/*
===========================================================================

Daemon GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.

This file is part of the Daemon GPL Source Code (Daemon Source Code).

Daemon Source Code 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 3 of the License, or
(at your option) any later version.

Daemon Source Code 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.

You should have received a copy of the GNU General Public License
along with Daemon Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Daemon Source Code is also subject to certain additional terms.
You should have received a copy of these additional terms immediately following the
terms and conditions of the GNU General Public License which accompanied the Daemon
Source Code.  If not, please request a copy in writing from id Software at the address
below.

If you have questions concerning this license or the applicable additional terms, you
may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville,
Maryland 20850 USA.

===========================================================================
*/

/*
 * name:    sv_init.c
 *
 * desc:
 *
*/

#include "server.h"

/*
===============
SV_SetConfigstring
===============
*/
void SV_SetConfigstringNoUpdate( int index, const char *val )
{
	if ( index < 0 || index >= MAX_CONFIGSTRINGS )
	{
		Com_Error( ERR_DROP, "SV_SetConfigstring: bad index %i", index );
	}

	if ( !val )
	{
		val = "";
	}

	// don't bother broadcasting an update if no change
	if ( !strcmp( val, sv.configstrings[ index ] ) )
	{
		return;
	}

	// change the string in sv
	Z_Free( sv.configstrings[ index ] );
	sv.configstrings[ index ] = CopyString( val );
}

void SV_SetConfigstring( int index, const char *val )
{
	if ( index < 0 || index >= MAX_CONFIGSTRINGS )
	{
		Com_Error( ERR_DROP, "SV_SetConfigstring: bad index %i", index );
	}

	if ( !val )
	{
		val = "";
	}

	// don't bother broadcasting an update if no change
	if ( !strcmp( val, sv.configstrings[ index ] ) )
	{
		return;
	}

	// change the string in sv
	Z_Free( sv.configstrings[ index ] );
	sv.configstrings[ index ] = CopyString( val );
	sv.configstringsmodified[ index ] = qtrue;
}

void SV_UpdateConfigStrings( void )
{
	int      len, i, index;
	client_t *client;
	int      maxChunkSize = MAX_STRING_CHARS - 64;

	for ( index = 0; index < MAX_CONFIGSTRINGS; index++ )
	{
		if ( !sv.configstringsmodified[ index ] )
		{
			continue;
		}

		sv.configstringsmodified[ index ] = qfalse;

		// send it to all the clients if we aren't
		// spawning a new server
		if ( sv.state == SS_GAME || sv.restarting )
		{
			// send the data to all relevent clients
			for ( i = 0, client = svs.clients; i < sv_maxclients->integer; i++, client++ )
			{
				if ( client->state < CS_PRIMED )
				{
					continue;
				}

				// do not always send server info to all clients
				if ( index == CS_SERVERINFO && client->gentity && ( client->gentity->r.svFlags & SVF_NOSERVERINFO ) )
				{
					continue;
				}

				len = strlen( sv.configstrings[ index ] );

				if ( len >= maxChunkSize )
				{
					int  sent = 0;
					int  remaining = len;
					const char *cmd;
					char buf[ MAX_STRING_CHARS ];

					while ( remaining > 0 )
					{
						if ( sent == 0 )
						{
							cmd = "bcs0";
						}
						else if ( remaining < maxChunkSize )
						{
							cmd = "bcs2";
						}
						else
						{
							cmd = "bcs1";
						}

						Q_strncpyz( buf, &sv.configstrings[ index ][ sent ], maxChunkSize );

						SV_SendServerCommand( client, "%s %i %s\n", cmd, index, Cmd_QuoteString( buf ) );

						sent += ( maxChunkSize - 1 );
						remaining -= ( maxChunkSize - 1 );
					}
				}
				else
				{
					// standard cs, just send it
					SV_SendServerCommand( client, "cs %i %s\n", index, Cmd_QuoteString( sv.configstrings[ index ] ) );
				}
			}
		}
	}
}

/*
===============
SV_GetConfigstring

===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize )
{
	if ( bufferSize < 1 )
	{
		Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
	}

	if ( index < 0 || index >= MAX_CONFIGSTRINGS )
	{
		Com_Error( ERR_DROP, "SV_GetConfigstring: bad index %i", index );
	}

	if ( !sv.configstrings[ index ] )
	{
		buffer[ 0 ] = 0;
		return;
	}

	Q_strncpyz( buffer, sv.configstrings[ index ], bufferSize );
}

/*
===============
SV_SetUserinfo

===============
*/
void SV_SetUserinfo( int index, const char *val )
{
	if ( index < 0 || index >= sv_maxclients->integer )
	{
		Com_Error( ERR_DROP, "SV_SetUserinfo: bad index %i", index );
	}

	if ( !val )
	{
		val = "";
	}

	Q_strncpyz( svs.clients[ index ].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
	Q_strncpyz( svs.clients[ index ].name, Info_ValueForKey( val, "name" ), sizeof( svs.clients[ index ].name ) );
}

/*
===============
SV_GetUserinfo

===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize )
{
	if ( bufferSize < 1 )
	{
		Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
	}

	if ( index < 0 || index >= sv_maxclients->integer )
	{
		Com_Error( ERR_DROP, "SV_GetUserinfo: bad index %i", index );
	}

	Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}

/*
==================
SV_GetPlayerPubkey

==================
*/

void SV_GetPlayerPubkey( int clientNum, char *pubkey, int size )
{
	if ( size < 1 )
	{
		Com_Error( ERR_DROP, "SV_GetPlayerPubkey: size == %i", size );
	}

	if ( clientNum < 0 || clientNum >= sv_maxclients->integer )
	{
		Com_Error( ERR_DROP, "SV_GetPlayerPubkey: bad clientNum %i", clientNum );
	}

	Q_strncpyz( pubkey, svs.clients[ clientNum ].pubkey, size );
}


/*
================
SV_CreateBaseline

Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline( void )
{
	sharedEntity_t *svent;
	int            entnum;

	for ( entnum = 1; entnum < sv.num_entities; entnum++ )
	{
		svent = SV_GentityNum( entnum );

		if ( !svent->r.linked )
		{
			continue;
		}

		svent->s.number = entnum;

		//
		// take current state as baseline
		//
		sv.svEntities[ entnum ].baseline = svent->s;
	}
}

/*
===============
SV_BoundMaxClients

===============
*/
void SV_BoundMaxClients( int minimum )
{
	// get the current maxclients value
	Cvar_Get( "sv_maxclients", "20", 0 ); // NERVE - SMF - changed to 20 from 8

	sv_maxclients->modified = qfalse;

	if ( sv_maxclients->integer < minimum )
	{
		Cvar_Set( "sv_maxclients", va( "%i", minimum ) );
	}
	else if ( sv_maxclients->integer > MAX_CLIENTS )
	{
		Cvar_Set( "sv_maxclients", va( "%i", MAX_CLIENTS ) );
	}
}

/*
===============
SV_Startup

Called when a host starts a map when it wasn't running
one before.  Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
void SV_Startup( void )
{
	if ( svs.initialized )
	{
		Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
	}

	SV_BoundMaxClients( 1 );

	// RF, avoid trying to allocate large chunk on a fragmented zone
	svs.clients = ( client_t * ) calloc( sizeof( client_t ) * sv_maxclients->integer, 1 );

	if ( !svs.clients )
	{
		Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" );
	}

	if ( com_dedicated->integer )
	{
		svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
	}
	else
	{
		// we don't need nearly as many when playing locally
		svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
	}

	svs.initialized = qtrue;

	Cvar_Set( "sv_running", "1" );
#ifndef DEDICATED
	NET_Config( qtrue );
#endif

	// Join the IPv6 multicast group now that a map is running, so clients can scan for us on the local network.
	NET_JoinMulticast6();
}

/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void )
{
	int      oldMaxClients;
	int      i;
	client_t *oldClients;
	int      count;

	// get the highest client number in use
	count = 0;

	for ( i = 0; i < sv_maxclients->integer; i++ )
	{
		if ( svs.clients[ i ].state >= CS_CONNECTED )
		{
			if ( i > count )
			{
				count = i;
			}
		}
	}

	count++;

	oldMaxClients = sv_maxclients->integer;
	// never go below the highest client number in use
	SV_BoundMaxClients( count );

	// if still the same
	if ( sv_maxclients->integer == oldMaxClients )
	{
		return;
	}

	oldClients = ( client_t * ) Hunk_AllocateTempMemory( count * sizeof( client_t ) );

	// copy the clients to hunk memory
	for ( i = 0; i < count; i++ )
	{
		if ( svs.clients[ i ].state >= CS_CONNECTED )
		{
			oldClients[ i ] = std::move(svs.clients[ i ]);
		}
		else
		{
			Com_Memset( &oldClients[ i ], 0, sizeof( client_t ) );
		}
	}

	// free old clients arrays
	//Z_Free( svs.clients );
	free( svs.clients );  // RF, avoid trying to allocate large chunk on a fragmented zone

	// allocate new clients
	// RF, avoid trying to allocate large chunk on a fragmented zone
	svs.clients = ( client_t * ) calloc( sizeof( client_t ) * sv_maxclients->integer, 1 );

	if ( !svs.clients )
	{
		Com_Error( ERR_FATAL, "SV_Startup: unable to allocate svs.clients" );
	}

	Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof( client_t ) );

	// copy the clients over
	for ( i = 0; i < count; i++ )
	{
		if ( oldClients[ i ].state >= CS_CONNECTED )
		{
			svs.clients[ i ] = std::move(oldClients[ i ]);
		}
	}

	// free the old clients on the hunk
	Hunk_FreeTempMemory( oldClients );

	// allocate new snapshot entities
	if ( com_dedicated->integer )
	{
		svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
	}
	else
	{
		// we don't need nearly as many when playing locally
		svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
	}
}

/*
====================
SV_SetExpectedHunkUsage

  Sets com_expectedhunkusage, so the client knows how to draw the percentage bar
====================
*/
void SV_SetExpectedHunkUsage( char *mapname )
{
	int  handle;
	const char *memlistfile = "hunkusage.dat";
	char *buf;
	char *buftrav;
	char *token;
	int  len;

	len = FS_FOpenFileRead( memlistfile, &handle, qfalse );

	if ( len >= 0 )
	{
		// the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value
		buf = ( char * ) Z_Malloc( len + 1 );
		memset( buf, 0, len + 1 );

		FS_Read( ( void * ) buf, len, handle );
		FS_FCloseFile( handle );

		// now parse the file, filtering out the current map
		buftrav = buf;

		while ( ( token = COM_Parse( &buftrav ) ) != NULL && token[ 0 ] )
		{
			if ( !Q_stricmp( token, mapname ) )
			{
				// found a match
				token = COM_Parse( &buftrav );  // read the size

				if ( token && token[ 0 ] )
				{
					// this is the usage
					com_expectedhunkusage = atoi( token );
					Z_Free( buf );
					return;
				}
			}
		}

		Z_Free( buf );
	}

	// just set it to a negative number,so the cgame knows not to draw the percent bar
	com_expectedhunkusage = -1;
}

/*
================
SV_ClearServer
================
*/
void SV_ClearServer( void )
{
	int i;

	for ( i = 0; i < MAX_CONFIGSTRINGS; i++ )
	{
		if ( sv.configstrings[ i ] )
		{
			Z_Free( sv.configstrings[ i ] );
		}
	}

	Com_Memset( &sv, 0, sizeof( sv ) );
}

/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( const char *server )
{
	int        i;
	int        checksum;
	qboolean   isBot;

	// shut down the existing game if it is running
	SV_ShutdownGameProgs();

	PrintBanner(_( "Server Initialization" ))
	Com_Printf(_( "Server: %s\n"), server );

	// if not running a dedicated server CL_MapLoading will connect the client to the server
	// also print some status stuff
	CL_MapLoading();

	// make sure all the client stuff is unloaded
	CL_ShutdownAll();

	// clear the whole hunk because we're (re)loading the server
	Hunk_Clear();

	// clear collision map data     // (SA) NOTE: TODO: used in missionpack
	CM_ClearMap();

	// wipe the entire per-level structure
	SV_ClearServer();

	// allocate empty config strings
	for ( i = 0; i < MAX_CONFIGSTRINGS; i++ )
	{
		sv.configstrings[ i ] = CopyString( "" );
		sv.configstringsmodified[ i ] = qfalse;
	}

	// init client structures and svs.numSnapshotEntities
	if ( !Cvar_VariableValue( "sv_running" ) )
	{
		SV_Startup();
	}
	else
	{
		// check for maxclients change
		if ( sv_maxclients->modified )
		{
			SV_ChangeMaxClients();
		}
	}

	// allocate the snapshot entities on the hunk
	svs.snapshotEntities = ( entityState_t * ) Hunk_Alloc( sizeof( entityState_t ) * svs.numSnapshotEntities, h_high );
	svs.nextSnapshotEntities = 0;

	// toggle the server bit so clients can detect that a
	// server has changed
	svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

	// set sv_nextmap to the same map, but it may be overridden
	// by the game startup or another console command
	Cvar_Set( "sv_nextmap", "map_restart 0" );
//  Cvar_Set( "sv_nextmap", va("map %s", server) );

	SV_SetExpectedHunkUsage( va( "maps/%s.bsp", server ) );

	// make sure we are not paused
	Cvar_Set( "cl_paused", "0" );

	// get a new checksum feed and restart the file system
	srand( Sys_Milliseconds() );
	sv.checksumFeed = ( ( ( int ) rand() << 16 ) ^ rand() ) ^ Sys_Milliseconds();

	FS::PakPath::ClearPaks();
	FS_LoadBasePak();
	if (!FS_LoadPak(va("map-%s", server)))
		Com_Error(ERR_DROP, "Could not load map pak\n");

	CM_LoadMap( va( "maps/%s.bsp", server ), qfalse, &checksum );

	// set serverinfo visible name
	Cvar_Set( "mapname", server );

	Cvar_Set( "sv_mapChecksum", va( "%i", checksum ) );

	sv_newGameShlib = Cvar_Get( "sv_newGameShlib", "", CVAR_TEMP );

	// serverid should be different each time
	sv.serverId = com_frameTime;
	sv.restartedServerId = sv.serverId;
	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;

	Cvar_Set( "sv_serverRestarting", "1" );

	// 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( svs.time );
		svs.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 )
		{
			qboolean denied;
			char reason[ MAX_STRING_CHARS ];

			if ( svs.clients[ i ].netchan.remoteAddress.type == NA_BOT )
			{

				isBot = qtrue;
			}
			else
			{
				isBot = qfalse;
			}

			// connect the client again
			denied = gvm->GameClientConnect( reason, sizeof( reason ), 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 ], 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( svs.time );
	svs.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, qtrue ) );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO, qfalse ) );
	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" );

	SV_AddOperatorCommands();

	Com_Printf( "-----------------------------------\n" );
}

/*
===============
SV_Init

Only called at main exe startup, not for each game
===============
*/
void SV_Init( void )
{
	SV_AddOperatorCommands();

	// serverinfo vars
	Cvar_Get( "timelimit", "0", CVAR_SERVERINFO );

	Cvar_Get( "protocol", va( "%i", PROTOCOL_VERSION ), CVAR_SERVERINFO  );
	sv_mapname = Cvar_Get( "mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM );
	Cvar_Get( "layout", "", CVAR_SERVERINFO | CVAR_ROM );
	Cvar_Get( "g_layouts", "", 0 ); // FIXME
	sv_privateClients = Cvar_Get( "sv_privateClients", "0", CVAR_SERVERINFO );
	sv_hostname = Cvar_Get( "sv_hostname", "Unnamed Unvanquished Server", CVAR_SERVERINFO  );
	sv_maxclients = Cvar_Get( "sv_maxclients", "20", CVAR_SERVERINFO | CVAR_LATCH );  // NERVE - SMF - changed to 20 from 8
	sv_maxRate = Cvar_Get( "sv_maxRate", "0",  CVAR_SERVERINFO );
	sv_minPing = Cvar_Get( "sv_minPing", "0",  CVAR_SERVERINFO );
	sv_maxPing = Cvar_Get( "sv_maxPing", "0",  CVAR_SERVERINFO );
	sv_floodProtect = Cvar_Get( "sv_floodProtect", "0",  CVAR_SERVERINFO );

	sv_statsURL = Cvar_Get( "sv_statsURL", "", CVAR_SERVERINFO  );

	// systeminfo
	sv_serverid = Cvar_Get( "sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
#ifdef DEDICATED
	sv_pure = Cvar_Get( "sv_pure", "1", CVAR_SYSTEMINFO );
#else
	// Use OS shared libs for the client at startup. This prevents crashes due to mismatching syscall ABIs
	// from loading outdated vms pk3s. The correct vms pk3 will be loaded upon connecting to a pure server.
	sv_pure = Cvar_Get( "sv_pure", "0", CVAR_SYSTEMINFO );
#endif
#ifdef USE_VOIP
	sv_voip = Cvar_Get( "sv_voip", "1", CVAR_SYSTEMINFO | CVAR_LATCH );
#endif
	Cvar_Get( "sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );

	// server vars
	sv_rconPassword = Cvar_Get( "rconPassword", "", CVAR_TEMP );
	sv_privatePassword = Cvar_Get( "sv_privatePassword", "", CVAR_TEMP );
	sv_fps = Cvar_Get( "sv_fps", "40", CVAR_TEMP );
	sv_timeout = Cvar_Get( "sv_timeout", "240", CVAR_TEMP );
	sv_zombietime = Cvar_Get( "sv_zombietime", "2", CVAR_TEMP );
	Cvar_Get( "sv_nextmap", "", CVAR_TEMP );

	sv_allowDownload = Cvar_Get( "sv_allowDownload", "1", 0 );
	sv_master[ 0 ] = Cvar_Get( "sv_master1", MASTER_SERVER_NAME, 0 );
	sv_master[ 1 ] = Cvar_Get( "sv_master2", "", 0 );
	sv_master[ 2 ] = Cvar_Get( "sv_master3", "", 0 );
	sv_master[ 3 ] = Cvar_Get( "sv_master4", "", 0 );
	sv_master[ 4 ] = Cvar_Get( "sv_master5", "", 0 );
	sv_reconnectlimit = Cvar_Get( "sv_reconnectlimit", "3", 0 );
	sv_padPackets = Cvar_Get( "sv_padPackets", "0", 0 );
	sv_killserver = Cvar_Get( "sv_killserver", "0", 0 );
	sv_mapChecksum = Cvar_Get( "sv_mapChecksum", "", CVAR_ROM );

	sv_lanForceRate = Cvar_Get( "sv_lanForceRate", "1", 0 );

	sv_showAverageBPS = Cvar_Get( "sv_showAverageBPS", "0", 0 );  // NERVE - SMF - net debugging

	// the download netcode tops at 18/20 kb/s, no need to make you think you can go above
	sv_dl_maxRate = Cvar_Get( "sv_dl_maxRate", "42000", 0 );

	sv_wwwDownload = Cvar_Get( "sv_wwwDownload", "0", 0 );
	sv_wwwBaseURL = Cvar_Get( "sv_wwwBaseURL", "", 0 );
	sv_wwwDlDisconnected = Cvar_Get( "sv_wwwDlDisconnected", "0", 0 );
	sv_wwwFallbackURL = Cvar_Get( "sv_wwwFallbackURL", "", 0 );

	//bani
	sv_packetdelay = Cvar_Get( "sv_packetdelay", "0", CVAR_CHEAT );

	// fretn - note: redirecting of clients to other servers relies on this,
	// ET://someserver.com
	sv_fullmsg = Cvar_Get( "sv_fullmsg", "Server is full.", 0 );

	vm_game = Cvar_Get( "vm_game", "0", 0 );

	svs.serverLoad = -1;
}

/*
==================
SV_FinalCommand

Used by SV_Shutdown to send a final message to all
connected clients before the server goes down.  The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalCommand( char *cmd, qboolean disconnect )
{
	int      i, j;
	client_t *cl;

	// send it twice, ignoring rate
	for ( j = 0; j < 2; j++ )
	{
		for ( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
		{
			if ( cl->state >= CS_CONNECTED )
			{
				// don't send a disconnect to a local client
				if ( cl->netchan.remoteAddress.type != NA_LOOPBACK )
				{
					//% SV_SendServerCommand( cl, "print \"%s\"", message );
					SV_SendServerCommand( cl, "%s", cmd );

					// ydnar: added this so map changes can use this functionality
					if ( disconnect )
					{
						SV_SendServerCommand( cl, "disconnect" );
					}
				}

				// force a snapshot to be sent
				cl->nextSnapshotTime = -1;
				SV_SendClientSnapshot( cl );
			}
		}
	}
}

/*
================
SV_Shutdown

Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( const char *finalmsg )
{
	if ( !com_sv_running || !com_sv_running->integer )
	{
		return;
	}

	PrintBanner(_( "Server Shutdown" ))

	NET_LeaveMulticast6();

	if ( svs.clients && !com_errorEntered )
	{
		SV_FinalCommand( va( "print %s", Cmd_QuoteString( finalmsg ) ), qtrue );
	}

	SV_RemoveOperatorCommands();
	SV_MasterShutdown();
	SV_ShutdownGameProgs();

	// free current level
	SV_ClearServer();

	// free server static data
	if ( svs.clients )
	{
		int index;

		for ( index = 0; index < sv_maxclients->integer; index++ )
		{
			SV_FreeClient( &svs.clients[ index ] );
		}

		//Z_Free( svs.clients );
		free( svs.clients );  // RF, avoid trying to allocate large chunk on a fragmented zone
	}

	memset( &svs, 0, sizeof( svs ) );
	svs.serverLoad = -1;

	Cvar_Set( "sv_running", "0" );
#ifndef DEDICATED
	NET_Config( qtrue );
#endif

	Com_Printf( "---------------------------\n" );

	// disconnect any local clients
	CL_Disconnect( qfalse );
}
