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;
57 double host_starttime = 0;
59 // pretend frames take this amount of time (in seconds), 0 = realtime
60 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"};
61 // shows time used by certain subsystems
62 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
63 cvar_t host_sleep = {0, "host_sleep","1", "gives up some processing time to other applications each frame, value in milliseconds"};
64 cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
65 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
66 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
67 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
68 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
69 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
70 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
71 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"};
73 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
74 cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
75 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
76 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
78 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
79 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
83 Host_AbortCurrentFrame
85 aborts the current host frame and goes on with the next one
88 void Host_AbortCurrentFrame(void)
90 longjmp (host_abortframe, 1);
97 This shuts down both the client and server
100 void Host_Error (const char *error, ...)
102 static char hosterrorstring1[MAX_INPUTLINE];
103 static char hosterrorstring2[MAX_INPUTLINE];
104 static qboolean hosterror = false;
107 // turn off rcon redirect if it was active when the crash occurred
108 // to prevent loops when it is a networking problem
109 Con_Rcon_Redirect_Abort();
111 va_start (argptr,error);
112 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
115 Con_Printf("Host_Error: %s\n", hosterrorstring1);
117 // LordHavoc: if crashing very early, or currently shutting down, do
119 if (host_framecount < 3 || host_shuttingdown)
120 Sys_Error ("Host_Error: %s", hosterrorstring1);
123 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
126 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
128 CL_Parse_DumpPacket();
130 CL_Parse_ErrorCleanUp();
134 // print out where the crash happened, if it was caused by QC (and do a cleanup)
138 Host_ShutdownServer ();
140 if (cls.state == ca_dedicated)
141 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
148 Host_AbortCurrentFrame();
151 void Host_ServerOptions (void)
158 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
159 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
160 // if no client is in the executable or -dedicated is specified on
161 // commandline, start a dedicated server
162 i = COM_CheckParm ("-dedicated");
163 if (i || !cl_available)
165 cls.state = ca_dedicated;
166 // check for -dedicated specifying how many players
167 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
168 svs.maxclients = atoi (com_argv[i+1]);
169 if (COM_CheckParm ("-listen"))
170 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
171 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
172 Cvar_SetValue("sv_public", 1);
174 else if (cl_available)
176 // client exists and not dedicated, check if -listen is specified
177 cls.state = ca_disconnected;
178 i = COM_CheckParm ("-listen");
181 // default players unless specified
182 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
183 svs.maxclients = atoi (com_argv[i+1]);
187 // default players in some games, singleplayer in most
188 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
193 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
195 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
197 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
198 Cvar_SetValueQuick(&deathmatch, 1);
202 =======================
204 ======================
206 void Host_SaveConfig_f(void);
207 void Host_LoadConfig_f(void);
208 extern cvar_t sv_writepicture_quality;
209 static void Host_InitLocal (void)
211 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
212 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
214 Cvar_RegisterVariable (&host_framerate);
215 Cvar_RegisterVariable (&host_speeds);
216 Cvar_RegisterVariable (&host_sleep);
217 Cvar_RegisterVariable (&cl_minfps);
218 Cvar_RegisterVariable (&cl_minfps_fade);
219 Cvar_RegisterVariable (&cl_minfps_qualitymax);
220 Cvar_RegisterVariable (&cl_minfps_qualitymin);
221 Cvar_RegisterVariable (&cl_minfps_qualitypower);
222 Cvar_RegisterVariable (&cl_minfps_qualityscale);
223 Cvar_RegisterVariable (&cl_maxfps);
224 Cvar_RegisterVariable (&cl_maxidlefps);
226 Cvar_RegisterVariable (&developer);
227 Cvar_RegisterVariable (&developer_loadfile);
228 Cvar_RegisterVariable (&developer_loading);
229 Cvar_RegisterVariable (&developer_entityparsing);
231 Cvar_RegisterVariable (×tamps);
232 Cvar_RegisterVariable (&timeformat);
234 Cvar_RegisterVariable (&sv_writepicture_quality);
242 Writes key bindings and archived cvars to config.cfg
245 void Host_SaveConfig_to(const char *file)
249 // dedicated servers initialize the host but don't parse and set the
251 // LordHavoc: don't save a config if it crashed in startup
252 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
254 f = FS_OpenRealFile(file, "wb", false);
257 Con_Printf("Couldn't write %s.\n", file);
261 Key_WriteBindings (f);
262 Cvar_WriteVariables (f);
267 void Host_SaveConfig(void)
269 Host_SaveConfig_to("config.cfg");
271 void Host_SaveConfig_f(void)
273 const char *file = "config.cfg";
275 if(Cmd_Argc() >= 2) {
277 Con_Printf("Saving to %s\n", file);
280 Host_SaveConfig_to(file);
287 Resets key bindings and cvars to defaults and then reloads scripts
290 void Host_LoadConfig_f(void)
292 // unlock the cvar default strings so they can be updated by the new default.cfg
293 Cvar_UnlockDefaults();
294 // reset cvars to their defaults, and then exec startup scripts again
295 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
302 Sends text across to be displayed
303 FIXME: make this just a stuffed echo?
306 void SV_ClientPrint(const char *msg)
308 if (host_client->netconnection)
310 MSG_WriteByte(&host_client->netconnection->message, svc_print);
311 MSG_WriteString(&host_client->netconnection->message, msg);
319 Sends text across to be displayed
320 FIXME: make this just a stuffed echo?
323 void SV_ClientPrintf(const char *fmt, ...)
326 char msg[MAX_INPUTLINE];
328 va_start(argptr,fmt);
329 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
339 Sends text to all active clients
342 void SV_BroadcastPrint(const char *msg)
347 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
349 if (client->active && client->netconnection)
351 MSG_WriteByte(&client->netconnection->message, svc_print);
352 MSG_WriteString(&client->netconnection->message, msg);
356 if (sv_echobprint.integer && cls.state == ca_dedicated)
364 Sends text to all active clients
367 void SV_BroadcastPrintf(const char *fmt, ...)
370 char msg[MAX_INPUTLINE];
372 va_start(argptr,fmt);
373 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
376 SV_BroadcastPrint(msg);
383 Send text over to the client to be executed
386 void Host_ClientCommands(const char *fmt, ...)
389 char string[MAX_INPUTLINE];
391 if (!host_client->netconnection)
394 va_start(argptr,fmt);
395 dpvsnprintf(string, sizeof(string), fmt, argptr);
398 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
399 MSG_WriteString(&host_client->netconnection->message, string);
403 =====================
406 Called when the player is getting totally kicked off the host
407 if (crash = true), don't bother sending signofs
408 =====================
410 void SV_DropClient(qboolean crash)
413 Con_Printf("Client \"%s\" dropped\n", host_client->name);
415 SV_StopDemoRecording(host_client);
417 // make sure edict is not corrupt (from a level change for example)
418 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
420 if (host_client->netconnection)
422 // free the client (the body stays around)
425 // LordHavoc: no opportunity for resending, so use unreliable 3 times
426 unsigned char bufdata[8];
428 memset(&buf, 0, sizeof(buf));
430 buf.maxsize = sizeof(bufdata);
431 MSG_WriteByte(&buf, svc_disconnect);
432 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
433 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
434 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
436 // break the net connection
437 NetConn_Close(host_client->netconnection);
438 host_client->netconnection = NULL;
441 // call qc ClientDisconnect function
442 // LordHavoc: don't call QC if server is dead (avoids recursive
443 // Host_Error in some mods when they run out of edicts)
444 if (host_client->clientconnectcalled && sv.active && host_client->edict)
446 // call the prog function for removing a client
447 // this will set the body to a dead frame, among other things
448 int saveSelf = prog->globals.server->self;
449 host_client->clientconnectcalled = false;
450 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
451 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
452 prog->globals.server->self = saveSelf;
455 // if a download is active, close it
456 if (host_client->download_file)
458 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
459 FS_Close(host_client->download_file);
460 host_client->download_file = NULL;
461 host_client->download_name[0] = 0;
462 host_client->download_expectedposition = 0;
463 host_client->download_started = false;
466 // remove leaving player from scoreboard
467 host_client->name[0] = 0;
468 host_client->colors = 0;
469 host_client->frags = 0;
470 // send notification to all clients
471 // get number of client manually just to make sure we get it right...
472 i = host_client - svs.clients;
473 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
474 MSG_WriteByte (&sv.reliable_datagram, i);
475 MSG_WriteString (&sv.reliable_datagram, host_client->name);
476 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
477 MSG_WriteByte (&sv.reliable_datagram, i);
478 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
479 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
480 MSG_WriteByte (&sv.reliable_datagram, i);
481 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
483 // free the client now
484 if (host_client->entitydatabase)
485 EntityFrame_FreeDatabase(host_client->entitydatabase);
486 if (host_client->entitydatabase4)
487 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
488 if (host_client->entitydatabase5)
489 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
493 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
494 PRVM_ED_ClearEdict(host_client->edict);
497 // clear the client struct (this sets active to false)
498 memset(host_client, 0, sizeof(*host_client));
500 // update server listing on the master because player count changed
501 // (which the master uses for filtering empty/full servers)
502 NetConn_Heartbeat(1);
506 for (i = 0;i < svs.maxclients;i++)
507 if (svs.clients[i].active && !svs.clients[i].spawned)
509 if (i == svs.maxclients)
511 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
512 sv.paused = sv.loadgame = false; // we're basically done with loading now
521 This only happens at the end of a game, not between levels
524 void Host_ShutdownServer(void)
528 Con_DPrintf("Host_ShutdownServer\n");
533 NetConn_Heartbeat(2);
534 NetConn_Heartbeat(2);
536 // make sure all the clients know we're disconnecting
539 if(prog->funcoffsets.SV_Shutdown)
541 func_t s = prog->funcoffsets.SV_Shutdown;
542 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
543 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
545 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
546 if (host_client->active)
547 SV_DropClient(false); // server shutdown
550 NetConn_CloseServerPorts();
556 memset(&sv, 0, sizeof(sv));
557 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
561 //============================================================================
565 Host_GetConsoleCommands
567 Add them exactly as if they had been typed at the console
570 void Host_GetConsoleCommands (void)
576 cmd = Sys_ConsoleInput ();
587 Returns a time report string, for example for
590 const char *Host_TimingReport()
592 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);
599 Runs all active servers
602 static void Host_Init(void);
608 double cl_timer, sv_timer;
609 double clframetime, deltarealtime, oldrealtime;
611 int pass1, pass2, pass3, i;
618 realtime = host_starttime = Sys_DoubleTime();
621 if (setjmp(host_abortframe))
623 SCR_ClearLoadingScreen(false);
624 continue; // something bad happened, or the server disconnected
627 oldrealtime = realtime;
628 realtime = Sys_DoubleTime();
630 deltarealtime = realtime - oldrealtime;
631 cl_timer += deltarealtime;
632 sv_timer += deltarealtime;
634 svs.perf_acc_realtime += deltarealtime;
636 // Look for clients who have spawned
637 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
638 if(host_client->spawned)
639 if(host_client->netconnection)
641 if(i == svs.maxclients)
643 // Nobody is looking? Then we won't do timing...
644 // Instead, reset it to zero
645 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;
647 else if(svs.perf_acc_realtime > 5)
649 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
650 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
651 if(svs.perf_acc_offset_samples > 0)
653 svs.perf_offset_max = svs.perf_acc_offset_max;
654 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
655 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
657 if(svs.perf_lost > 0)
658 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
659 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;
662 if (slowmo.value < 0.00001 && slowmo.value != 0)
663 Cvar_SetValue("slowmo", 0);
664 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
665 Cvar_SetValue("host_framerate", 0);
667 // keep the random time dependent, but not when playing demos/benchmarking
668 if(!*sv_random_seed.string && !cls.demoplayback)
671 cl.islocalgame = NetConn_IsLocalGame();
673 // begin gathering mouse input
674 in_mouse_x = in_mouse_y = 0;
676 // get new key events
679 NetConn_UpdateSockets();
681 Log_DestBuffer_Flush();
683 // receive packets on each main loop iteration, as the main loop may
684 // be undersleeping due to select() detecting a new packet
686 NetConn_ServerFrame();
690 // check for commands typed to the host
691 Host_GetConsoleCommands();
693 // when a server is running we only execute console commands on server frames
694 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
695 // otherwise we execute them on client frames
696 if (sv.active ? sv_timer > 0 : cl_timer > 0)
698 // process console commands
702 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
704 // if the accumulators haven't become positive yet, wait a while
705 if (cls.state == ca_dedicated)
706 wait = sv_timer * -1000000.0;
708 wait = cl_timer * -1000000.0;
710 wait = max(cl_timer, sv_timer) * -1000000.0;
711 wait = bound(0, wait, 100000);
713 if (!cls.timedemo && wait >= 1)
715 double time0 = Sys_DoubleTime();
716 if (sv_checkforpacketsduringsleep.integer)
717 NetConn_SleepMicroseconds((int)wait);
719 Sys_Sleep((int)wait);
720 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
724 //-------------------
728 //-------------------
730 // limit the frametime steps to no more than 100ms each
735 svs.perf_acc_lost += (sv_timer - 0.1);
739 if (sv.active && sv_timer > 0)
741 // execute one or more server frames, with an upper limit on how much
742 // execution time to spend on server frames to avoid freezing the game if
743 // the server is overloaded, this execution time limit means the game will
744 // slow down if the server is taking too long.
745 int framecount, framelimit = 1;
746 double advancetime, aborttime = 0;
749 // run the world state
750 // don't allow simulation to run too fast or too slow or logic glitches can occur
752 // stop running server frames if the wall time reaches this value
753 if (sys_ticrate.value <= 0)
754 advancetime = sv_timer;
755 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
757 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
758 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
760 aborttime = realtime + 0.1;
764 advancetime = sys_ticrate.value;
765 // listen servers can run multiple server frames per client frame
766 if (cls.state == ca_connected)
769 aborttime = realtime + 0.1;
772 advancetime = min(advancetime, 0.1);
776 offset = sv_timer + (Sys_DoubleTime() - realtime);
777 ++svs.perf_acc_offset_samples;
778 svs.perf_acc_offset += offset;
779 svs.perf_acc_offset_squared += offset * offset;
780 if(svs.perf_acc_offset_max < offset)
781 svs.perf_acc_offset_max = offset;
784 // only advance time if not paused
785 // the game also pauses in singleplayer when menu or console is used
786 sv.frametime = advancetime * slowmo.value;
787 if (host_framerate.value)
788 sv.frametime = host_framerate.value;
789 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
792 // setup the VM frame
795 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
797 sv_timer -= advancetime;
799 // move things around and think unless paused
803 // if this server frame took too long, break out of the loop
804 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
808 // send all messages to the clients
809 SV_SendClientMessages();
811 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
812 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
813 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
816 // end the server VM frame
819 // send an heartbeat if enough time has passed since the last one
820 NetConn_Heartbeat(0);
823 //-------------------
827 //-------------------
829 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
831 // decide the simulation time
832 if (cls.capturevideo.active)
834 if (cls.capturevideo.realtime)
835 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
838 clframetime = 1.0 / cls.capturevideo.framerate;
839 cl.realframetime = max(cl_timer, clframetime);
842 else if (vid_activewindow && cl_maxfps.value >= 1)
843 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
844 else if (!vid_activewindow && cl_maxidlefps.value >= 1)
845 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
847 clframetime = cl.realframetime = cl_timer;
849 // apply slowmo scaling
850 clframetime *= cl.movevars_timescale;
851 // scale playback speed of demos by slowmo cvar
852 if (cls.demoplayback)
854 clframetime *= slowmo.value;
855 // if demo playback is paused, don't advance time at all
860 // host_framerate overrides all else
861 if (host_framerate.value)
862 clframetime = host_framerate.value;
865 clframetime = cl.realframetime = cl_timer;
867 // deduct the frame time from the accumulator
868 cl_timer -= cl.realframetime;
870 cl.oldtime = cl.time;
871 cl.time += clframetime;
873 // Collect input into cmd
876 // check for new packets
877 NetConn_ClientFrame();
879 // read a new frame from a demo if needed
880 CL_ReadDemoMessage();
882 // now that packets have been read, send input to server
885 // update client world (interpolate entities, create trails, etc)
889 if (host_speeds.integer)
890 time1 = Sys_DoubleTime();
897 if (host_speeds.integer)
898 time2 = Sys_DoubleTime();
901 if(cl.csqc_usecsqclistener)
903 S_Update(&cl.csqc_listenermatrix);
904 cl.csqc_usecsqclistener = false;
907 S_Update(&r_refdef.view.matrix);
911 if (host_speeds.integer)
913 pass1 = (int)((time1 - time3)*1000000);
914 time3 = Sys_DoubleTime();
915 pass2 = (int)((time2 - time1)*1000000);
916 pass3 = (int)((time3 - time2)*1000000);
917 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
918 pass1+pass2+pass3, pass1, pass2, pass3);
920 wait = bound(0, host_sleep.value * 1000, 100000);
921 if (!cls.timedemo && wait >= 1)
922 Sys_Sleep((int)wait);
925 // if there is some time remaining from this frame, reset the timers
930 svs.perf_acc_lost += sv_timer;
938 //============================================================================
940 qboolean vid_opened = false;
941 void Host_StartVideo(void)
943 if (!vid_opened && cls.state != ca_dedicated)
946 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
947 NetConn_UpdateSockets();
953 char engineversion[128];
955 qboolean sys_nostdout = false;
957 extern void Render_Init(void);
958 extern void Mathlib_Init(void);
959 extern void FS_Init(void);
960 extern void FS_Shutdown(void);
961 extern void PR_Cmd_Init(void);
962 extern void COM_Init_Commands(void);
963 extern void FS_Init_Commands(void);
964 extern qboolean host_stuffcmdsrun;
971 static void Host_Init (void)
976 if (COM_CheckParm("-profilegameonly"))
977 Sys_AllowProfiling(false);
979 // LordHavoc: quake never seeded the random number generator before... heh
980 if (COM_CheckParm("-benchmark"))
981 srand(0); // predictable random sequence for -benchmark
985 // FIXME: this is evil, but possibly temporary
986 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
987 if (COM_CheckParm("-developer"))
989 developer.value = developer.integer = 1;
990 developer.string = "1";
993 if (COM_CheckParm("-developer2"))
995 developer.value = developer.integer = 100;
996 developer.string = "100";
997 developer_memory.value = developer_memory.integer = 100;
998 developer.string = "100";
999 developer_memorydebug.value = developer_memorydebug.integer = 100;
1000 developer_memorydebug.string = "100";
1003 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1004 if (COM_CheckParm("-nostdout"))
1007 // used by everything
1010 // initialize console command/cvar/alias/command execution systems
1013 // initialize memory subsystem cvars/commands
1014 Memory_Init_Commands();
1016 // initialize console and logging and its cvars/commands
1019 // initialize various cvars that could not be initialized earlier
1020 Curl_Init_Commands();
1021 Cmd_Init_Commands();
1022 Sys_Init_Commands();
1023 COM_Init_Commands();
1026 // initialize console window (only used by sys_win.c)
1029 // detect gamemode from commandline options or executable name
1032 // construct a version string for the corner of the console
1034 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1035 Con_Printf("%s\n", engineversion);
1037 // initialize ixtable
1040 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1051 Host_InitCommands();
1053 Host_ServerOptions();
1055 if (cls.state == ca_dedicated)
1056 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1059 Con_DPrintf("Initializing client\n");
1074 // set up the default startmap_sp and startmap_dm aliases (mods can
1075 // override these) and then execute the quake.rc startup script
1076 if (gamemode == GAME_NEHAHRA)
1077 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1078 else if (gamemode == GAME_TRANSFUSION)
1079 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1080 else if (gamemode == GAME_TEU)
1081 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1083 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1086 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1087 if (!host_stuffcmdsrun)
1089 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1093 // put up the loading image so the user doesn't stare at a black screen...
1094 SCR_BeginLoadingPlaque();
1096 // FIXME: put this into some neat design, but the menu should be allowed to crash
1097 // without crashing the whole game, so this should just be a short-time solution
1099 // here comes the not so critical stuff
1100 if (setjmp(host_abortframe)) {
1104 if (cls.state != ca_dedicated)
1109 // check for special benchmark mode
1110 // 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)
1111 i = COM_CheckParm("-benchmark");
1112 if (i && i + 1 < com_argc)
1113 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1115 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1119 // check for special demo mode
1120 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1121 i = COM_CheckParm("-demo");
1122 if (i && i + 1 < com_argc)
1123 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1125 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1129 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1130 i = COM_CheckParm("-capturedemo");
1131 if (i && i + 1 < com_argc)
1132 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1134 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1138 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1139 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1141 Cbuf_AddText("startmap_dm\n");
1145 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1147 Cbuf_AddText("togglemenu\n");
1151 Con_DPrint("========Initialized=========\n");
1153 //Host_StartVideo();
1161 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1162 to run quit through here before the final handoff to the sys code.
1165 void Host_Shutdown(void)
1167 static qboolean isdown = false;
1171 Con_Print("recursive shutdown\n");
1174 if (setjmp(host_abortframe))
1176 Con_Print("aborted the quitting frame?!?\n");
1181 // be quiet while shutting down
1184 // disconnect client from server if active
1187 // shut down local server if active
1188 Host_ShutdownServer ();
1195 // AK hmm, no PRVM_Shutdown(); yet
1197 CL_Gecko_Shutdown();
1198 CL_Video_Shutdown();
1202 CDAudio_Shutdown ();
1205 NetConn_Shutdown ();
1208 if (cls.state != ca_dedicated)
1210 R_Modules_Shutdown();