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net_dedicated.c
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net_dedicated.c
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//
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
//
// Dedicated server code.
//
#include <stdio.h>
#include <stdlib.h>
#include "doomtype.h"
#include "i_system.h"
#include "i_timer.h"
#include "m_argv.h"
#include "net_common.h"
#include "net_server.h"
#include "net_hydra.h"
#include "d_loop.h"
extern uint32_t instanceUID;
//
// People can become confused about how dedicated servers work. Game
// options are specified to the controlling player who is the first to
// join a game. Bomb out with an error message if game options are
// specified to a dedicated server.
//
static const char *not_dedicated_options[] = {
"-deh", "-iwad", "-cdrom", "-gameversion", "-nomonsters", "-respawn", "-fast", "-altdeath", "-deathmatch",
"-turbo", "-merge", "-af", "-as", "-aa", "-file", "-wart", "-skill", "-episode",
"-timer", "-avg", "-warp", "-loadgame", "-longtics", "-extratics", "-dup", "-shorttics", NULL,
};
static void CheckForClientOptions(void)
{
int i;
for (i = 0; not_dedicated_options[i] != NULL; ++i) {
if (M_CheckParm(not_dedicated_options[i]) > 0) {
I_Error("The command line parameter '%s' was specified to a "
"dedicated server.\nGame parameters should be specified "
"to the first player to join a server, \nnot to the "
"server itself. ",
not_dedicated_options[i]);
}
}
}
void NET_DedicatedServer(void)
{
CheckForClientOptions();
instanceUID = 1;
hydra_set_ip(1);
NET_OpenLog();
NET_SV_Init();
NET_SV_AddModule(&net_hydra_module);
while (true) {
NET_SV_Run();
// TODO: Block on socket instead of polling.
I_Sleep(1);
}
}