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
32 A server can always be started, even if the system started out as a client
35 A client can NOT be started if the system started as a dedicated server.
37 Memory is cleared / released when a server or client begins, not when they end.
41 // how many frames have occurred
42 // (checked by Host_Error and Host_SaveConfig_f)
43 int host_framecount = 0;
44 // LordHavoc: set when quit is executed
45 qboolean host_shuttingdown = false;
47 // the real time since application started, without any slowmo or clamping
51 client_t *host_client;
53 jmp_buf host_abortframe;
55 // pretend frames take this amount of time (in seconds), 0 = realtime
56 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"};
57 // shows time used by certain subsystems
58 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
59 // LordHavoc: framerate upper cap
60 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)"};
61 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "10", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
63 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
64 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
66 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
67 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
71 Host_AbortCurrentFrame
73 aborts the current host frame and goes on with the next one
76 void Host_AbortCurrentFrame(void)
78 longjmp (host_abortframe, 1);
85 This shuts down both the client and server
88 void Host_Error (const char *error, ...)
90 static char hosterrorstring1[MAX_INPUTLINE];
91 static char hosterrorstring2[MAX_INPUTLINE];
92 static qboolean hosterror = false;
95 // turn off rcon redirect if it was active when the crash occurred
96 rcon_redirect = false;
98 va_start (argptr,error);
99 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
102 Con_Printf("Host_Error: %s\n", hosterrorstring1);
104 // LordHavoc: if crashing very early, or currently shutting down, do
106 if (host_framecount < 3 || host_shuttingdown)
107 Sys_Error ("Host_Error: %s", hosterrorstring1);
110 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
113 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
115 CL_Parse_DumpPacket();
117 CL_Parse_ErrorCleanUp();
121 // print out where the crash happened, if it was caused by QC (and do a cleanup)
125 Host_ShutdownServer ();
127 if (cls.state == ca_dedicated)
128 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
135 Host_AbortCurrentFrame();
138 void Host_ServerOptions (void)
145 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
146 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
147 // if no client is in the executable or -dedicated is specified on
148 // commandline, start a dedicated server
149 i = COM_CheckParm ("-dedicated");
150 if (i || !cl_available)
152 cls.state = ca_dedicated;
153 // check for -dedicated specifying how many players
154 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
155 svs.maxclients = atoi (com_argv[i+1]);
156 if (COM_CheckParm ("-listen"))
157 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
158 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
159 Cvar_SetValue("sv_public", 1);
161 else if (cl_available)
163 // client exists and not dedicated, check if -listen is specified
164 cls.state = ca_disconnected;
165 i = COM_CheckParm ("-listen");
168 // default players unless specified
169 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
170 svs.maxclients = atoi (com_argv[i+1]);
174 // default players in some games, singleplayer in most
175 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
180 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
182 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
184 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
185 Cvar_SetValueQuick(&deathmatch, 1);
189 =======================
191 ======================
193 void Host_SaveConfig_f(void);
194 void Host_LoadConfig_f(void);
195 static void Host_InitLocal (void)
197 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
198 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
200 Cvar_RegisterVariable (&host_framerate);
201 Cvar_RegisterVariable (&host_speeds);
202 Cvar_RegisterVariable (&cl_maxfps);
203 Cvar_RegisterVariable (&cl_maxidlefps);
205 Cvar_RegisterVariable (&developer);
206 Cvar_RegisterVariable (&developer_entityparsing);
208 Cvar_RegisterVariable (×tamps);
209 Cvar_RegisterVariable (&timeformat);
217 Writes key bindings and archived cvars to config.cfg
220 void Host_SaveConfig_f(void)
224 // dedicated servers initialize the host but don't parse and set the
226 // LordHavoc: don't save a config if it crashed in startup
227 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
229 f = FS_Open ("config.cfg", "wb", false, false);
232 Con_Print("Couldn't write config.cfg.\n");
236 Key_WriteBindings (f);
237 Cvar_WriteVariables (f);
248 Resets key bindings and cvars to defaults and then reloads scripts
251 void Host_LoadConfig_f(void)
253 // unlock the cvar default strings so they can be updated by the new default.cfg
254 Cvar_UnlockDefaults();
255 // reset cvars to their defaults, and then exec startup scripts again
256 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
263 Sends text across to be displayed
264 FIXME: make this just a stuffed echo?
267 void SV_ClientPrint(const char *msg)
269 if (host_client->netconnection)
271 MSG_WriteByte(&host_client->netconnection->message, svc_print);
272 MSG_WriteString(&host_client->netconnection->message, msg);
280 Sends text across to be displayed
281 FIXME: make this just a stuffed echo?
284 void SV_ClientPrintf(const char *fmt, ...)
287 char msg[MAX_INPUTLINE];
289 va_start(argptr,fmt);
290 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
300 Sends text to all active clients
303 void SV_BroadcastPrint(const char *msg)
308 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
310 if (client->active && client->netconnection)
312 MSG_WriteByte(&client->netconnection->message, svc_print);
313 MSG_WriteString(&client->netconnection->message, msg);
317 if (sv_echobprint.integer && cls.state == ca_dedicated)
325 Sends text to all active clients
328 void SV_BroadcastPrintf(const char *fmt, ...)
331 char msg[MAX_INPUTLINE];
333 va_start(argptr,fmt);
334 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
337 SV_BroadcastPrint(msg);
344 Send text over to the client to be executed
347 void Host_ClientCommands(const char *fmt, ...)
350 char string[MAX_INPUTLINE];
352 if (!host_client->netconnection)
355 va_start(argptr,fmt);
356 dpvsnprintf(string, sizeof(string), fmt, argptr);
359 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
360 MSG_WriteString(&host_client->netconnection->message, string);
364 =====================
367 Called when the player is getting totally kicked off the host
368 if (crash = true), don't bother sending signofs
369 =====================
371 void SV_DropClient(qboolean crash)
374 Con_Printf("Client \"%s\" dropped\n", host_client->name);
376 // make sure edict is not corrupt (from a level change for example)
377 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
379 if (host_client->netconnection)
381 // free the client (the body stays around)
384 // LordHavoc: no opportunity for resending, so use unreliable 3 times
385 unsigned char bufdata[8];
387 memset(&buf, 0, sizeof(buf));
389 buf.maxsize = sizeof(bufdata);
390 MSG_WriteByte(&buf, svc_disconnect);
391 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
392 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
393 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
395 // break the net connection
396 NetConn_Close(host_client->netconnection);
397 host_client->netconnection = NULL;
400 // call qc ClientDisconnect function
401 // LordHavoc: don't call QC if server is dead (avoids recursive
402 // Host_Error in some mods when they run out of edicts)
403 if (host_client->clientconnectcalled && sv.active && host_client->edict)
405 // call the prog function for removing a client
406 // this will set the body to a dead frame, among other things
407 int saveSelf = prog->globals.server->self;
408 host_client->clientconnectcalled = false;
409 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
410 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
411 prog->globals.server->self = saveSelf;
414 // if a download is active, close it
415 if (host_client->download_file)
417 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
418 FS_Close(host_client->download_file);
419 host_client->download_file = NULL;
420 host_client->download_name[0] = 0;
421 host_client->download_expectedposition = 0;
422 host_client->download_started = false;
425 // remove leaving player from scoreboard
426 host_client->name[0] = 0;
427 host_client->colors = 0;
428 host_client->frags = 0;
429 // send notification to all clients
430 // get number of client manually just to make sure we get it right...
431 i = host_client - svs.clients;
432 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
433 MSG_WriteByte (&sv.reliable_datagram, i);
434 MSG_WriteString (&sv.reliable_datagram, host_client->name);
435 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
436 MSG_WriteByte (&sv.reliable_datagram, i);
437 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
438 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
439 MSG_WriteByte (&sv.reliable_datagram, i);
440 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
442 // free the client now
443 if (host_client->entitydatabase)
444 EntityFrame_FreeDatabase(host_client->entitydatabase);
445 if (host_client->entitydatabase4)
446 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
447 if (host_client->entitydatabase5)
448 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
452 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
453 PRVM_ED_ClearEdict(host_client->edict);
456 // clear the client struct (this sets active to false)
457 memset(host_client, 0, sizeof(*host_client));
459 // update server listing on the master because player count changed
460 // (which the master uses for filtering empty/full servers)
461 NetConn_Heartbeat(1);
468 This only happens at the end of a game, not between levels
471 void Host_ShutdownServer(void)
475 Con_DPrintf("Host_ShutdownServer\n");
480 NetConn_Heartbeat(2);
481 NetConn_Heartbeat(2);
483 // make sure all the clients know we're disconnecting
485 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
486 if (host_client->active)
487 SV_DropClient(false); // server shutdown
490 NetConn_CloseServerPorts();
496 memset(&sv, 0, sizeof(sv));
497 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
501 //============================================================================
505 Host_GetConsoleCommands
507 Add them exactly as if they had been typed at the console
510 void Host_GetConsoleCommands (void)
516 cmd = Sys_ConsoleInput ();
527 Returns a time report string, for example for
530 const char *Host_TimingReport()
532 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);
539 Runs all active servers
542 static void Host_Init(void);
548 double cl_timer, sv_timer;
549 double clframetime, deltarealtime, oldrealtime;
551 int pass1, pass2, pass3, i;
558 realtime = Sys_DoubleTime();
561 if (setjmp(host_abortframe))
562 continue; // something bad happened, or the server disconnected
564 oldrealtime = realtime;
565 realtime = Sys_DoubleTime();
567 deltarealtime = realtime - oldrealtime;
568 cl_timer += deltarealtime;
569 sv_timer += deltarealtime;
571 svs.perf_acc_realtime += deltarealtime;
573 // Look for clients who have spawned
574 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
575 if(host_client->spawned)
576 if(host_client->netconnection)
578 if(i == svs.maxclients)
580 // Nobody is looking? Then we won't do timing...
581 // Instead, reset it to zero
582 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;
584 else if(svs.perf_acc_realtime > 5)
586 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
587 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
588 if(svs.perf_acc_offset_samples > 0)
590 svs.perf_offset_max = svs.perf_acc_offset_max;
591 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
592 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
594 if(svs.perf_lost > 0)
595 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
596 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;
599 if (slowmo.value < 0)
600 Cvar_SetValue("slowmo", 0);
601 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
602 Cvar_SetValue("host_framerate", 0);
603 if (cl_maxfps.value < 1)
604 Cvar_SetValue("cl_maxfps", 1);
606 // keep the random time dependent, but not when playing demos/benchmarking
607 if(!*sv_random_seed.string && !cls.demoplayback)
610 cl.islocalgame = NetConn_IsLocalGame();
612 // get new key events
615 NetConn_UpdateSockets();
617 Log_DestBuffer_Flush();
619 // receive packets on each main loop iteration, as the main loop may
620 // be undersleeping due to select() detecting a new packet
622 NetConn_ServerFrame();
626 // check for commands typed to the host
627 Host_GetConsoleCommands();
629 // when a server is running we only execute console commands on server frames
630 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
631 // otherwise we execute them on all frames
632 if (sv_timer > 0 || !sv.active)
634 // process console commands
638 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
640 // if the accumulators haven't become positive yet, wait a while
641 if (cls.state == ca_dedicated)
642 wait = sv_timer * -1000000.0;
644 wait = cl_timer * -1000000.0;
646 wait = max(cl_timer, sv_timer) * -1000000.0;
650 if (!cls.timedemo && wait > 0)
652 double time0 = Sys_DoubleTime();
653 if (sv_checkforpacketsduringsleep.integer)
656 NetConn_SleepMicroseconds((int)wait);
661 Sys_Sleep((int)wait / 1000);
663 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
667 //-------------------
671 //-------------------
673 // limit the frametime steps to no more than 100ms each
678 svs.perf_acc_lost += (sv_timer - 0.1);
682 if (sv.active && sv_timer > 0)
684 // execute one or more server frames, with an upper limit on how much
685 // execution time to spend on server frames to avoid freezing the game if
686 // the server is overloaded, this execution time limit means the game will
687 // slow down if the server is taking too long.
688 int framecount, framelimit = 1;
689 double advancetime, aborttime = 0;
692 // run the world state
693 // don't allow simulation to run too fast or too slow or logic glitches can occur
695 // stop running server frames if the wall time reaches this value
696 if (sys_ticrate.value <= 0)
697 advancetime = sv_timer;
698 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
700 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
701 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
703 aborttime = realtime + 0.1;
707 advancetime = sys_ticrate.value;
708 // listen servers can run multiple server frames per client frame
709 if (cls.state == ca_connected)
712 aborttime = realtime + 0.1;
715 advancetime = min(advancetime, 0.1);
719 offset = sv_timer + (Sys_DoubleTime() - realtime);
720 ++svs.perf_acc_offset_samples;
721 svs.perf_acc_offset += offset;
722 svs.perf_acc_offset_squared += offset * offset;
723 if(svs.perf_acc_offset_max < offset)
724 svs.perf_acc_offset_max = offset;
727 // only advance time if not paused
728 // the game also pauses in singleplayer when menu or console is used
729 sv.frametime = advancetime * slowmo.value;
730 if (host_framerate.value)
731 sv.frametime = host_framerate.value;
732 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
735 // setup the VM frame
738 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
740 sv_timer -= advancetime;
742 // move things around and think unless paused
746 // if this server frame took too long, break out of the loop
747 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
751 // send all messages to the clients
752 SV_SendClientMessages();
754 // end the server VM frame
757 // send an heartbeat if enough time has passed since the last one
758 NetConn_Heartbeat(0);
761 //-------------------
765 //-------------------
767 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
769 // decide the simulation time
770 if (cls.capturevideo.active)
772 if (cls.capturevideo.realtime)
773 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
776 clframetime = 1.0 / cls.capturevideo.framerate;
777 cl.realframetime = max(cl_timer, clframetime);
780 else if (vid_activewindow)
781 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
783 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
785 // apply slowmo scaling
786 clframetime *= cl.movevars_timescale;
787 // scale playback speed of demos by slowmo cvar
788 if (cls.demoplayback)
790 clframetime *= slowmo.value;
791 // if demo playback is paused, don't advance time at all
796 // host_framerate overrides all else
797 if (host_framerate.value)
798 clframetime = host_framerate.value;
801 clframetime = cl.realframetime = cl_timer;
803 // deduct the frame time from the accumulator
804 cl_timer -= cl.realframetime;
806 cl.oldtime = cl.time;
807 cl.time += clframetime;
809 // Collect input into cmd
812 // check for new packets
813 NetConn_ClientFrame();
815 // read a new frame from a demo if needed
816 CL_ReadDemoMessage();
818 // now that packets have been read, send input to server
821 // update client world (interpolate entities, create trails, etc)
825 if (host_speeds.integer)
826 time1 = Sys_DoubleTime();
834 if (host_speeds.integer)
835 time2 = Sys_DoubleTime();
838 if(cl.csqc_usecsqclistener)
840 S_Update(&cl.csqc_listenermatrix);
841 cl.csqc_usecsqclistener = false;
844 S_Update(&r_view.matrix);
848 if (host_speeds.integer)
850 pass1 = (int)((time1 - time3)*1000000);
851 time3 = Sys_DoubleTime();
852 pass2 = (int)((time2 - time1)*1000000);
853 pass3 = (int)((time3 - time2)*1000000);
854 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
855 pass1+pass2+pass3, pass1, pass2, pass3);
859 // if there is some time remaining from this frame, reset the timers
864 svs.perf_acc_lost += sv_timer;
872 //============================================================================
874 qboolean vid_opened = false;
875 void Host_StartVideo(void)
877 if (!vid_opened && cls.state != ca_dedicated)
885 char engineversion[128];
887 qboolean sys_nostdout = false;
889 extern void Render_Init(void);
890 extern void Mathlib_Init(void);
891 extern void FS_Init(void);
892 extern void FS_Shutdown(void);
893 extern void PR_Cmd_Init(void);
894 extern void COM_Init_Commands(void);
895 extern void FS_Init_Commands(void);
896 extern qboolean host_stuffcmdsrun;
903 static void Host_Init (void)
908 // LordHavoc: quake never seeded the random number generator before... heh
909 if (COM_CheckParm("-benchmark"))
910 srand(0); // predictable random sequence for -benchmark
914 // FIXME: this is evil, but possibly temporary
915 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
916 if (COM_CheckParm("-developer"))
918 developer.value = developer.integer = 100;
919 developer.string = "100";
922 if (COM_CheckParm("-developer2"))
924 developer.value = developer.integer = 100;
925 developer.string = "100";
926 developer_memory.value = developer_memory.integer = 100;
927 developer.string = "100";
928 developer_memorydebug.value = developer_memorydebug.integer = 100;
929 developer_memorydebug.string = "100";
932 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
933 if (COM_CheckParm("-nostdout"))
936 // used by everything
939 // initialize console command/cvar/alias/command execution systems
942 // initialize memory subsystem cvars/commands
943 Memory_Init_Commands();
945 // initialize console and logging and its cvars/commands
948 // initialize various cvars that could not be initialized earlier
949 Curl_Init_Commands();
955 // initialize console window (only used by sys_win.c)
958 // detect gamemode from commandline options or executable name
961 // construct a version string for the corner of the console
962 #if defined(__linux__)
966 #elif defined(__FreeBSD__)
968 #elif defined(__NetBSD__)
970 #elif defined(__OpenBSD__)
972 #elif defined(MACOSX)
974 #elif defined(__MORPHOS__)
979 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
980 Con_Printf("%s\n", engineversion);
982 // initialize ixtable
985 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
998 Host_ServerOptions();
1000 if (cls.state != ca_dedicated)
1002 Con_Printf("Initializing client\n");
1017 // set up the default startmap_sp and startmap_dm aliases (mods can
1018 // override these) and then execute the quake.rc startup script
1019 if (gamemode == GAME_NEHAHRA)
1020 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1021 else if (gamemode == GAME_TRANSFUSION)
1022 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1023 else if (gamemode == GAME_TEU)
1024 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1026 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1029 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1030 if (!host_stuffcmdsrun)
1032 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1036 // put up the loading image so the user doesn't stare at a black screen...
1037 SCR_BeginLoadingPlaque();
1039 // FIXME: put this into some neat design, but the menu should be allowed to crash
1040 // without crashing the whole game, so this should just be a short-time solution
1042 // here comes the not so critical stuff
1043 if (setjmp(host_abortframe)) {
1047 if (cls.state != ca_dedicated)
1052 // check for special benchmark mode
1053 // 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)
1054 i = COM_CheckParm("-benchmark");
1055 if (i && i + 1 < com_argc)
1056 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1058 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1062 // check for special demo mode
1063 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1064 i = COM_CheckParm("-demo");
1065 if (i && i + 1 < com_argc)
1066 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1068 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1072 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1073 i = COM_CheckParm("-capturedemo");
1074 if (i && i + 1 < com_argc)
1075 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1077 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1081 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1082 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1084 Cbuf_AddText("startmap_dm\n");
1088 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1090 if (gamemode == GAME_NEXUIZ)
1091 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1093 Cbuf_AddText("togglemenu\n");
1097 Con_DPrint("========Initialized=========\n");
1099 //Host_StartVideo();
1107 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1108 to run quit through here before the final handoff to the sys code.
1111 void Host_Shutdown(void)
1113 static qboolean isdown = false;
1117 Con_Print("recursive shutdown\n");
1120 if (setjmp(host_abortframe))
1122 Con_Print("aborted the quitting frame?!?\n");
1127 // be quiet while shutting down
1130 // disconnect client from server if active
1133 // shut down local server if active
1134 Host_ShutdownServer ();
1141 // AK hmm, no PRVM_Shutdown(); yet
1143 CL_Video_Shutdown();
1145 Host_SaveConfig_f();
1147 CDAudio_Shutdown ();
1150 NetConn_Shutdown ();
1153 if (cls.state != ca_dedicated)
1155 R_Modules_Shutdown();