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
28 A server can always be started, even if the system started out as a client
31 A client can NOT be started if the system started as a dedicated server.
33 Memory is cleared / released when a server or client begins, not when they end.
37 // true if into command execution
38 qboolean host_initialized;
39 // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
40 qboolean host_loopactive = false;
41 // LordHavoc: set when quit is executed
42 qboolean host_shuttingdown = false;
44 double host_frametime;
45 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
46 double host_realframetime;
47 // the real time, without any slowmo or clamping
49 // realtime from previous frame
51 // how many frames have occurred
54 // used for -developer commandline parameter, hacky hacky
58 client_t *host_client;
60 jmp_buf host_abortserver;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 cvar_t host_framerate = {0, "host_framerate","0"};
64 // shows time used by certain subsystems
65 cvar_t host_speeds = {0, "host_speeds","0"};
66 // LordHavoc: framerate independent slowmo
67 cvar_t slowmo = {0, "slowmo", "1.0"};
68 // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
69 cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
70 // LordHavoc: framerate upper cap
71 cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
73 // print broadcast messages in dedicated mode
74 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
76 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
77 cvar_t serverprofile = {0, "serverprofile","0"};
79 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
80 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
81 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
83 cvar_t samelevel = {0, "samelevel","0"};
84 cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
86 cvar_t developer = {0, "developer","0"};
88 cvar_t skill = {0, "skill","1"};
89 cvar_t deathmatch = {0, "deathmatch","0"};
90 cvar_t coop = {0, "coop","0"};
92 cvar_t pausable = {0, "pausable","1"};
94 cvar_t temp1 = {0, "temp1","0"};
96 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
97 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
99 cvar_t sv_maxplayers = {0, "maxplayers", "8"};
106 void Host_EndGame (const char *format, ...)
111 va_start (argptr,format);
112 vsprintf (string,format,argptr);
114 Con_DPrintf ("Host_EndGame: %s\n",string);
117 Host_ShutdownServer (false);
119 if (cls.state == ca_dedicated)
120 Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
122 if (cls.demonum != -1)
127 longjmp (host_abortserver, 1);
134 This shuts down both the client and server
137 static char hosterrorstring1[4096];
138 static char hosterrorstring2[4096];
139 static qboolean hosterror = false;
140 extern char sv_spawnmap[MAX_QPATH];
141 extern char sv_loadgame[MAX_OSPATH];
142 void Host_Error (const char *error, ...)
146 va_start (argptr,error);
147 vsprintf (hosterrorstring1,error,argptr);
150 Con_Printf ("Host_Error: %s\n", hosterrorstring1);
152 // LordHavoc: if first frame has not been shown, or currently shutting
153 // down, do Sys_Error instead
154 if (!host_loopactive || host_shuttingdown)
155 Sys_Error ("Host_Error: %s", hosterrorstring1);
158 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
161 strcpy(hosterrorstring2, hosterrorstring1);
163 // make sure we don't get in a loading loop
167 CL_Parse_DumpPacket();
172 Host_ShutdownServer (false);
174 if (cls.state == ca_dedicated)
175 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
182 longjmp (host_abortserver, 1);
185 void Host_ServerOptions (void)
194 // client exists, check what mode the user wants
195 i = COM_CheckParm ("-dedicated");
198 cls.state = ca_dedicated;
199 // default players unless specified
200 if (i != (com_argc - 1))
201 numplayers = atoi (com_argv[i+1]);
202 if (COM_CheckParm ("-listen"))
203 Sys_Error ("Only one of -dedicated or -listen can be specified");
207 cls.state = ca_disconnected;
208 i = COM_CheckParm ("-listen");
211 // default players unless specified
212 if (i != (com_argc - 1))
213 numplayers = atoi (com_argv[i+1]);
217 // default players in some games, singleplayer in most
218 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
225 // no client in the executable, always start dedicated server
226 if (COM_CheckParm ("-listen"))
227 Sys_Error ("-listen not available in a dedicated server executable");
228 cls.state = ca_dedicated;
229 // check for -dedicated specifying how many players
230 i = COM_CheckParm ("-dedicated");
231 // default players unless specified
232 if (i && i != (com_argc - 1))
233 numplayers = atoi (com_argv[i+1]);
239 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
241 if (numplayers > 1 && !deathmatch.integer)
242 Cvar_SetValueQuick(&deathmatch, 1);
244 Cvar_SetValueQuick(&sv_maxplayers, numplayers);
248 =======================
250 ======================
252 void Host_InitLocal (void)
254 Host_InitCommands ();
256 Cvar_RegisterVariable (&host_framerate);
257 Cvar_RegisterVariable (&host_speeds);
258 Cvar_RegisterVariable (&slowmo);
259 Cvar_RegisterVariable (&host_minfps);
260 Cvar_RegisterVariable (&host_maxfps);
262 Cvar_RegisterVariable (&sv_echobprint);
264 Cvar_RegisterVariable (&sys_ticrate);
265 Cvar_RegisterVariable (&serverprofile);
267 Cvar_RegisterVariable (&fraglimit);
268 Cvar_RegisterVariable (&timelimit);
269 Cvar_RegisterVariable (&teamplay);
270 Cvar_RegisterVariable (&samelevel);
271 Cvar_RegisterVariable (&noexit);
272 Cvar_RegisterVariable (&skill);
273 Cvar_RegisterVariable (&developer);
274 if (forcedeveloper) // make it real now that the cvar is registered
275 Cvar_SetValue("developer", 1);
276 Cvar_RegisterVariable (&deathmatch);
277 Cvar_RegisterVariable (&coop);
279 Cvar_RegisterVariable (&pausable);
281 Cvar_RegisterVariable (&temp1);
283 Cvar_RegisterVariable (×tamps);
284 Cvar_RegisterVariable (&timeformat);
286 Cvar_RegisterVariable(&sv_maxplayers);
288 Host_ServerOptions ();
294 Host_WriteConfiguration
296 Writes key bindings and archived cvars to config.cfg
299 void Host_WriteConfiguration (void)
303 // dedicated servers initialize the host but don't parse and set the
305 if (host_initialized && cls.state != ca_dedicated)
307 f = FS_Open ("config.cfg", "w", false);
310 Con_Printf ("Couldn't write config.cfg.\n");
314 Key_WriteBindings (f);
315 Cvar_WriteVariables (f);
326 Sends text across to be displayed
327 FIXME: make this just a stuffed echo?
330 void SV_ClientPrintf(const char *fmt, ...)
335 va_start (argptr,fmt);
336 vsprintf (string, fmt,argptr);
339 MSG_WriteByte (&host_client->message, svc_print);
340 MSG_WriteString (&host_client->message, string);
347 Sends text to all active clients
350 void SV_BroadcastPrintf(const char *fmt, ...)
357 va_start(argptr,fmt);
358 vsnprintf(string, sizeof(string), fmt,argptr);
361 for (i = 0;i < MAX_SCOREBOARD;i++)
363 if ((client = svs.connectedclients[i]) && client->spawned)
365 MSG_WriteByte(&client->message, svc_print);
366 MSG_WriteString(&client->message, string);
370 if (sv_echobprint.integer && cls.state == ca_dedicated)
371 Sys_Printf("%s", string);
378 Send text over to the client to be executed
381 void Host_ClientCommands(const char *fmt, ...)
386 va_start(argptr,fmt);
387 vsprintf(string, fmt,argptr);
390 MSG_WriteByte(&host_client->message, svc_stufftext);
391 MSG_WriteString(&host_client->message, string);
395 =====================
398 Called when the player is getting totally kicked off the host
399 if (crash = true), don't bother sending signofs
400 =====================
402 void SV_DropClient(qboolean crash)
408 Con_Printf("Client \"%s\" dropped\n", host_client->name);
410 // send any final messages (don't check for errors)
411 if (host_client->netconnection)
413 // free the client (the body stays around)
416 // LordHavoc: no opportunity for resending, so use unreliable
417 MSG_WriteByte(&host_client->message, svc_disconnect);
418 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
421 // break the net connection
422 NetConn_Close(host_client->netconnection);
423 host_client->netconnection = NULL;
425 // LordHavoc: don't call QC if server is dead (avoids recursive
426 // Host_Error in some mods when they run out of edicts)
427 if (sv.active && host_client->edict && host_client->spawned)
429 // call the prog function for removing a client
430 // this will set the body to a dead frame, among other things
431 saveSelf = pr_global_struct->self;
432 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
433 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
434 pr_global_struct->self = saveSelf;
438 // send notification to all clients
439 for (i = 0;i < MAX_SCOREBOARD;i++)
441 if (!(client = svs.connectedclients[i]))
443 MSG_WriteByte(&client->message, svc_updatename);
444 MSG_WriteByte(&client->message, host_client->number);
445 MSG_WriteString(&client->message, "");
446 MSG_WriteByte(&client->message, svc_updatefrags);
447 MSG_WriteByte(&client->message, host_client->number);
448 MSG_WriteShort(&client->message, 0);
449 MSG_WriteByte(&client->message, svc_updatecolors);
450 MSG_WriteByte(&client->message, host_client->number);
451 MSG_WriteByte(&client->message, 0);
454 NetConn_Heartbeat(1);
456 // free the client now
457 if (host_client->entitydatabase4)
458 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
459 // remove the index reference
460 svs.connectedclients[host_client->number] = NULL;
461 Mem_Free(host_client);
468 This only happens at the end of a game, not between levels
471 void Host_ShutdownServer(qboolean crash)
481 // print out where the crash happened, if it was caused by QC
486 // stop all client sounds immediately
489 NetConn_Heartbeat(2);
490 NetConn_Heartbeat(2);
492 // flush any pending messages - like the score!!!
493 start = Sys_DoubleTime();
497 NetConn_ClientFrame();
498 NetConn_ServerFrame();
499 for (i = 0;i < MAX_SCOREBOARD;i++)
501 host_client = svs.connectedclients[i];
502 if (host_client && host_client->message.cursize)
504 if (NetConn_CanSendMessage(host_client->netconnection))
506 NetConn_SendReliableMessage(host_client->netconnection, &host_client->message);
507 SZ_Clear(&host_client->message);
513 if ((Sys_DoubleTime() - start) > 3.0)
518 // make sure all the clients know we're disconnecting
522 MSG_WriteByte(&buf, svc_disconnect);
523 count = NetConn_SendToAll(&buf, 5);
525 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
527 for (i = 0;i < MAX_SCOREBOARD;i++)
528 if ((host_client = svs.connectedclients[i]))
529 SV_DropClient(crash); // server shutdown
531 NetConn_CloseServerPorts();
536 memset(&sv, 0, sizeof(sv));
544 This clears all the memory used by both the client and server, but does
545 not reinitialize anything.
548 void Host_ClearMemory (void)
550 Con_DPrintf ("Clearing memory\n");
554 memset (&sv, 0, sizeof(sv));
555 memset (&cl, 0, sizeof(cl));
559 //============================================================================
565 Returns false if the time is too short to run a frame
568 extern cvar_t cl_avidemo;
569 qboolean Host_FilterTime (double time)
574 if (slowmo.value < 0.0f)
575 Cvar_SetValue("slowmo", 0.0f);
576 if (host_minfps.value < 10.0f)
577 Cvar_SetValue("host_minfps", 10.0f);
578 if (host_maxfps.value < host_minfps.value)
579 Cvar_SetValue("host_maxfps", host_minfps.value);
580 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
581 Cvar_SetValue("cl_avidemo", 0.0f);
583 // check if framerate is too high
584 if (cl_avidemo.value >= 0.1f)
586 timecap = 1.0 / (double)cl_avidemo.value;
587 if ((realtime - oldrealtime) < timecap)
590 else if (!cls.timedemo)
592 // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
593 timecap = sys_ticrate.value;
594 if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
595 timecap = 1.0 / host_maxfps.value;
597 if ((realtime - oldrealtime) < timecap)
601 // LordHavoc: copy into host_realframetime as well
602 host_realframetime = host_frametime = realtime - oldrealtime;
603 oldrealtime = realtime;
607 // disable time effects
608 cl.frametime = host_frametime;
612 if (host_framerate.value > 0)
613 host_frametime = host_framerate.value;
614 else if (cl_avidemo.value >= 0.1f)
615 host_frametime = (1.0 / cl_avidemo.value);
618 // don't allow really short frames
619 if (host_frametime > (1.0 / host_minfps.value))
620 host_frametime = (1.0 / host_minfps.value);
623 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
631 Host_GetConsoleCommands
633 Add them exactly as if they had been typed at the console
636 void Host_GetConsoleCommands (void)
642 cmd = Sys_ConsoleInput ();
656 void Host_ServerFrame (void)
658 static double frametimetotal = 0, lastservertime = 0;
659 frametimetotal += host_frametime;
660 // LordHavoc: cap server at sys_ticrate in networked games
661 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
664 NetConn_ServerFrame();
666 // run the world state
667 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
668 sv.frametime = pr_global_struct->frametime = frametimetotal;
672 lastservertime = realtime;
674 // set the time and clear the general datagram
677 // read client messages
680 // move things around and think
681 // always pause in single player if in console or menus
685 // send all messages to the clients
686 SV_SendClientMessages();
688 // send an heartbeat if enough time has passed since the last one
689 NetConn_Heartbeat(0);
697 Runs all active servers
700 void _Host_Frame (float time)
702 static double time1 = 0;
703 static double time2 = 0;
704 static double time3 = 0;
705 int pass1, pass2, pass3;
707 if (setjmp(host_abortserver))
708 return; // something bad happened, or the server disconnected
710 // keep the random time dependent
713 // decide the simulation time
714 if (!Host_FilterTime(time))
716 // if time was rejected, don't totally hog the CPU
721 cl.islocalgame = NetConn_IsLocalGame();
723 // get new key events
726 // allow mice or other external controllers to add commands
729 // process console commands
732 // LordHavoc: map and load are delayed until video is initialized
733 Host_PerformSpawnServerAndLoadGame();
735 // if running the server locally, make intentions now
736 if (cls.state == ca_connected && sv.active)
739 //-------------------
743 //-------------------
745 // check for commands typed to the host
746 Host_GetConsoleCommands();
751 //-------------------
755 //-------------------
757 cl.oldtime = cl.time;
758 cl.time += cl.frametime;
760 NetConn_ClientFrame();
762 if (cls.state == ca_connected)
764 // if running the server remotely, send intentions now after
765 // the incoming messages have been read
776 if (host_speeds.integer)
777 time1 = Sys_DoubleTime();
781 if (host_speeds.integer)
782 time2 = Sys_DoubleTime();
785 if (cls.signon == SIGNONS)
787 // LordHavoc: this used to use renderer variables (eww)
788 vec3_t forward, right, up;
789 AngleVectors(cl.viewangles, forward, right, up);
790 S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up);
793 S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
797 if (host_speeds.integer)
799 pass1 = (time1 - time3)*1000000;
800 time3 = Sys_DoubleTime();
801 pass2 = (time2 - time1)*1000000;
802 pass3 = (time3 - time2)*1000000;
803 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
804 pass1+pass2+pass3, pass1, pass2, pass3);
808 host_loopactive = true;
811 void Host_Frame (float time)
814 static double timetotal;
815 static int timecount;
818 if (!serverprofile.integer)
824 time1 = Sys_DoubleTime ();
826 time2 = Sys_DoubleTime ();
828 timetotal += time2 - time1;
831 if (timecount < 1000)
834 m = timetotal*1000/timecount;
838 for (i = 0;i < MAX_SCOREBOARD;i++)
839 if (svs.connectedclients[i])
842 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
845 //============================================================================
847 void Render_Init(void);
854 void Host_Init (void)
856 // LordHavoc: quake never seeded the random number generator before... heh
859 // FIXME: this is evil, but possibly temporary
860 if (COM_CheckParm("-developer"))
862 forcedeveloper = true;
863 developer.integer = 1;
868 Memory_Init_Commands();
874 W_LoadWadFile("gfx.wad");
884 Con_Printf ("Builddate: %s\n", buildstring);
886 if (cls.state != ca_dedicated)
898 Cbuf_InsertText ("exec quake.rc\n");
904 host_initialized = true;
906 Con_DPrintf ("========Initialized=========\n");
908 if (cls.state != ca_dedicated)
917 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
918 to run quit through here before the final handoff to the sys code.
921 void Host_Shutdown(void)
923 static qboolean isdown = false;
927 Con_Printf ("recursive shutdown\n");
932 Host_WriteConfiguration ();
938 if (cls.state != ca_dedicated)
940 R_Modules_Shutdown();