2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 // LordHavoc: framerate upper cap
63 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
64 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
66 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
67 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
69 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
70 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
74 Host_AbortCurrentFrame
76 aborts the current host frame and goes on with the next one
79 void Host_AbortCurrentFrame(void)
81 longjmp (host_abortframe, 1);
88 This shuts down both the client and server
91 void Host_Error (const char *error, ...)
93 static char hosterrorstring1[MAX_INPUTLINE];
94 static char hosterrorstring2[MAX_INPUTLINE];
95 static qboolean hosterror = false;
98 // turn off rcon redirect if it was active when the crash occurred
99 rcon_redirect = false;
101 va_start (argptr,error);
102 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
105 Con_Printf("Host_Error: %s\n", hosterrorstring1);
107 // LordHavoc: if crashing very early, or currently shutting down, do
109 if (host_framecount < 3 || host_shuttingdown)
110 Sys_Error ("Host_Error: %s", hosterrorstring1);
113 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
116 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
118 CL_Parse_DumpPacket();
120 CL_Parse_ErrorCleanUp();
124 // print out where the crash happened, if it was caused by QC (and do a cleanup)
128 Host_ShutdownServer ();
130 if (cls.state == ca_dedicated)
131 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
138 Host_AbortCurrentFrame();
141 void Host_ServerOptions (void)
148 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
149 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
150 // if no client is in the executable or -dedicated is specified on
151 // commandline, start a dedicated server
152 i = COM_CheckParm ("-dedicated");
153 if (i || !cl_available)
155 cls.state = ca_dedicated;
156 // check for -dedicated specifying how many players
157 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
158 svs.maxclients = atoi (com_argv[i+1]);
159 if (COM_CheckParm ("-listen"))
160 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
161 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
162 Cvar_SetValue("sv_public", 1);
164 else if (cl_available)
166 // client exists and not dedicated, check if -listen is specified
167 cls.state = ca_disconnected;
168 i = COM_CheckParm ("-listen");
171 // default players unless specified
172 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
173 svs.maxclients = atoi (com_argv[i+1]);
177 // default players in some games, singleplayer in most
178 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
183 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
185 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
187 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
188 Cvar_SetValueQuick(&deathmatch, 1);
192 =======================
194 ======================
196 void Host_SaveConfig_f(void);
197 void Host_LoadConfig_f(void);
198 static void Host_InitLocal (void)
200 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
201 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
203 Cvar_RegisterVariable (&host_framerate);
204 Cvar_RegisterVariable (&host_speeds);
205 Cvar_RegisterVariable (&cl_maxfps);
206 Cvar_RegisterVariable (&cl_maxidlefps);
208 Cvar_RegisterVariable (&developer);
209 Cvar_RegisterVariable (&developer_entityparsing);
211 Cvar_RegisterVariable (×tamps);
212 Cvar_RegisterVariable (&timeformat);
220 Writes key bindings and archived cvars to config.cfg
223 void Host_SaveConfig_to(const char *file)
227 // dedicated servers initialize the host but don't parse and set the
229 // LordHavoc: don't save a config if it crashed in startup
230 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
232 f = FS_Open (file, "wb", false, false);
235 Con_Printf("Couldn't write %s.\n", file);
239 Key_WriteBindings (f);
240 Cvar_WriteVariables (f);
245 void Host_SaveConfig(void)
247 Host_SaveConfig_to("config.cfg");
249 void Host_SaveConfig_f(void)
251 const char *file = "config.cfg";
253 if(Cmd_Argc() >= 2) {
255 Con_Printf("Saving to %s\n", file);
258 Host_SaveConfig_to(file);
265 Resets key bindings and cvars to defaults and then reloads scripts
268 void Host_LoadConfig_f(void)
270 // unlock the cvar default strings so they can be updated by the new default.cfg
271 Cvar_UnlockDefaults();
272 // reset cvars to their defaults, and then exec startup scripts again
273 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
280 Sends text across to be displayed
281 FIXME: make this just a stuffed echo?
284 void SV_ClientPrint(const char *msg)
286 if (host_client->netconnection)
288 MSG_WriteByte(&host_client->netconnection->message, svc_print);
289 MSG_WriteString(&host_client->netconnection->message, msg);
297 Sends text across to be displayed
298 FIXME: make this just a stuffed echo?
301 void SV_ClientPrintf(const char *fmt, ...)
304 char msg[MAX_INPUTLINE];
306 va_start(argptr,fmt);
307 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
317 Sends text to all active clients
320 void SV_BroadcastPrint(const char *msg)
325 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
327 if (client->active && client->netconnection)
329 MSG_WriteByte(&client->netconnection->message, svc_print);
330 MSG_WriteString(&client->netconnection->message, msg);
334 if (sv_echobprint.integer && cls.state == ca_dedicated)
342 Sends text to all active clients
345 void SV_BroadcastPrintf(const char *fmt, ...)
348 char msg[MAX_INPUTLINE];
350 va_start(argptr,fmt);
351 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
354 SV_BroadcastPrint(msg);
361 Send text over to the client to be executed
364 void Host_ClientCommands(const char *fmt, ...)
367 char string[MAX_INPUTLINE];
369 if (!host_client->netconnection)
372 va_start(argptr,fmt);
373 dpvsnprintf(string, sizeof(string), fmt, argptr);
376 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
377 MSG_WriteString(&host_client->netconnection->message, string);
381 =====================
384 Called when the player is getting totally kicked off the host
385 if (crash = true), don't bother sending signofs
386 =====================
388 void SV_DropClient(qboolean crash)
391 Con_Printf("Client \"%s\" dropped\n", host_client->name);
393 SV_StopDemoRecording(host_client);
395 // make sure edict is not corrupt (from a level change for example)
396 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
398 if (host_client->netconnection)
400 // free the client (the body stays around)
403 // LordHavoc: no opportunity for resending, so use unreliable 3 times
404 unsigned char bufdata[8];
406 memset(&buf, 0, sizeof(buf));
408 buf.maxsize = sizeof(bufdata);
409 MSG_WriteByte(&buf, svc_disconnect);
410 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
411 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
412 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
414 // break the net connection
415 NetConn_Close(host_client->netconnection);
416 host_client->netconnection = NULL;
419 // call qc ClientDisconnect function
420 // LordHavoc: don't call QC if server is dead (avoids recursive
421 // Host_Error in some mods when they run out of edicts)
422 if (host_client->clientconnectcalled && sv.active && host_client->edict)
424 // call the prog function for removing a client
425 // this will set the body to a dead frame, among other things
426 int saveSelf = prog->globals.server->self;
427 host_client->clientconnectcalled = false;
428 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
429 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
430 prog->globals.server->self = saveSelf;
433 // if a download is active, close it
434 if (host_client->download_file)
436 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
437 FS_Close(host_client->download_file);
438 host_client->download_file = NULL;
439 host_client->download_name[0] = 0;
440 host_client->download_expectedposition = 0;
441 host_client->download_started = false;
444 // remove leaving player from scoreboard
445 host_client->name[0] = 0;
446 host_client->colors = 0;
447 host_client->frags = 0;
448 // send notification to all clients
449 // get number of client manually just to make sure we get it right...
450 i = host_client - svs.clients;
451 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
452 MSG_WriteByte (&sv.reliable_datagram, i);
453 MSG_WriteString (&sv.reliable_datagram, host_client->name);
454 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
455 MSG_WriteByte (&sv.reliable_datagram, i);
456 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
457 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
458 MSG_WriteByte (&sv.reliable_datagram, i);
459 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
461 // free the client now
462 if (host_client->entitydatabase)
463 EntityFrame_FreeDatabase(host_client->entitydatabase);
464 if (host_client->entitydatabase4)
465 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
466 if (host_client->entitydatabase5)
467 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
471 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
472 PRVM_ED_ClearEdict(host_client->edict);
475 // clear the client struct (this sets active to false)
476 memset(host_client, 0, sizeof(*host_client));
478 // update server listing on the master because player count changed
479 // (which the master uses for filtering empty/full servers)
480 NetConn_Heartbeat(1);
484 for (i = 0;i < svs.maxclients;i++)
485 if (svs.clients[i].active && !svs.clients[i].spawned)
487 if (i == svs.maxclients)
489 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
490 sv.paused = sv.loadgame = false; // we're basically done with loading now
499 This only happens at the end of a game, not between levels
502 void Host_ShutdownServer(void)
506 Con_DPrintf("Host_ShutdownServer\n");
511 NetConn_Heartbeat(2);
512 NetConn_Heartbeat(2);
514 // make sure all the clients know we're disconnecting
516 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
517 if (host_client->active)
518 SV_DropClient(false); // server shutdown
521 NetConn_CloseServerPorts();
527 memset(&sv, 0, sizeof(sv));
528 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
532 //============================================================================
536 Host_GetConsoleCommands
538 Add them exactly as if they had been typed at the console
541 void Host_GetConsoleCommands (void)
547 cmd = Sys_ConsoleInput ();
558 Returns a time report string, for example for
561 const char *Host_TimingReport()
563 return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
570 Runs all active servers
573 static void Host_Init(void);
579 double cl_timer, sv_timer;
580 double clframetime, deltarealtime, oldrealtime;
582 int pass1, pass2, pass3, i;
589 realtime = Sys_DoubleTime();
592 if (setjmp(host_abortframe))
593 continue; // something bad happened, or the server disconnected
595 oldrealtime = realtime;
596 realtime = Sys_DoubleTime();
598 deltarealtime = realtime - oldrealtime;
599 cl_timer += deltarealtime;
600 sv_timer += deltarealtime;
602 svs.perf_acc_realtime += deltarealtime;
604 // Look for clients who have spawned
605 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
606 if(host_client->spawned)
607 if(host_client->netconnection)
609 if(i == svs.maxclients)
611 // Nobody is looking? Then we won't do timing...
612 // Instead, reset it to zero
613 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
615 else if(svs.perf_acc_realtime > 5)
617 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
618 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
619 if(svs.perf_acc_offset_samples > 0)
621 svs.perf_offset_max = svs.perf_acc_offset_max;
622 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
623 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
625 if(svs.perf_lost > 0)
626 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
627 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
630 if (slowmo.value < 0.00001 && slowmo.value != 0)
631 Cvar_SetValue("slowmo", 0);
632 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
633 Cvar_SetValue("host_framerate", 0);
635 // keep the random time dependent, but not when playing demos/benchmarking
636 if(!*sv_random_seed.string && !cls.demoplayback)
639 cl.islocalgame = NetConn_IsLocalGame();
641 // get new key events
644 NetConn_UpdateSockets();
646 Log_DestBuffer_Flush();
648 // receive packets on each main loop iteration, as the main loop may
649 // be undersleeping due to select() detecting a new packet
651 NetConn_ServerFrame();
655 // check for commands typed to the host
656 Host_GetConsoleCommands();
658 // when a server is running we only execute console commands on server frames
659 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
660 // otherwise we execute them on all frames
661 if (sv_timer > 0 || !sv.active)
663 // process console commands
667 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
669 // if the accumulators haven't become positive yet, wait a while
670 if (cls.state == ca_dedicated)
671 wait = sv_timer * -1000000.0;
673 wait = cl_timer * -1000000.0;
675 wait = max(cl_timer, sv_timer) * -1000000.0;
679 if (!cls.timedemo && wait > 0)
681 double time0 = Sys_DoubleTime();
682 if (sv_checkforpacketsduringsleep.integer)
685 NetConn_SleepMicroseconds((int)wait);
690 Sys_Sleep((int)wait / 1000);
692 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
696 //-------------------
700 //-------------------
702 // limit the frametime steps to no more than 100ms each
707 svs.perf_acc_lost += (sv_timer - 0.1);
711 if (sv.active && sv_timer > 0)
713 // execute one or more server frames, with an upper limit on how much
714 // execution time to spend on server frames to avoid freezing the game if
715 // the server is overloaded, this execution time limit means the game will
716 // slow down if the server is taking too long.
717 int framecount, framelimit = 1;
718 double advancetime, aborttime = 0;
721 // run the world state
722 // don't allow simulation to run too fast or too slow or logic glitches can occur
724 // stop running server frames if the wall time reaches this value
725 if (sys_ticrate.value <= 0)
726 advancetime = sv_timer;
727 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
729 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
730 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
732 aborttime = realtime + 0.1;
736 advancetime = sys_ticrate.value;
737 // listen servers can run multiple server frames per client frame
738 if (cls.state == ca_connected)
741 aborttime = realtime + 0.1;
744 advancetime = min(advancetime, 0.1);
748 offset = sv_timer + (Sys_DoubleTime() - realtime);
749 ++svs.perf_acc_offset_samples;
750 svs.perf_acc_offset += offset;
751 svs.perf_acc_offset_squared += offset * offset;
752 if(svs.perf_acc_offset_max < offset)
753 svs.perf_acc_offset_max = offset;
756 // only advance time if not paused
757 // the game also pauses in singleplayer when menu or console is used
758 sv.frametime = advancetime * slowmo.value;
759 if (host_framerate.value)
760 sv.frametime = host_framerate.value;
761 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
764 // setup the VM frame
767 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
769 sv_timer -= advancetime;
771 // move things around and think unless paused
775 // if this server frame took too long, break out of the loop
776 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
780 // send all messages to the clients
781 SV_SendClientMessages();
783 // end the server VM frame
786 // send an heartbeat if enough time has passed since the last one
787 NetConn_Heartbeat(0);
790 //-------------------
794 //-------------------
796 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
798 // decide the simulation time
799 if (cls.capturevideo.active)
801 if (cls.capturevideo.realtime)
802 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
805 clframetime = 1.0 / cls.capturevideo.framerate;
806 cl.realframetime = max(cl_timer, clframetime);
809 else if (vid_activewindow)
810 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
812 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
814 // apply slowmo scaling
815 clframetime *= cl.movevars_timescale;
816 // scale playback speed of demos by slowmo cvar
817 if (cls.demoplayback)
819 clframetime *= slowmo.value;
820 // if demo playback is paused, don't advance time at all
825 // host_framerate overrides all else
826 if (host_framerate.value)
827 clframetime = host_framerate.value;
830 clframetime = cl.realframetime = cl_timer;
832 // deduct the frame time from the accumulator
833 cl_timer -= cl.realframetime;
835 cl.oldtime = cl.time;
836 cl.time += clframetime;
838 // Collect input into cmd
841 // check for new packets
842 NetConn_ClientFrame();
844 // read a new frame from a demo if needed
845 CL_ReadDemoMessage();
847 // now that packets have been read, send input to server
850 // update client world (interpolate entities, create trails, etc)
854 if (host_speeds.integer)
855 time1 = Sys_DoubleTime();
866 if (host_speeds.integer)
867 time2 = Sys_DoubleTime();
870 if(cl.csqc_usecsqclistener)
872 S_Update(&cl.csqc_listenermatrix);
873 cl.csqc_usecsqclistener = false;
876 S_Update(&r_refdef.view.matrix);
880 if (host_speeds.integer)
882 pass1 = (int)((time1 - time3)*1000000);
883 time3 = Sys_DoubleTime();
884 pass2 = (int)((time2 - time1)*1000000);
885 pass3 = (int)((time3 - time2)*1000000);
886 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
887 pass1+pass2+pass3, pass1, pass2, pass3);
891 // if there is some time remaining from this frame, reset the timers
896 svs.perf_acc_lost += sv_timer;
904 //============================================================================
906 qboolean vid_opened = false;
907 void Host_StartVideo(void)
909 if (!vid_opened && cls.state != ca_dedicated)
917 char engineversion[128];
919 qboolean sys_nostdout = false;
921 extern void Render_Init(void);
922 extern void Mathlib_Init(void);
923 extern void FS_Init(void);
924 extern void FS_Shutdown(void);
925 extern void PR_Cmd_Init(void);
926 extern void COM_Init_Commands(void);
927 extern void FS_Init_Commands(void);
928 extern qboolean host_stuffcmdsrun;
935 static void Host_Init (void)
940 if (COM_CheckParm("-profilegameonly"))
941 Sys_AllowProfiling(false);
943 // LordHavoc: quake never seeded the random number generator before... heh
944 if (COM_CheckParm("-benchmark"))
945 srand(0); // predictable random sequence for -benchmark
949 // FIXME: this is evil, but possibly temporary
950 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
951 if (COM_CheckParm("-developer"))
953 developer.value = developer.integer = 100;
954 developer.string = "100";
957 if (COM_CheckParm("-developer2"))
959 developer.value = developer.integer = 100;
960 developer.string = "100";
961 developer_memory.value = developer_memory.integer = 100;
962 developer.string = "100";
963 developer_memorydebug.value = developer_memorydebug.integer = 100;
964 developer_memorydebug.string = "100";
967 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
968 if (COM_CheckParm("-nostdout"))
971 // used by everything
974 // initialize console command/cvar/alias/command execution systems
977 // initialize memory subsystem cvars/commands
978 Memory_Init_Commands();
980 // initialize console and logging and its cvars/commands
983 // initialize various cvars that could not be initialized earlier
984 Curl_Init_Commands();
990 // initialize console window (only used by sys_win.c)
993 // detect gamemode from commandline options or executable name
996 // construct a version string for the corner of the console
997 #if defined(__linux__)
1001 #elif defined(__FreeBSD__)
1003 #elif defined(__NetBSD__)
1005 #elif defined(__OpenBSD__)
1007 #elif defined(MACOSX)
1009 #elif defined(__MORPHOS__)
1014 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1015 Con_Printf("%s\n", engineversion);
1017 // initialize ixtable
1020 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1031 Host_InitCommands();
1033 Host_ServerOptions();
1035 if (cls.state != ca_dedicated)
1037 Con_Printf("Initializing client\n");
1052 // set up the default startmap_sp and startmap_dm aliases (mods can
1053 // override these) and then execute the quake.rc startup script
1054 if (gamemode == GAME_NEHAHRA)
1055 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1056 else if (gamemode == GAME_TRANSFUSION)
1057 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1058 else if (gamemode == GAME_TEU)
1059 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1061 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1064 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1065 if (!host_stuffcmdsrun)
1067 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1071 // put up the loading image so the user doesn't stare at a black screen...
1072 SCR_BeginLoadingPlaque();
1074 // FIXME: put this into some neat design, but the menu should be allowed to crash
1075 // without crashing the whole game, so this should just be a short-time solution
1077 // here comes the not so critical stuff
1078 if (setjmp(host_abortframe)) {
1082 if (cls.state != ca_dedicated)
1087 // check for special benchmark mode
1088 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1089 i = COM_CheckParm("-benchmark");
1090 if (i && i + 1 < com_argc)
1091 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1093 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1097 // check for special demo mode
1098 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1099 i = COM_CheckParm("-demo");
1100 if (i && i + 1 < com_argc)
1101 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1103 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1107 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1108 i = COM_CheckParm("-capturedemo");
1109 if (i && i + 1 < com_argc)
1110 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1112 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1116 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1117 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1119 Cbuf_AddText("startmap_dm\n");
1123 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1125 Cbuf_AddText("togglemenu\n");
1129 Con_DPrint("========Initialized=========\n");
1131 //Host_StartVideo();
1139 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1140 to run quit through here before the final handoff to the sys code.
1143 void Host_Shutdown(void)
1145 static qboolean isdown = false;
1149 Con_Print("recursive shutdown\n");
1152 if (setjmp(host_abortframe))
1154 Con_Print("aborted the quitting frame?!?\n");
1159 // be quiet while shutting down
1162 // disconnect client from server if active
1165 // shut down local server if active
1166 Host_ShutdownServer ();
1173 // AK hmm, no PRVM_Shutdown(); yet
1175 #ifdef SUPPORT_GECKO
1176 CL_Gecko_Shutdown();
1178 CL_Video_Shutdown();
1182 CDAudio_Shutdown ();
1185 NetConn_Shutdown ();
1188 if (cls.state != ca_dedicated)
1190 R_Modules_Shutdown();