}	if (expectnum > 0)	{		Tracker_Send("wsc %i", expectnum);		for (i = 0; i < sv_maxclients->value; i++)		{			if (svs.clients[i].state == CS_ACTIVE)			{				// send basic data is client is spectator				if (P[i] == '3' || (svs.clients[i].netchan.remoteAddress.type == NA_BOT && onlybots))				{					Tracker_Send("ws %i 0 0 0//%s", i, Tracker_createClientInfo(i));				}			}		}		if (querycl >= 0)		{			SV_ExecuteClientCommand(&svs.clients[querycl], "statsall", qtrue, qfalse);		}	}}
开发者ID:zturtleman,项目名称:etlegacy,代码行数:54,


示例9: SVC_Status

/*================SVC_StatusResponds with all the info that qplug or qspy can see about the serverand all connected players.  Used for getting detailed information afterthe simple info query.================*/void SVC_Status( netadr_t from, const Cmd::Args& args ){	char          player[ 1024 ];	char          status[ MAX_MSGLEN ];	int           i;	client_t      *cl;	playerState_t *ps;	int           statusLength;	int           playerLength;	char          infostring[ MAX_INFO_STRING ];	//bani - bugtraq 12534	if ( args.Argc() > 1 && !SV_VerifyChallenge( args.Argv(1).c_str() ) )	{		return;	}	Q_strncpyz( infostring, Cvar_InfoString( CVAR_SERVERINFO, false ), MAX_INFO_STRING );	if ( args.Argc() > 1 )	{		// echo back the parameter to status. so master servers can use it as a challenge		// to prevent timed spoofed reply packets that add ghost servers		Info_SetValueForKey( infostring, "challenge", args.Argv(1).c_str(), false );	}	status[ 0 ] = 0;	statusLength = 0;	for ( i = 0; i < sv_maxclients->integer; i++ )	{		cl = &svs.clients[ i ];		if ( cl->state >= CS_CONNECTED )		{			ps = SV_GameClientNum( i );			Com_sprintf( player, sizeof( player ), "%i %i /"%s/"/n", ps->persistant[ PERS_SCORE ], cl->ping, cl->name );			playerLength = strlen( player );			if ( statusLength + playerLength >= (int) sizeof( status ) )			{				break; // can't hold any more			}			strcpy( status + statusLength, player );			statusLength += playerLength;		}	}	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse/n%s/n%s", infostring, status );}
开发者ID:norfenstein,项目名称:unvqx,代码行数:60,


示例10: CL_CheckForResend

/*=================CL_CheckForResendResend a connect message if the last one has timed out=================*/void CL_CheckForResend( void ) {	int		port;	char	info[MAX_INFO_STRING];//	if ( cls.state == CA_CINEMATIC )  	if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())	{		return;	}	// resend if we haven't gotten a reply yet	if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) {		return;	}	if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {		return;	}	clc.connectTime = cls.realtime;	// for retransmit requests	clc.connectPacketCount++;	// requesting a challenge	switch ( cls.state ) {	case CA_CONNECTING:		UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );		NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");		break;	case CA_CHALLENGING:	// sending back the challenge		port = Cvar_VariableIntegerValue("qport");		UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );		Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );		Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );		Info_SetValueForKey( info, "qport", va("%i", port ) );		Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );		NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect /"%s/"", info );		// the most current userinfo has been sent, so watch for any		// newer changes to userinfo variables		cvar_modifiedFlags &= ~CVAR_USERINFO;		break;	default:		Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );	}}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:57,


示例11: SVC_Status

/*================SVC_StatusResponds with all the info that qplug or qspy can see about the serverand all connected players.  Used for getting detailed information afterthe simple info query.================*/void SVC_Status( netadr_t from ) {	char	player[1024];	char	status[MAX_MSGLEN];	int		i;	client_t	*cl;	int		statusLength;	int		playerLength;	int		score;	char	infostring[MAX_INFO_STRING];	strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );	// echo back the parameter to status. so servers can use it as a challenge	// to prevent timed spoofed reply packets that add ghost servers	Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );	status[0] = 0;	statusLength = 0;	for (i=0 ; i < 1 ; i++) {		cl = &svs.clients[i];		if ( cl->state >= CS_CONNECTED ) {			if ( cl->gentity && cl->gentity->client ) {				score = cl->gentity->client->persistant[PERS_SCORE];			} else {				score = 0;			}			Com_sprintf (player, sizeof(player), "%i %i /"%s/"/n", 				score, cl->ping, cl->name);			playerLength = strlen(player);			if (statusLength + playerLength >= sizeof(status) ) {				break;		// can't hold any more			}			strcpy (status + statusLength, player);			statusLength += playerLength;		}	}	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse/n%s/n%s", infostring, status );}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:49,


示例12: SV_SpawnServer

//.........这里部分代码省略.........    for (i=0 ; i<sv_maxclients->integer ; i++) {        // send the new gamestate to all connected clients        if (svs.clients[i].state >= CS_CONNECTED) {            char	*denied;            if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {                if ( killBots ) {                    SV_DropClient( &svs.clients[i], "" );                    continue;                }                isBot = qtrue;            }            else {                isBot = qfalse;            }            // connect the client again            denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse            if ( denied ) {                // this generally shouldn't happen, because the client                // was connected before the level change                SV_DropClient( &svs.clients[i], denied );            } else {                if( !isBot ) {                    // when we get the next packet from a connected client,                    // the new gamestate will be sent                    svs.clients[i].state = CS_CONNECTED;                }                else {                    client_t		*client;                    sharedEntity_t	*ent;                    client = &svs.clients[i];                    client->state = CS_ACTIVE;                    ent = SV_GentityNum( i );                    ent->s.number = i;                    client->gentity = ent;                    client->deltaMessage = -1;                    client->nextSnapshotTime = svs.time;	// generate a snapshot immediately                    VM_Call( gvm, GAME_CLIENT_BEGIN, i );                }            }        }    }    // run another frame to allow things to look at all the players    VM_Call( gvm, GAME_RUN_FRAME, svs.time );    SV_BotFrame( svs.time );    svs.time += 100;    if ( sv_pure->integer ) {        // the server sends these to the clients so they will only        // load pk3s also loaded at the server        p = FS_LoadedPakChecksums();        Cvar_Set( "sv_paks", p );        if (strlen(p) == 0) {            Com_Printf( "WARNING: sv_pure set but no PK3 files loaded/n" );        }        p = FS_LoadedPakNames();        Cvar_Set( "sv_pakNames", p );        // if a dedicated pure server we need to touch the cgame because it could be in a        // seperate pk3 file and the client will need to load the latest cgame.qvm        if ( com_dedicated->integer ) {            SV_TouchCGame();        }    }    else {        Cvar_Set( "sv_paks", "" );        Cvar_Set( "sv_pakNames", "" );    }    // the server sends these to the clients so they can figure    // out which pk3s should be auto-downloaded    p = FS_ReferencedPakChecksums();    Cvar_Set( "sv_referencedPaks", p );    p = FS_ReferencedPakNames();    Cvar_Set( "sv_referencedPakNames", p );    // save systeminfo and serverinfo strings    Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );    cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;    SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );    SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );    cvar_modifiedFlags &= ~CVAR_SERVERINFO;    // any media configstring setting now should issue a warning    // and any configstring changes should be reliably transmitted    // to all clients    sv.state = SS_GAME;    // send a heartbeat now so the master will get up to date info    SV_Heartbeat_f();    Hunk_SetMark();    Com_Printf ("-----------------------------------/n");}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:101,


示例13: SV_Frame

void SV_Frame( int msec,float fractionMsec ) {	int		frameMsec;	int		startTime=0;	// the menu kills the server with this cvar	if ( sv_killserver->integer ) {		SV_Shutdown ("Server was killed./n");		Cvar_Set( "sv_killserver", "0" );		return;	}	if ( !com_sv_running->integer ) {		return;	} 	extern void SE_CheckForLanguageUpdates(void);	SE_CheckForLanguageUpdates();	// will fast-return else load different language if menu changed it	// allow pause if only the local client is connected	if ( SV_CheckPaused() ) {		return;	}	// go ahead and let time slip if the server really hitched badly	if ( msec > 1000 ) {		Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000/n", msec );		msec = 1000;	}	// if it isn't time for the next frame, do nothing	if ( sv_fps->integer < 1 ) {		Cvar_Set( "sv_fps", "10" );	}	frameMsec = 1000 / sv_fps->integer ;	sv.timeResidual += msec;	sv.timeResidualFraction+=fractionMsec;	if (sv.timeResidualFraction>=1.0f)	{		sv.timeResidualFraction-=1.0f;		if (cl_newClock&&cl_newClock->integer)		{			sv.timeResidual++;		}	}	if ( sv.timeResidual < frameMsec ) {		return;	}	// if time is about to hit the 32nd bit, restart the	// level, which will force the time back to zero, rather	// than checking for negative time wraparound everywhere.	// 2giga-milliseconds = 23 days, so it won't be too often	if ( sv.time > 0x70000000 ) {		SV_Shutdown( "Restarting server due to time wrapping" );		Com_Printf("You win.  if you can play this long and not die, you deserve to win./n");		return;	}	// update infostrings if anything has been changed	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );		cvar_modifiedFlags &= ~CVAR_SERVERINFO;	}	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	}	if ( com_speeds->integer ) {		startTime = Sys_Milliseconds ();	}//	SV_BotFrame( sv.time );	// run the game simulation in chunks	while ( sv.timeResidual >= frameMsec ) {		sv.timeResidual -= frameMsec;		sv.time += frameMsec;		G2API_SetTime(sv.time,G2T_SV_TIME);		// let everything in the world think and move		ge->RunFrame( sv.time );	}	if ( com_speeds->integer ) {		time_game = Sys_Milliseconds () - startTime;	}	SG_TestSave();	// returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code	// check timeouts	SV_CheckTimeouts ();	// update ping based on the last known frame from all clients	SV_CalcPings ();	// send messages back to the clients	SV_SendClientMessages ();}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:100,


示例14: SV_SpawnServer

//.........这里部分代码省略.........				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[ i ], denied );			}			else			{				if ( !isBot )				{					// when we get the next packet from a connected client,					// the new gamestate will be sent					svs.clients[ i ].state = CS_CONNECTED;				}				else				{					client_t       *client;					sharedEntity_t *ent;					client = &svs.clients[ i ];					client->state = CS_ACTIVE;					ent = SV_GentityNum( i );					ent->s.number = i;					client->gentity = ent;					client->deltaMessage = -1;					client->nextSnapshotTime = svs.time; // generate a snapshot immediately					VM_Call( gvm, GAME_CLIENT_BEGIN, i );				}			}		}	}	// run another frame to allow things to look at all the players	VM_Call( gvm, GAME_RUN_FRAME, svs.time );	SV_BotFrame( svs.time );	svs.time += FRAMETIME;	if ( sv_pure->integer )	{		// the server sends these to the clients so they will only		// load pk3s also loaded at the server		p = FS_LoadedPakChecksums();		Cvar_Set( "sv_paks", p );		if ( strlen( p ) == 0 )		{			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded/n" );		}		p = FS_LoadedPakNames();		Cvar_Set( "sv_pakNames", p );		// if a dedicated pure server we need to touch the cgame because it could be in a		// seperate pk3 file and the client will need to load the latest cgame.qvm		if ( com_dedicated->integer )		{			SV_TouchCGame();		}	}	else	{		Cvar_Set( "sv_paks", "" );		Cvar_Set( "sv_pakNames", "" );	}	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	// NOTE: we consider the referencedPaks as 'required for operation'	// we want the server to reference the mp_bin pk3 that the client is expected to load from	SV_TouchCGameDLL();	p = FS_ReferencedPakChecksums();	Cvar_Set( "sv_referencedPaks", p );	p = FS_ReferencedPakNames();	Cvar_Set( "sv_referencedPakNames", p );	// save systeminfo and serverinfo strings	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	SV_UpdateConfigStrings();	Cvar_Set( "sv_serverRestarting", "0" );	Com_Printf( "-----------------------------------/n" );}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:101,


示例15: CLQ2_Userinfo_f

static void CLQ2_Userinfo_f() {	common->Printf( "User info settings:/n" );	Info_Print( Cvar_InfoString( CVAR_USERINFO, MAX_INFO_STRING_Q2, MAX_INFO_KEY_Q2,			MAX_INFO_VALUE_Q2, true, false ) );}
开发者ID:janisl,项目名称:jlquake,代码行数:5,


示例16: SV_Frame

/*==================SV_FramePlayer movement occurs as a result of packet events, whichhappen before SV_Frame is called==================*/void SV_Frame( int msec ) {	int		frameMsec;	int		startTime;	// the menu kills the server with this cvar	if ( sv_killserver->integer ) {		SV_Shutdown ("Server was killed");		Cvar_Set( "sv_killserver", "0" );		return;	}	if (!com_sv_running->integer)	{		if(com_dedicated->integer)		{			// Block indefinitely until something interesting happens			// on STDIN.			NET_Sleep(-1);		}				return;	}	// allow pause if only the local client is connected	if ( SV_CheckPaused() ) {		return;	}	// if it isn't time for the next frame, do nothing	if ( sv_fps->integer < 1 ) {		Cvar_Set( "sv_fps", "10" );	}	frameMsec = 1000 / sv_fps->integer * com_timescale->value;	// don't let it scale below 1ms	if(frameMsec < 1)	{		Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f));		frameMsec = 1;	}	sv.timeResidual += msec;	if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);	if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {		// NET_Sleep will give the OS time slices until either get a packet		// or time enough for a server frame has gone by		NET_Sleep(frameMsec - sv.timeResidual);		return;	}	// if time is about to hit the 32nd bit, kick all clients	// and clear sv.time, rather	// than checking for negative time wraparound everywhere.	// 2giga-milliseconds = 23 days, so it won't be too often	if ( svs.time > 0x70000000 ) {		SV_Shutdown( "Restarting server due to time wrapping" );		Cbuf_AddText( va( "map %s/n", Cvar_VariableString( "mapname" ) ) );		return;	}	// this can happen considerably earlier when lots of clients play and the map doesn't change	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );		Cbuf_AddText( va( "map %s/n", Cvar_VariableString( "mapname" ) ) );		return;	}	if( sv.restartTime && sv.time >= sv.restartTime ) {		sv.restartTime = 0;		Cbuf_AddText( "map_restart 0/n" );		return;	}	// update infostrings if anything has been changed	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );		cvar_modifiedFlags &= ~CVAR_SERVERINFO;	}	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	}	if ( com_speeds->integer ) {		startTime = Sys_Milliseconds ();	} else {		startTime = 0;	// quite a compiler warning	}	// update ping based on the all received frames	SV_CalcPings();//.........这里部分代码省略.........
开发者ID:Barbatos,项目名称:ioq3-for-UrbanTerror-4,代码行数:101,


示例17: SV_SpawnServer

//.........这里部分代码省略.........				// was connected before the level change				SV_DropClient( &svs.clients[i], denied );			} else {				if( !isBot ) {					// when we get the next packet from a connected client,					// the new gamestate will be sent					svs.clients[i].state = CS_CONNECTED;				}				else {					client_t		*client;					sharedEntity_t	*ent;					client = &svs.clients[i];					client->state = CS_ACTIVE;					ent = SV_GentityNum( i );					ent->s.number = i;					client->gentity = ent;					client->deltaMessage = -1;					client->nextSnapshotTime = svs.time;	// generate a snapshot immediately					GVM_ClientBegin( i );				}			}		}	}	// run another frame to allow things to look at all the players	GVM_RunFrame( sv.time );	SV_BotFrame( sv.time );	sv.time += 100;	svs.time += 100;	//rww - RAGDOLL_BEGIN	re->G2API_SetTime(sv.time,0);	//rww - RAGDOLL_END	if ( sv_pure->integer ) {		// the server sends these to the clients so they will only		// load pk3s also loaded at the server		p = FS_LoadedPakChecksums();		Cvar_Set( "sv_paks", p );		if (strlen(p) == 0) {			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded/n" );		}		p = FS_LoadedPakNames();		Cvar_Set( "sv_pakNames", p );		// if a dedicated pure server we need to touch the cgame because it could be in a		// seperate pk3 file and the client will need to load the latest cgame.qvm		if ( com_dedicated->integer ) {			SV_TouchCGame();		}	}	else {		Cvar_Set( "sv_paks", "" );		Cvar_Set( "sv_pakNames", "" );	}	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	p = FS_ReferencedPakChecksums();	Cvar_Set( "sv_referencedPaks", p );	p = FS_ReferencedPakNames();	Cvar_Set( "sv_referencedPakNames", p );	// save systeminfo and serverinfo strings	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	/* MrE: 2000-09-13: now called in CL_DownloadsComplete	// don't call when running dedicated	if ( !com_dedicated->integer ) {		// note that this is called after setting the hunk mark with Hunk_SetMark		CL_StartHunkUsers();	}	*/	for ( client_t *client = svs.clients; client - svs.clients < sv_maxclients->integer; client++) {		// bots will not request gamestate, so it must be manually sent		// cannot do this above where it says it will because mapname is not set at that time		if ( client->netchan.remoteAddress.type == NA_BOT && client->demo.demorecording ) {			SV_SendClientGameState( client );		}	}	SV_BeginAutoRecordDemos();}
开发者ID:dpadgett,项目名称:OpenJK,代码行数:101,


示例18: SV_GameClientNum

/** * @brief Creates client information for other functions * @param clientNum Client ID (from 0 to MAX_CLIENTS) * @note Just for sv_trackbase.c internal use */char *Tracker_createClientInfo(int clientNum){	playerState_t *ps;	ps = SV_GameClientNum(clientNum);	return va("%i//%i//%c//%i//%s", svs.clients[clientNum].ping, ps->persistant[PERS_SCORE], Info_ValueForKey(Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE), "P")[clientNum], ps->stats[STAT_PLAYER_CLASS], svs.clients[clientNum].name);}
开发者ID:GenaSG,项目名称:etlegacy,代码行数:12,


示例19: SV_SpawnServer

//.........这里部分代码省略.........	Cvar_Set( "nextmap", va("map %s", server) );	// wipe the entire per-level structure	for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {		if ( sv.configstrings[i] ) {			Z_Free( sv.configstrings[i] );		}	}	memset (&sv, 0, sizeof(sv));	for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {		sv.configstrings[i] = CopyString("");	}	sv.time = 1000;	G2API_SetTime(sv.time,G2T_SV_TIME);	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );	// set serverinfo visible name	Cvar_Set( "mapname", server );	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );	// serverid should be different each time	sv.serverId = com_frameTime;	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );	// clear physics interaction links	SV_ClearWorld ();		// media configstring setting should be done during	// the loading stage, so connected clients don't have	// to load during actual gameplay	sv.state = SS_LOADING;	// load and spawn all other entities	SV_InitGameProgs();	// run a few frames to allow everything to settle	for ( i = 0 ;i < 3 ; i++ ) {		ge->RunFrame( sv.time );		sv.time += 100;		G2API_SetTime(sv.time,G2T_SV_TIME);	}	// create a baseline for more efficient communications	SV_CreateBaseline ();	for (i=0 ; i<1 ; i++) {		// clear all time counters, because we have reset sv.time		svs.clients[i].lastPacketTime = 0;		svs.clients[i].lastConnectTime = 0;		svs.clients[i].nextSnapshotTime = 0;		// send the new gamestate to all connected clients		if (svs.clients[i].state >= CS_CONNECTED) {			char	*denied;			// connect the client again			denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ );	// firstTime = qfalse, qbFromSavedGame			if ( denied ) {				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[i], denied );			} else {				svs.clients[i].state = CS_CONNECTED;				// when we get the next packet from a connected client,				// the new gamestate will be sent			}		}	}		// run another frame to allow things to look at all connected clients	ge->RunFrame( sv.time );	sv.time += 100;	G2API_SetTime(sv.time,G2T_SV_TIME);	// save systeminfo and serverinfo strings	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;		// send a heartbeat now so the master will get up to date info	svs.nextHeartbeatTime = -9999999;	Hunk_SetMark();		Com_Printf ("-----------------------------------/n");}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:101,


示例20: SV_SpawnServer

//.........这里部分代码省略.........	// media configstring setting should be done during	// the loading stage, so connected clients don't have	// to load during actual gameplay	sv.state = SS_LOADING;	// load and spawn all other entities	SV_InitGameProgs();	// run a few frames to allow everything to settle	for ( i = 0; i < GAME_INIT_FRAMES; i++ )	{		gvm.GameRunFrame( sv.time );		svs.time += FRAMETIME;		sv.time += FRAMETIME;	}	// create a baseline for more efficient communications	SV_CreateBaseline();	for ( i = 0; i < sv_maxclients->integer; i++ )	{		// send the new gamestate to all connected clients		if ( svs.clients[ i ].state >= CS_CONNECTED )		{			bool denied;			char reason[ MAX_STRING_CHARS ];			isBot = SV_IsBot(&svs.clients[i]);			// connect the client again			denied = gvm.GameClientConnect( reason, sizeof( reason ), i, false, isBot );   // firstTime = false			if ( denied )			{				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[ i ], reason );			}			else			{				if ( !isBot )				{					// when we get the next packet from a connected client,					// the new gamestate will be sent					svs.clients[ i ].state = CS_CONNECTED;				}				else				{					client_t       *client;					sharedEntity_t *ent;					client = &svs.clients[ i ];					client->state = CS_ACTIVE;					ent = SV_GentityNum( i );					ent->s.number = i;					client->gentity = ent;					client->deltaMessage = -1;					client->nextSnapshotTime = svs.time; // generate a snapshot immediately					gvm.GameClientBegin( i );				}			}		}	}	// run another frame to allow things to look at all the players	gvm.GameRunFrame( sv.time );	svs.time += FRAMETIME;	sv.time += FRAMETIME;	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	Cvar_Set( "sv_paks", FS_LoadedPaks() );	// save systeminfo and serverinfo strings	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO, true ) );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO, false ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	SV_UpdateConfigStrings();	SV_AddOperatorCommands();	Com_Printf( "-----------------------------------/n" );}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:101,


示例21: SV_Systeminfo_f

/*===========SV_Systeminfo_fExamine or change the serverinfo string===========*/static void SV_Systeminfo_f(void){	Com_Printf("System info settings:/n");	Info_Print(Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE));}
开发者ID:vishen,项目名称:etlegacy,代码行数:12,


示例22: SV_SpawnServer

//.........这里部分代码省略.........	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );	// clear physics interaction links	SV_ClearWorld ();		// media configstring setting should be done during	// the loading stage, so connected clients don't have	// to load during actual gameplay	sv.state = SS_LOADING;	// load and spawn all other entities	SV_InitGameProgs();	// run a few frames to allow everything to settle	for (i = 0;i < 3; i++)	{		VM_Call (gvm, GAME_RUN_FRAME, sv.time);		sv.time += 100;		svs.time += 100;	}	// create a baseline for more efficient communications	SV_CreateBaseline ();	for (i=0 ; i<sv_maxclients->integer ; i++) {		// send the new gamestate to all connected clients		if (svs.clients[i].state >= CS_CONNECTED) {			char	*denied;			// connect the client again			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) );	// firstTime = qfalse			if ( denied ) {				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[i], denied );			} else {				// when we get the next packet from a connected client,				// the new gamestate will be sent				svs.clients[i].state = CS_CONNECTED;			}		}	}		// run another frame to allow things to look at all the players	VM_Call (gvm, GAME_RUN_FRAME, sv.time);	sv.time += 100;	svs.time += 100;	// if a dedicated server we need to touch the cgame because it could be in a	// seperate pk3 file and the client will need to load the latest cgame.qvm	if ( com_dedicated->integer ) {		SV_TouchCGame();	}	// the server sends these to the clients so they will only	// load pk3s also loaded at the server	Cvar_Set( "sv_paks", sv_pure->integer ? FS_LoadedPakChecksums() : "" );	Cvar_Set( "sv_pakNames", sv_pure->integer ? FS_LoadedPakNames() : "" );	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	p = FS_ReferencedPakChecksums();	Cvar_Set( "sv_referencedPaks", p );	p = FS_ReferencedPakNames();	Cvar_Set( "sv_referencedPakNames", p );	// save systeminfo and serverinfo strings	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	Com_Printf ("-----------------------------------/n");	// start recording a demo	if ( sv_autoDemo->integer ) {		qtime_t	now;		Com_RealTime( &now );		Cbuf_AddText( va( "demo_record %04d%02d%02d%02d%02d%02d-%s/n",			1900 + now.tm_year,			1 + now.tm_mon,			now.tm_mday,			now.tm_hour,			now.tm_min,			now.tm_sec,			server ) );	}}
开发者ID:Amanieu,项目名称:tremfusion,代码行数:101,


示例23: SV_Systeminfo_f

/*===========SV_Systeminfo_fExamine or change the serverinfo string===========*/static void SV_Systeminfo_f( void ) {	Com_Printf ("System info settings:/n");	Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );}
开发者ID:vvvjk2,项目名称:jk2mv,代码行数:11,


示例24: SV_SpawnServer

//.........这里部分代码省略.........		sv.configstrings[i] = CopyString("");	}	sv.time = 1000;	G2API_SetTime(sv.time,G2T_SV_TIME);#ifdef _XBOX	CL_StartHunkUsers();	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );	RE_LoadWorldMap(va("maps/%s.bsp", server));#else	CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum, qfalse );#endif	// set serverinfo visible name	Cvar_Set( "mapname", server );	Cvar_Set( "sv_mapChecksum", va("%i",checksum) );	// serverid should be different each time	sv.serverId = com_frameTime;	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );	// clear physics interaction links	SV_ClearWorld ();		// media configstring setting should be done during	// the loading stage, so connected clients don't have	// to load during actual gameplay	sv.state = SS_LOADING;	// load and spawn all other entities	SV_InitGameProgs();	// run a few frames to allow everything to settle	for ( i = 0 ;i < 3 ; i++ ) {		ge->RunFrame( sv.time );		sv.time += 100;		G2API_SetTime(sv.time,G2T_SV_TIME);	}#ifndef __NO_JK2	if(!Cvar_VariableIntegerValue("com_jk2"))#endif	ge->ConnectNavs(sv_mapname->string, sv_mapChecksum->integer);	// create a baseline for more efficient communications	SV_CreateBaseline ();	for (i=0 ; i<1 ; i++) {		// clear all time counters, because we have reset sv.time		svs.clients[i].lastPacketTime = 0;		svs.clients[i].lastConnectTime = 0;		svs.clients[i].nextSnapshotTime = 0;		// send the new gamestate to all connected clients		if (svs.clients[i].state >= CS_CONNECTED) {			char	*denied;			// connect the client again			denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ );	// firstTime = qfalse, qbFromSavedGame			if ( denied ) {				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[i], denied );			} else {				svs.clients[i].state = CS_CONNECTED;				// when we get the next packet from a connected client,				// the new gamestate will be sent			}		}	}		// run another frame to allow things to look at all connected clients	ge->RunFrame( sv.time );	sv.time += 100;	G2API_SetTime(sv.time,G2T_SV_TIME);	// save systeminfo and serverinfo strings	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;		// send a heartbeat now so the master will get up to date info	svs.nextHeartbeatTime = -9999999;	Hunk_SetMark();	Z_Validate();	Z_Validate();	Z_Validate();		Com_Printf ("-----------------------------------/n");}
开发者ID:bdwakefield,项目名称:OpenJK,代码行数:101,


示例25: SV_SpawnServer

//.........这里部分代码省略.........	VM_Call( gvm, GAME_RUN_FRAME, svs.time );	SV_BotFrame( svs.time );	svs.time += 100;	if ( sv_pure->integer ) {		// the server sends these to the clients so they will only		// load pk3s also loaded at the server		p = FS_LoadedPakChecksums();		Cvar_Set( "sv_paks", p );		if (strlen(p) == 0) {			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded/n" );		}		p = FS_LoadedPakNames();		Cvar_Set( "sv_pakNames", p );		// if a dedicated pure server we need to touch the cgame because it could be in a		// seperate pk3 file and the client will need to load the latest cgame.qvm		if ( com_dedicated->integer ) {			SV_TouchCGame();		}	}	else {		Cvar_Set( "sv_paks", "" );		Cvar_Set( "sv_pakNames", "" );	}	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	p = FS_ReferencedPakChecksums();	Cvar_Set( "sv_referencedPaks", p );	p = FS_ReferencedPakNames();	Cvar_Set( "sv_referencedPakNames", p );	// save systeminfo and serverinfo strings	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	Com_Printf ("-----------------------------------/n");	/* MrE: 2000-09-13: now called in CL_DownloadsComplete	// don't call when running dedicated	if ( !com_dedicated->integer ) {		// note that this is called after setting the hunk mark with Hunk_SetMark		CL_StartHunkUsers();	}	*/	// shutdown webserver	if (mgsrv && ((mv_httpdownloads->latchedString && !atoi(mv_httpdownloads->latchedString)) || mv_httpserverport->latchedString)) {		SV_MV_Websrv_Shutdown();	}	// here because latched
开发者ID:entdark,项目名称:jk2mv,代码行数:67,


示例26: SV_Frame

/*==================SV_FramePlayer movement occurs as a result of packet events, whichhappen before SV_Frame is called==================*/void SV_Frame( int msec ) {	int frameMsec;	int startTime;	char mapname[MAX_QPATH];	// the menu kills the server with this cvar	if ( sv_killserver->integer ) {		SV_Shutdown( "Server was killed./n" );		Cvar_Set( "sv_killserver", "0" );		return;	}	if ( !com_sv_running->integer ) {		return;	}	// allow pause if only the local client is connected	if ( SV_CheckPaused() ) {		return;	}	// if it isn't time for the next frame, do nothing	if ( sv_fps->integer < 1 ) {		Cvar_Set( "sv_fps", "10" );	}	frameMsec = 1000 / sv_fps->integer ;	sv.timeResidual += msec;	if ( !com_dedicated->integer ) {		SV_BotFrame( svs.time + sv.timeResidual );	}	if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {		// NET_Sleep will give the OS time slices until either get a packet		// or time enough for a server frame has gone by		NET_Sleep( frameMsec - sv.timeResidual );		return;	}	// if time is about to hit the 32nd bit, kick all clients	// and clear sv.time, rather	// than checking for negative time wraparound everywhere.	// 2giga-milliseconds = 23 days, so it won't be too often	if ( svs.time > 0x70000000 ) {		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );		SV_Shutdown( "Restarting server due to time wrapping" );		// TTimo		// show_bug.cgi?id=388		// there won't be a map_restart if you have shut down the server		// since it doesn't restart a non-running server		// instead, re-run the current map		Cbuf_AddText( va( "map %s/n", mapname ) );		return;	}	// this can happen considerably earlier when lots of clients play and the map doesn't change	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );		// TTimo see above		Cbuf_AddText( va( "map %s/n", mapname ) );		return;	}	if ( sv.restartTime && svs.time >= sv.restartTime ) {		sv.restartTime = 0;		Cbuf_AddText( "map_restart 0/n" );		return;	}	// update infostrings if anything has been changed	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );		cvar_modifiedFlags &= ~CVAR_SERVERINFO;	}	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	}	// NERVE - SMF	if ( cvar_modifiedFlags & CVAR_WOLFINFO ) {		SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) );		cvar_modifiedFlags &= ~CVAR_WOLFINFO;	}	if ( com_speeds->integer ) {		startTime = Sys_Milliseconds();	} else {		startTime = 0;  // quite a compiler warning	}	// update ping based on the all received frames//.........这里部分代码省略.........
开发者ID:chegestar,项目名称:omni-bot,代码行数:101,


示例27: SV_Serverinfo_f

/*===========SV_Serverinfo_fExamine the serverinfo string===========*/static void SV_Serverinfo_f( void ) {	Com_Printf ("Server info settings:/n");	Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );}
开发者ID:mtiusane,项目名称:new-edge,代码行数:11,


示例28: SV_Frame

//.........这里部分代码省略.........		// since it doesn't restart a non-running server		// instead, re-run the current map		Cbuf_AddText( va( "map %s/n", mapname ) );#endif // RTCW_XX		return;	}	// this can happen considerably earlier when lots of clients play and the map doesn't change	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {#if defined RTCW_SP		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );		Cbuf_AddText( "vstr nextmap/n" );#else		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );		// TTimo see above		Cbuf_AddText( va( "map %s/n", mapname ) );#endif // RTCW_XX		return;	}	if ( sv.restartTime && svs.time >= sv.restartTime ) {		sv.restartTime = 0;		Cbuf_AddText( "map_restart 0/n" );		return;	}	// update infostrings if anything has been changed	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {#if !defined RTCW_ET		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );#else		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );#endif // RTCW_XX		cvar_modifiedFlags &= ~CVAR_SERVERINFO;	}#if defined RTCW_ET	if ( cvar_modifiedFlags & CVAR_SERVERINFO_NOUPDATE ) {		SV_SetConfigstringNoUpdate( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );		cvar_modifiedFlags &= ~CVAR_SERVERINFO_NOUPDATE;	}#endif // RTCW_XX	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	}#if !defined RTCW_SP	// NERVE - SMF	if ( cvar_modifiedFlags & CVAR_WOLFINFO ) {		SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) );		cvar_modifiedFlags &= ~CVAR_WOLFINFO;	}#endif // RTCW_XX	if ( com_speeds->integer ) {		startTime = Sys_Milliseconds();	} else {		startTime = 0;  // quite a compiler warning	}
开发者ID:bibendovsky,项目名称:rtcw,代码行数:67,


示例29: Cvar_InfoStringBuffer

/*=====================Cvar_InfoStringBuffer=====================*/void Cvar_InfoStringBuffer( int bit, char *buff, int buffsize ){    Q_strncpyz( buff, Cvar_InfoString( bit, qfalse ), buffsize );}
开发者ID:AlienHoboken,项目名称:Unvanquished,代码行数:9,


示例30: SV_SpawnServer

//.........这里部分代码省略.........			else			{				if (!isBot)				{					// when we get the next packet from a connected client,					// the new gamestate will be sent					svs.clients[i].state = CS_CONNECTED;				}				else				{					client_t       *client;					sharedEntity_t *ent;					client          = &svs.clients[i];					client->state   = CS_ACTIVE;					ent             = SV_GentityNum(i);					ent->s.number   = i;					client->gentity = ent;					client->deltaMessage     = -1;					client->nextSnapshotTime = svs.time;    // generate a snapshot immediately					VM_Call(gvm, GAME_CLIENT_BEGIN, i);				}			}		}	}	// run another frame to allow things to look at all the players	VM_Call(gvm, GAME_RUN_FRAME, svs.time);	svs.time += FRAMETIME;	if (sv_pure->integer)	{		// the server sends these to the clients so they will only		// load pk3s also loaded at the server		p = FS_LoadedPakChecksums();		Cvar_Set("sv_paks", p);		if (strlen(p) == 0)		{			Com_Printf("WARNING: sv_pure set but no PK3 files loaded/n");		}		p = FS_LoadedPakNames();		Cvar_Set("sv_pakNames", p);	}	else	{		Cvar_Set("sv_paks", "");		Cvar_Set("sv_pakNames", "");	}	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	// NOTE: we consider the referencedPaks as 'required for operation'	// we want the server to reference the mod_bin pk3 that the client is expected to load from	SV_TouchCGameDLL();	p = FS_ReferencedPakChecksums();	Cvar_Set("sv_referencedPaks", p);	p = FS_ReferencedPakNames();	Cvar_Set("sv_referencedPakNames", p);	// save systeminfo and serverinfo strings	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring(CS_SYSTEMINFO, Cvar_InfoString_Big(CVAR_SYSTEMINFO));	SV_SetConfigstring(CS_SERVERINFO, Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE));	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	SV_SetConfigstring(CS_WOLFINFO, Cvar_InfoString(CVAR_WOLFINFO));	cvar_modifiedFlags &= ~CVAR_WOLFINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	if (sv_advert->integer & SVA_MASTER)	{		SV_Heartbeat_f();	}	else // let admin's know it's disabled	{		Com_Printf("Not sending heartbeats to master servers - disabled by sv_advert./n");	}	Hunk_SetMark();	SV_UpdateConfigStrings();	Com_Printf("-----------------------------------/n");	// start recording a demo	if (sv_autoDemo->integer)	{		SV_DemoAutoDemoRecord();	}}
开发者ID:scenna,项目名称:etlegacy,代码行数:101,



注:本文中的Cvar_InfoString函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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