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
31 A server can always be started, even if the system started out as a client
34 A client can NOT be started if the system started as a dedicated server.
36 Memory is cleared / released when a server or client begins, not when they end.
40 // how many frames have occurred
41 // (checked by Host_Error and Host_SaveConfig_f)
42 int host_framecount = 0;
43 // LordHavoc: set when quit is executed
44 qboolean host_shuttingdown = false;
46 double host_frametime;
47 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
48 double host_realframetime;
49 // the real time, without any slowmo or clamping
51 // realtime from previous frame
55 client_t *host_client;
57 jmp_buf host_abortframe;
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 host_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 // LordHavoc: framerate independent slowmo
64 cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
65 // LordHavoc: framerate upper cap
66 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "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)"};
68 // print broadcast messages in dedicated mode
69 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
71 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
72 cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
73 cvar_t serverprofile = {0, "serverprofile","0", "print some timings on server code"};
75 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
76 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
77 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
79 cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
80 cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
82 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
83 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
85 cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
86 cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
87 cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
89 cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
91 cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
93 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
94 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
98 Host_AbortCurrentFrame
100 aborts the current host frame and goes on with the next one
103 void Host_AbortCurrentFrame(void)
105 longjmp (host_abortframe, 1);
112 This shuts down both the client and server
115 void Host_Error (const char *error, ...)
117 static char hosterrorstring1[MAX_INPUTLINE];
118 static char hosterrorstring2[MAX_INPUTLINE];
119 static qboolean hosterror = false;
122 // turn off rcon redirect if it was active when the crash occurred
123 rcon_redirect = false;
125 va_start (argptr,error);
126 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
129 Con_Printf("Host_Error: %s\n", hosterrorstring1);
131 // LordHavoc: if crashing very early, or currently shutting down, do
133 if (host_framecount < 3 || host_shuttingdown)
134 Sys_Error ("Host_Error: %s", hosterrorstring1);
137 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
140 strcpy(hosterrorstring2, hosterrorstring1);
142 CL_Parse_DumpPacket();
144 CL_Parse_ErrorCleanUp();
148 // print out where the crash happened, if it was caused by QC (and do a cleanup)
152 Host_ShutdownServer ();
154 if (cls.state == ca_dedicated)
155 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
162 Host_AbortCurrentFrame();
165 void Host_ServerOptions (void)
172 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
173 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
174 // if no client is in the executable or -dedicated is specified on
175 // commandline, start a dedicated server
176 i = COM_CheckParm ("-dedicated");
177 if (i || !cl_available)
179 cls.state = ca_dedicated;
180 // check for -dedicated specifying how many players
181 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
182 svs.maxclients = atoi (com_argv[i+1]);
183 if (COM_CheckParm ("-listen"))
184 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
185 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
186 Cvar_SetValue("sv_public", 1);
188 else if (cl_available)
190 // client exists and not dedicated, check if -listen is specified
191 cls.state = ca_disconnected;
192 i = COM_CheckParm ("-listen");
195 // default players unless specified
196 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
197 svs.maxclients = atoi (com_argv[i+1]);
201 // default players in some games, singleplayer in most
202 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
207 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
209 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
211 if (svs.maxclients > 1 && !deathmatch.integer)
212 Cvar_SetValueQuick(&deathmatch, 1);
216 =======================
218 ======================
220 void Host_SaveConfig_f(void);
221 void Host_InitLocal (void)
223 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
225 Cvar_RegisterVariable (&host_framerate);
226 Cvar_RegisterVariable (&host_speeds);
227 Cvar_RegisterVariable (&slowmo);
228 Cvar_RegisterVariable (&cl_maxfps);
230 Cvar_RegisterVariable (&sv_echobprint);
232 Cvar_RegisterVariable (&sys_ticrate);
233 Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
234 Cvar_RegisterVariable (&serverprofile);
236 Cvar_RegisterVariable (&fraglimit);
237 Cvar_RegisterVariable (&timelimit);
238 Cvar_RegisterVariable (&teamplay);
239 Cvar_RegisterVariable (&samelevel);
240 Cvar_RegisterVariable (&noexit);
241 Cvar_RegisterVariable (&skill);
242 Cvar_RegisterVariable (&developer);
243 Cvar_RegisterVariable (&developer_entityparsing);
244 Cvar_RegisterVariable (&deathmatch);
245 Cvar_RegisterVariable (&coop);
247 Cvar_RegisterVariable (&pausable);
249 Cvar_RegisterVariable (&temp1);
251 Cvar_RegisterVariable (×tamps);
252 Cvar_RegisterVariable (&timeformat);
260 Writes key bindings and archived cvars to config.cfg
263 void Host_SaveConfig_f(void)
267 // dedicated servers initialize the host but don't parse and set the
269 // LordHavoc: don't save a config if it crashed in startup
270 if (host_framecount >= 3 && cls.state != ca_dedicated)
272 f = FS_Open ("config.cfg", "wb", false, false);
275 Con_Print("Couldn't write config.cfg.\n");
279 Key_WriteBindings (f);
280 Cvar_WriteVariables (f);
291 Sends text across to be displayed
292 FIXME: make this just a stuffed echo?
295 void SV_ClientPrint(const char *msg)
297 if (host_client->netconnection)
299 MSG_WriteByte(&host_client->netconnection->message, svc_print);
300 MSG_WriteString(&host_client->netconnection->message, msg);
308 Sends text across to be displayed
309 FIXME: make this just a stuffed echo?
312 void SV_ClientPrintf(const char *fmt, ...)
315 char msg[MAX_INPUTLINE];
317 va_start(argptr,fmt);
318 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
328 Sends text to all active clients
331 void SV_BroadcastPrint(const char *msg)
336 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
338 if (client->spawned && client->netconnection)
340 MSG_WriteByte(&client->netconnection->message, svc_print);
341 MSG_WriteString(&client->netconnection->message, msg);
345 if (sv_echobprint.integer && cls.state == ca_dedicated)
353 Sends text to all active clients
356 void SV_BroadcastPrintf(const char *fmt, ...)
359 char msg[MAX_INPUTLINE];
361 va_start(argptr,fmt);
362 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
365 SV_BroadcastPrint(msg);
372 Send text over to the client to be executed
375 void Host_ClientCommands(const char *fmt, ...)
378 char string[MAX_INPUTLINE];
380 if (!host_client->netconnection)
383 va_start(argptr,fmt);
384 dpvsnprintf(string, sizeof(string), fmt, argptr);
387 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
388 MSG_WriteString(&host_client->netconnection->message, string);
392 =====================
395 Called when the player is getting totally kicked off the host
396 if (crash = true), don't bother sending signofs
397 =====================
399 void SV_DropClient(qboolean crash)
402 Con_Printf("Client \"%s\" dropped\n", host_client->name);
404 // make sure edict is not corrupt (from a level change for example)
405 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
407 if (host_client->netconnection)
409 // free the client (the body stays around)
412 // LordHavoc: no opportunity for resending, so use unreliable 3 times
413 unsigned char bufdata[8];
415 memset(&buf, 0, sizeof(buf));
417 buf.maxsize = sizeof(bufdata);
418 MSG_WriteByte(&buf, svc_disconnect);
419 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
420 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
421 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
423 // break the net connection
424 NetConn_Close(host_client->netconnection);
425 host_client->netconnection = NULL;
428 // call qc ClientDisconnect function
429 // LordHavoc: don't call QC if server is dead (avoids recursive
430 // Host_Error in some mods when they run out of edicts)
431 if (host_client->clientconnectcalled && sv.active && host_client->edict)
433 // call the prog function for removing a client
434 // this will set the body to a dead frame, among other things
435 int saveSelf = prog->globals.server->self;
436 host_client->clientconnectcalled = false;
437 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
438 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
439 prog->globals.server->self = saveSelf;
442 // remove leaving player from scoreboard
443 //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
444 //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
446 //host_client->edict->fields.server->frags = 0;
447 host_client->name[0] = 0;
448 host_client->colors = 0;
449 host_client->frags = 0;
450 // send notification to all clients
451 // get number of client manually just to make sure we get it right...
452 i = host_client - svs.clients;
453 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
454 MSG_WriteByte (&sv.reliable_datagram, i);
455 MSG_WriteString (&sv.reliable_datagram, host_client->name);
456 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
457 MSG_WriteByte (&sv.reliable_datagram, i);
458 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
459 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
460 MSG_WriteByte (&sv.reliable_datagram, i);
461 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
463 // free the client now
464 if (host_client->entitydatabase)
465 EntityFrame_FreeDatabase(host_client->entitydatabase);
466 if (host_client->entitydatabase4)
467 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
468 if (host_client->entitydatabase5)
469 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
473 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
474 PRVM_ED_ClearEdict(host_client->edict);
477 // clear the client struct (this sets active to false)
478 memset(host_client, 0, sizeof(*host_client));
480 // update server listing on the master because player count changed
481 // (which the master uses for filtering empty/full servers)
482 NetConn_Heartbeat(1);
489 This only happens at the end of a game, not between levels
492 void Host_ShutdownServer(void)
496 Con_DPrintf("Host_ShutdownServer\n");
501 NetConn_Heartbeat(2);
502 NetConn_Heartbeat(2);
504 // make sure all the clients know we're disconnecting
506 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
507 if (host_client->active)
508 SV_DropClient(false); // server shutdown
511 NetConn_CloseServerPorts();
517 memset(&sv, 0, sizeof(sv));
518 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
522 //============================================================================
528 Returns false if the time is too short to run a frame
531 qboolean Host_FilterTime (double time)
533 double timecap, timeleft;
536 if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
537 Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
538 if (slowmo.value < 0)
539 Cvar_SetValue("slowmo", 0);
540 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
541 Cvar_SetValue("host_framerate", 0);
542 if (cl_maxfps.value < 1)
543 Cvar_SetValue("cl_maxfps", 1);
547 // disable time effects during timedemo
548 cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
549 oldrealtime = realtime;
553 // check if framerate is too high
554 // default to sys_ticrate (server framerate - presumably low) unless we
555 // have a good reason to run faster
556 timecap = host_framerate.value;
558 timecap = sys_ticrate.value;
559 if (cls.state != ca_dedicated)
561 if (cls.capturevideo_active)
562 timecap = 1.0 / cls.capturevideo_framerate;
563 else if (vid_activewindow)
564 timecap = 1.0 / cl_maxfps.value;
567 timeleft = timecap - (realtime - oldrealtime);
571 if (timeleft * 1000 >= 10)
575 // don't totally hog the CPU
576 // try to hit exactly a steady framerate by not sleeping the full amount
577 msleft = (int)floor(timeleft * 1000);
584 // LordHavoc: copy into host_realframetime as well
585 host_realframetime = host_frametime = realtime - oldrealtime;
586 oldrealtime = realtime;
588 if (cls.capturevideo_active && !cls.capturevideo_soundfile)
589 host_frametime = timecap;
591 // apply slowmo scaling
592 host_frametime *= slowmo.value;
594 // host_framerate overrides all else
595 if (host_framerate.value)
596 host_frametime = host_framerate.value;
598 // never run a frame longer than 1 second
599 if (host_frametime > 1)
602 cl.frametime = host_frametime;
610 Host_GetConsoleCommands
612 Add them exactly as if they had been typed at the console
615 void Host_GetConsoleCommands (void)
621 cmd = Sys_ConsoleInput ();
634 void Host_ServerFrame (void)
636 // execute one or more server frames, with an upper limit on how much
637 // execution time to spend on server frames to avoid freezing the game if
638 // the server is overloaded, this execution time limit means the game will
639 // slow down if the server is taking too long.
640 int framecount, framelimit = 100;
641 double advancetime, aborttime;
647 sv.timer += host_realframetime;
649 // run the world state
650 // don't allow simulation to run too fast or too slow or logic glitches can occur
652 // setup the VM frame
654 // stop running server frames if the wall time reaches this value
655 aborttime = Sys_DoubleTime() + 0.1;
656 for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
658 if (sys_ticrate.value <= 0)
659 advancetime = sv.timer;
660 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
661 advancetime = min(sv.timer, sys_ticrate.value);
663 advancetime = sys_ticrate.value;
664 advancetime = min(advancetime, 0.1);
665 sv.timer -= advancetime;
667 // only advance time if not paused
668 // the game also pauses in singleplayer when menu or console is used
669 sv.frametime = advancetime * slowmo.value;
670 if (host_framerate.value)
671 sv.frametime = host_framerate.value;
672 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
676 // move things around and think unless paused
680 // send all messages to the clients
681 SV_SendClientMessages();
683 // clear the general datagram
686 // if this server frame took too long, break out of the loop
687 if (Sys_DoubleTime() >= aborttime)
691 // end the server VM frame
694 // send an heartbeat if enough time has passed since the last one
695 NetConn_Heartbeat(0);
697 // if we fell behind too many frames just don't worry about it
707 Runs all active servers
710 void _Host_Frame (float time)
712 static double time1 = 0;
713 static double time2 = 0;
714 static double time3 = 0;
715 int pass1, pass2, pass3;
717 if (setjmp(host_abortframe))
718 return; // something bad happened, or the server disconnected
720 // decide the simulation time
721 if (!Host_FilterTime(time))
724 // keep the random time dependent
727 cl.islocalgame = NetConn_IsLocalGame();
729 // get new key events
732 // Collect input into cmd
735 // process console commands
738 // if running the server locally, make intentions now
739 //if (cl.islocalgame)
742 //-------------------
746 //-------------------
748 // receive server packets now, which might contain rcon commands, which
749 // may change level or other such things we don't want to have happen in
750 // the middle of Host_Frame
751 NetConn_ServerFrame();
753 // check for commands typed to the host
754 Host_GetConsoleCommands();
759 //-------------------
763 //-------------------
765 cl.oldtime = cl.time;
766 cl.time += cl.frametime;
768 NetConn_ClientFrame();
770 if (cls.state == ca_connected)
773 // if running the server remotely, send intentions now after
774 // the incoming messages have been read
775 //if (!cl.islocalgame)
784 if (host_speeds.integer)
785 time1 = Sys_DoubleTime();
789 if (host_speeds.integer)
790 time2 = Sys_DoubleTime();
793 if(csqc_usecsqclistener)
795 S_Update(&csqc_listenermatrix);
796 csqc_usecsqclistener = false;
799 S_Update(&r_refdef.viewentitymatrix);
803 if (host_speeds.integer)
805 pass1 = (time1 - time3)*1000000;
806 time3 = Sys_DoubleTime();
807 pass2 = (time2 - time1)*1000000;
808 pass3 = (time3 - time2)*1000000;
809 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
810 pass1+pass2+pass3, pass1, pass2, pass3);
816 void Host_Frame (float time)
819 static double timetotal;
820 static int timecount;
823 if (!serverprofile.integer)
829 time1 = Sys_DoubleTime ();
831 time2 = Sys_DoubleTime ();
833 timetotal += time2 - time1;
836 if (timecount < 1000)
839 m = timetotal*1000/timecount;
843 for (i=0 ; i<svs.maxclients ; i++)
845 if (svs.clients[i].active)
849 Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
852 //============================================================================
854 qboolean vid_opened = false;
855 void Host_StartVideo(void)
857 if (!vid_opened && cls.state != ca_dedicated)
865 char engineversion[128];
867 qboolean sys_nostdout = false;
869 extern void Render_Init(void);
870 extern void Mathlib_Init(void);
871 extern void FS_Init(void);
872 extern void FS_Shutdown(void);
873 extern void PR_Cmd_Init(void);
874 extern void COM_Init_Commands(void);
875 extern void FS_Init_Commands(void);
876 extern void COM_CheckRegistered(void);
877 extern qboolean host_stuffcmdsrun;
884 void Host_Init (void)
889 // FIXME: this is evil, but possibly temporary
890 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
891 if (COM_CheckParm("-developer"))
893 developer.value = developer.integer = 100;
894 developer.string = "100";
897 if (COM_CheckParm("-developer2"))
899 developer.value = developer.integer = 100;
900 developer.string = "100";
901 developer_memory.value = developer_memory.integer = 100;
902 developer.string = "100";
903 developer_memorydebug.value = developer_memorydebug.integer = 100;
904 developer_memorydebug.string = "100";
907 // LordHavoc: quake never seeded the random number generator before... heh
910 // used by everything
913 // initialize console and logging
916 // initialize console command/cvar/alias/command execution systems
922 // initialize console window (only used by sys_win.c)
925 // detect gamemode from commandline options or executable name
928 // construct a version string for the corner of the console
929 #if defined(__linux__)
933 #elif defined(__FreeBSD__)
935 #elif defined(__NetBSD__)
937 #elif defined(__OpenBSD__)
939 #elif defined(MACOSX)
941 #elif defined(__MORPHOS__)
946 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
948 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
949 if (COM_CheckParm("-nostdout"))
952 Con_Printf("%s\n", engineversion);
954 // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
957 // initialize various cvars that could not be initialized earlier
958 Memory_Init_Commands();
964 COM_CheckRegistered();
966 // initialize ixtable
977 Host_ServerOptions();
979 if (cls.state != ca_dedicated)
981 Con_Printf("Initializing client\n");
996 // set up the default startmap_sp and startmap_dm aliases (mods can
997 // override these) and then execute the quake.rc startup script
998 if (gamemode == GAME_NEHAHRA)
999 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1000 else if (gamemode == GAME_TRANSFUSION)
1001 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1002 else if (gamemode == GAME_TEU)
1003 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1005 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1008 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1009 if (!host_stuffcmdsrun)
1011 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1015 // put up the loading image so the user doesn't stare at a black screen...
1016 SCR_BeginLoadingPlaque();
1018 // FIXME: put this into some neat design, but the menu should be allowed to crash
1019 // without crashing the whole game, so this should just be a short-time solution
1021 // here comes the not so critical stuff
1022 if (setjmp(host_abortframe)) {
1026 if (cls.state != ca_dedicated)
1031 // check for special benchmark mode
1032 // 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)
1033 i = COM_CheckParm("-benchmark");
1034 if (i && i + 1 < com_argc)
1035 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1037 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1041 // check for special demo mode
1042 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1043 i = COM_CheckParm("-demo");
1044 if (i && i + 1 < com_argc)
1045 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1047 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1051 // check for special demolooponly mode
1052 // COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
1053 i = COM_CheckParm("-demolooponly");
1054 if (i && i + 1 < com_argc)
1055 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1057 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1061 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1062 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1064 Cbuf_AddText("startmap_dm\n");
1068 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1070 if (gamemode == GAME_NEXUIZ)
1071 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1073 Cbuf_AddText("togglemenu\n");
1077 Con_DPrint("========Initialized=========\n");
1079 //Host_StartVideo();
1087 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1088 to run quit through here before the final handoff to the sys code.
1091 void Host_Shutdown(void)
1093 static qboolean isdown = false;
1097 Con_Print("recursive shutdown\n");
1102 // be quiet while shutting down
1105 // disconnect client from server if active
1108 // shut down local server if active
1109 Host_ShutdownServer ();
1116 // AK hmm, no PRVM_Shutdown(); yet
1118 CL_Video_Shutdown();
1120 Host_SaveConfig_f();
1122 CDAudio_Shutdown ();
1124 NetConn_Shutdown ();
1127 if (cls.state != ca_dedicated)
1129 R_Modules_Shutdown();