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
37 A server can always be started, even if the system started out as a client
40 A client can NOT be started if the system started as a dedicated server.
42 Memory is cleared / released when a server or client begins, not when they end.
46 // how many frames have occurred
47 // (checked by Host_Error and Host_SaveConfig_f)
48 int host_framecount = 0;
49 // LordHavoc: set when quit is executed
50 qboolean host_shuttingdown = false;
52 // the real time since application started, without any slowmo or clamping
56 client_t *host_client;
58 jmp_buf host_abortframe;
59 double host_starttime = 0;
61 // pretend frames take this amount of time (in seconds), 0 = realtime
62 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"};
63 // shows time used by certain subsystems
64 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
65 cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
66 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"};
67 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
68 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
69 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
70 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"};
71 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
72 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)"};
73 cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
74 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"};
76 cvar_t developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
77 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
78 cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
79 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)"};
80 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
81 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
83 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
84 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
88 Host_AbortCurrentFrame
90 aborts the current host frame and goes on with the next one
93 void Host_AbortCurrentFrame(void)
95 longjmp (host_abortframe, 1);
102 This shuts down both the client and server
105 void Host_Error (const char *error, ...)
107 static char hosterrorstring1[MAX_INPUTLINE];
108 static char hosterrorstring2[MAX_INPUTLINE];
109 static qboolean hosterror = false;
112 // turn off rcon redirect if it was active when the crash occurred
113 // to prevent loops when it is a networking problem
114 Con_Rcon_Redirect_Abort();
116 va_start (argptr,error);
117 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
120 Con_Printf("Host_Error: %s\n", hosterrorstring1);
122 // LordHavoc: if crashing very early, or currently shutting down, do
124 if (host_framecount < 3 || host_shuttingdown)
125 Sys_Error ("Host_Error: %s", hosterrorstring1);
128 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
131 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
133 CL_Parse_DumpPacket();
135 CL_Parse_ErrorCleanUp();
139 // print out where the crash happened, if it was caused by QC (and do a cleanup)
143 Host_ShutdownServer ();
145 if (cls.state == ca_dedicated)
146 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
153 Host_AbortCurrentFrame();
156 void Host_ServerOptions (void)
163 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
164 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
165 // if no client is in the executable or -dedicated is specified on
166 // commandline, start a dedicated server
167 i = COM_CheckParm ("-dedicated");
168 if (i || !cl_available)
170 cls.state = ca_dedicated;
171 // check for -dedicated specifying how many players
172 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
173 svs.maxclients = atoi (com_argv[i+1]);
174 if (COM_CheckParm ("-listen"))
175 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
176 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
177 Cvar_SetValue("sv_public", 1);
179 else if (cl_available)
181 // client exists and not dedicated, check if -listen is specified
182 cls.state = ca_disconnected;
183 i = COM_CheckParm ("-listen");
186 // default players unless specified
187 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
188 svs.maxclients = atoi (com_argv[i+1]);
192 // default players in some games, singleplayer in most
193 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
198 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
200 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
202 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
203 Cvar_SetValueQuick(&deathmatch, 1);
207 =======================
209 ======================
211 void Host_SaveConfig_f(void);
212 void Host_LoadConfig_f(void);
213 extern cvar_t sv_writepicture_quality;
214 extern cvar_t r_texture_jpeg_fastpicmip;
215 static void Host_InitLocal (void)
217 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
218 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
220 Cvar_RegisterVariable (&host_framerate);
221 Cvar_RegisterVariable (&host_speeds);
222 Cvar_RegisterVariable (&host_maxwait);
223 Cvar_RegisterVariable (&cl_minfps);
224 Cvar_RegisterVariable (&cl_minfps_fade);
225 Cvar_RegisterVariable (&cl_minfps_qualitymax);
226 Cvar_RegisterVariable (&cl_minfps_qualitymin);
227 Cvar_RegisterVariable (&cl_minfps_qualitypower);
228 Cvar_RegisterVariable (&cl_minfps_qualityscale);
229 Cvar_RegisterVariable (&cl_maxfps);
230 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
231 Cvar_RegisterVariable (&cl_maxidlefps);
233 Cvar_RegisterVariable (&developer);
234 Cvar_RegisterVariable (&developer_extra);
235 Cvar_RegisterVariable (&developer_insane);
236 Cvar_RegisterVariable (&developer_loadfile);
237 Cvar_RegisterVariable (&developer_loading);
238 Cvar_RegisterVariable (&developer_entityparsing);
240 Cvar_RegisterVariable (×tamps);
241 Cvar_RegisterVariable (&timeformat);
243 Cvar_RegisterVariable (&sv_writepicture_quality);
244 Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
252 Writes key bindings and archived cvars to config.cfg
255 void Host_SaveConfig_to(const char *file)
259 // dedicated servers initialize the host but don't parse and set the
261 // LordHavoc: don't save a config if it crashed in startup
262 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
264 f = FS_OpenRealFile(file, "wb", false);
267 Con_Printf("Couldn't write %s.\n", file);
271 Key_WriteBindings (f);
272 Cvar_WriteVariables (f);
277 void Host_SaveConfig(void)
279 Host_SaveConfig_to(CONFIGFILENAME);
281 void Host_SaveConfig_f(void)
283 const char *file = CONFIGFILENAME;
285 if(Cmd_Argc() >= 2) {
287 Con_Printf("Saving to %s\n", file);
290 Host_SaveConfig_to(file);
293 void Host_AddConfigText(void)
295 // set up the default startmap_sp and startmap_dm aliases (mods can
296 // override these) and then execute the quake.rc startup script
297 if (gamemode == GAME_NEHAHRA)
298 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
299 else if (gamemode == GAME_TRANSFUSION)
300 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
301 else if (gamemode == GAME_TEU)
302 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
304 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
311 Resets key bindings and cvars to defaults and then reloads scripts
314 void Host_LoadConfig_f(void)
316 // reset all cvars, commands and aliases to init values
317 Cmd_RestoreInitState();
318 // prepend a menu restart command to execute after the config
319 Cbuf_InsertText("\nmenu_restart\n");
320 // reset cvars to their defaults, and then exec startup scripts again
321 Host_AddConfigText();
328 Sends text across to be displayed
329 FIXME: make this just a stuffed echo?
332 void SV_ClientPrint(const char *msg)
334 if (host_client->netconnection)
336 MSG_WriteByte(&host_client->netconnection->message, svc_print);
337 MSG_WriteString(&host_client->netconnection->message, msg);
345 Sends text across to be displayed
346 FIXME: make this just a stuffed echo?
349 void SV_ClientPrintf(const char *fmt, ...)
352 char msg[MAX_INPUTLINE];
354 va_start(argptr,fmt);
355 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
365 Sends text to all active clients
368 void SV_BroadcastPrint(const char *msg)
373 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
375 if (client->active && client->netconnection)
377 MSG_WriteByte(&client->netconnection->message, svc_print);
378 MSG_WriteString(&client->netconnection->message, msg);
382 if (sv_echobprint.integer && cls.state == ca_dedicated)
390 Sends text to all active clients
393 void SV_BroadcastPrintf(const char *fmt, ...)
396 char msg[MAX_INPUTLINE];
398 va_start(argptr,fmt);
399 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
402 SV_BroadcastPrint(msg);
409 Send text over to the client to be executed
412 void Host_ClientCommands(const char *fmt, ...)
415 char string[MAX_INPUTLINE];
417 if (!host_client->netconnection)
420 va_start(argptr,fmt);
421 dpvsnprintf(string, sizeof(string), fmt, argptr);
424 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
425 MSG_WriteString(&host_client->netconnection->message, string);
429 =====================
432 Called when the player is getting totally kicked off the host
433 if (crash = true), don't bother sending signofs
434 =====================
436 void SV_DropClient(qboolean crash)
439 Con_Printf("Client \"%s\" dropped\n", host_client->name);
441 SV_StopDemoRecording(host_client);
443 // make sure edict is not corrupt (from a level change for example)
444 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
446 if (host_client->netconnection)
448 // tell the client to be gone
451 // LordHavoc: no opportunity for resending, so use unreliable 3 times
452 unsigned char bufdata[8];
454 memset(&buf, 0, sizeof(buf));
456 buf.maxsize = sizeof(bufdata);
457 MSG_WriteByte(&buf, svc_disconnect);
458 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
459 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
460 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
464 // call qc ClientDisconnect function
465 // LordHavoc: don't call QC if server is dead (avoids recursive
466 // Host_Error in some mods when they run out of edicts)
467 if (host_client->clientconnectcalled && sv.active && host_client->edict)
469 // call the prog function for removing a client
470 // this will set the body to a dead frame, among other things
471 int saveSelf = prog->globals.server->self;
472 host_client->clientconnectcalled = false;
473 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
474 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
475 prog->globals.server->self = saveSelf;
478 if (host_client->netconnection)
480 // break the net connection
481 NetConn_Close(host_client->netconnection);
482 host_client->netconnection = NULL;
485 // if a download is active, close it
486 if (host_client->download_file)
488 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
489 FS_Close(host_client->download_file);
490 host_client->download_file = NULL;
491 host_client->download_name[0] = 0;
492 host_client->download_expectedposition = 0;
493 host_client->download_started = false;
496 // remove leaving player from scoreboard
497 host_client->name[0] = 0;
498 host_client->colors = 0;
499 host_client->frags = 0;
500 // send notification to all clients
501 // get number of client manually just to make sure we get it right...
502 i = host_client - svs.clients;
503 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
504 MSG_WriteByte (&sv.reliable_datagram, i);
505 MSG_WriteString (&sv.reliable_datagram, host_client->name);
506 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
507 MSG_WriteByte (&sv.reliable_datagram, i);
508 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
509 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
510 MSG_WriteByte (&sv.reliable_datagram, i);
511 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
513 // free the client now
514 if (host_client->entitydatabase)
515 EntityFrame_FreeDatabase(host_client->entitydatabase);
516 if (host_client->entitydatabase4)
517 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
518 if (host_client->entitydatabase5)
519 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
523 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
524 PRVM_ED_ClearEdict(host_client->edict);
527 // clear the client struct (this sets active to false)
528 memset(host_client, 0, sizeof(*host_client));
530 // update server listing on the master because player count changed
531 // (which the master uses for filtering empty/full servers)
532 NetConn_Heartbeat(1);
536 for (i = 0;i < svs.maxclients;i++)
537 if (svs.clients[i].active && !svs.clients[i].spawned)
539 if (i == svs.maxclients)
541 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
542 sv.paused = sv.loadgame = false; // we're basically done with loading now
551 This only happens at the end of a game, not between levels
554 void Host_ShutdownServer(void)
558 Con_DPrintf("Host_ShutdownServer\n");
563 NetConn_Heartbeat(2);
564 NetConn_Heartbeat(2);
566 // make sure all the clients know we're disconnecting
568 World_End(&sv.world);
570 if(PRVM_serverfunction(SV_Shutdown))
572 func_t s = PRVM_serverfunction(SV_Shutdown);
573 PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
574 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
576 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
577 if (host_client->active)
578 SV_DropClient(false); // server shutdown
581 NetConn_CloseServerPorts();
587 memset(&sv, 0, sizeof(sv));
588 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
592 //============================================================================
596 Host_GetConsoleCommands
598 Add them exactly as if they had been typed at the console
601 void Host_GetConsoleCommands (void)
607 cmd = Sys_ConsoleInput ();
618 Returns a time report string, for example for
621 const char *Host_TimingReport(void)
623 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);
630 Runs all active servers
633 static void Host_Init(void);
639 double cl_timer, sv_timer;
640 double clframetime, deltarealtime, oldrealtime;
642 int pass1, pass2, pass3, i;
649 realtime = host_starttime = Sys_DoubleTime();
652 if (setjmp(host_abortframe))
654 SCR_ClearLoadingScreen(false);
655 continue; // something bad happened, or the server disconnected
658 oldrealtime = realtime;
659 realtime = Sys_DoubleTime();
661 deltarealtime = realtime - oldrealtime;
662 cl_timer += deltarealtime;
663 sv_timer += deltarealtime;
665 svs.perf_acc_realtime += deltarealtime;
667 // Look for clients who have spawned
668 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
669 if(host_client->spawned)
670 if(host_client->netconnection)
672 if(i == svs.maxclients)
674 // Nobody is looking? Then we won't do timing...
675 // Instead, reset it to zero
676 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;
678 else if(svs.perf_acc_realtime > 5)
680 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
681 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
682 if(svs.perf_acc_offset_samples > 0)
684 svs.perf_offset_max = svs.perf_acc_offset_max;
685 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
686 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
688 if(svs.perf_lost > 0 && developer_extra.integer)
689 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
690 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;
693 if (slowmo.value < 0.00001 && slowmo.value != 0)
694 Cvar_SetValue("slowmo", 0);
695 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
696 Cvar_SetValue("host_framerate", 0);
698 // keep the random time dependent, but not when playing demos/benchmarking
699 if(!*sv_random_seed.string && !cls.demoplayback)
702 cl.islocalgame = NetConn_IsLocalGame();
704 // get new key events
705 Key_EventQueue_Unblock();
706 SndSys_SendKeyEvents();
709 NetConn_UpdateSockets();
711 Log_DestBuffer_Flush();
713 // receive packets on each main loop iteration, as the main loop may
714 // be undersleeping due to select() detecting a new packet
716 NetConn_ServerFrame();
720 // check for commands typed to the host
721 Host_GetConsoleCommands();
723 // when a server is running we only execute console commands on server frames
724 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
725 // otherwise we execute them on client frames
726 if (sv.active ? sv_timer > 0 : cl_timer > 0)
728 // process console commands
729 // R_TimeReport("preconsole");
730 CL_VM_PreventInformationLeaks();
732 // R_TimeReport("console");
735 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
737 // if the accumulators haven't become positive yet, wait a while
738 if (cls.state == ca_dedicated)
739 wait = sv_timer * -1000000.0;
741 wait = cl_timer * -1000000.0;
743 wait = max(cl_timer, sv_timer) * -1000000.0;
745 if (!cls.timedemo && wait >= 1)
749 if(host_maxwait.value <= 0)
750 wait = min(wait, 1000000.0);
752 wait = min(wait, host_maxwait.value * 1000.0);
754 wait = 1; // because we cast to int
756 time0 = Sys_DoubleTime();
757 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
758 NetConn_SleepMicroseconds((int)wait);
760 Sys_Sleep((int)wait);
761 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
762 // R_TimeReport("sleep");
768 //-------------------
772 //-------------------
774 // limit the frametime steps to no more than 100ms each
779 svs.perf_acc_lost += (sv_timer - 0.1);
783 if (sv.active && sv_timer > 0)
785 // execute one or more server frames, with an upper limit on how much
786 // execution time to spend on server frames to avoid freezing the game if
787 // the server is overloaded, this execution time limit means the game will
788 // slow down if the server is taking too long.
789 int framecount, framelimit = 1;
790 double advancetime, aborttime = 0;
793 if (cls.state == ca_dedicated)
794 Collision_Cache_NewFrame();
796 // run the world state
797 // don't allow simulation to run too fast or too slow or logic glitches can occur
799 // stop running server frames if the wall time reaches this value
800 if (sys_ticrate.value <= 0)
801 advancetime = sv_timer;
802 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
804 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
805 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
807 aborttime = realtime + 0.1;
811 advancetime = sys_ticrate.value;
812 // listen servers can run multiple server frames per client frame
813 if (cls.state == ca_connected)
816 aborttime = realtime + 0.1;
819 if(slowmo.value > 0 && slowmo.value < 1)
820 advancetime = min(advancetime, 0.1 / slowmo.value);
822 advancetime = min(advancetime, 0.1);
826 offset = sv_timer + (Sys_DoubleTime() - realtime);
827 ++svs.perf_acc_offset_samples;
828 svs.perf_acc_offset += offset;
829 svs.perf_acc_offset_squared += offset * offset;
830 if(svs.perf_acc_offset_max < offset)
831 svs.perf_acc_offset_max = offset;
834 // only advance time if not paused
835 // the game also pauses in singleplayer when menu or console is used
836 sv.frametime = advancetime * slowmo.value;
837 if (host_framerate.value)
838 sv.frametime = host_framerate.value;
839 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
842 // setup the VM frame
845 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
847 sv_timer -= advancetime;
849 // move things around and think unless paused
853 // if this server frame took too long, break out of the loop
854 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
857 R_TimeReport("serverphysics");
859 // send all messages to the clients
860 SV_SendClientMessages();
862 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
863 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
864 PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
867 // end the server VM frame
870 // send an heartbeat if enough time has passed since the last one
871 NetConn_Heartbeat(0);
872 R_TimeReport("servernetwork");
876 // don't let r_speeds display jump around
877 R_TimeReport("serverphysics");
878 R_TimeReport("servernetwork");
881 //-------------------
885 //-------------------
887 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
890 Collision_Cache_NewFrame();
891 R_TimeReport("collisioncache");
892 // decide the simulation time
893 if (cls.capturevideo.active)
896 if (cls.capturevideo.realtime)
897 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
900 clframetime = 1.0 / cls.capturevideo.framerate;
901 cl.realframetime = max(cl_timer, clframetime);
904 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
906 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
907 // when running slow, we need to sleep to keep input responsive
908 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
910 Sys_Sleep((int)wait);
912 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
913 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
915 clframetime = cl.realframetime = cl_timer;
917 // apply slowmo scaling
918 clframetime *= cl.movevars_timescale;
919 // scale playback speed of demos by slowmo cvar
920 if (cls.demoplayback)
922 clframetime *= slowmo.value;
923 // if demo playback is paused, don't advance time at all
928 // host_framerate overrides all else
929 if (host_framerate.value)
930 clframetime = host_framerate.value;
932 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
936 clframetime = cl.realframetime = cl_timer;
938 // deduct the frame time from the accumulator
939 cl_timer -= cl.realframetime;
941 cl.oldtime = cl.time;
942 cl.time += clframetime;
945 if (host_speeds.integer)
946 time1 = Sys_DoubleTime();
947 R_TimeReport("pre-input");
949 // Collect input into cmd
952 R_TimeReport("input");
954 // check for new packets
955 NetConn_ClientFrame();
957 // read a new frame from a demo if needed
958 CL_ReadDemoMessage();
959 R_TimeReport("clientnetwork");
961 // now that packets have been read, send input to server
963 R_TimeReport("sendmove");
965 // update client world (interpolate entities, create trails, etc)
967 R_TimeReport("lerpworld");
972 R_TimeReport("client");
975 R_TimeReport("render");
977 if (host_speeds.integer)
978 time2 = Sys_DoubleTime();
981 if(cl.csqc_usecsqclistener)
983 S_Update(&cl.csqc_listenermatrix);
984 cl.csqc_usecsqclistener = false;
987 S_Update(&r_refdef.view.matrix);
990 R_TimeReport("audio");
992 // reset gathering of mouse input
993 in_mouse_x = in_mouse_y = 0;
995 if (host_speeds.integer)
997 pass1 = (int)((time1 - time3)*1000000);
998 time3 = Sys_DoubleTime();
999 pass2 = (int)((time2 - time1)*1000000);
1000 pass3 = (int)((time3 - time2)*1000000);
1001 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1002 pass1+pass2+pass3, pass1, pass2, pass3);
1007 Mem_CheckSentinelsGlobal();
1009 if (developer_memorydebug.integer)
1010 Mem_CheckSentinelsGlobal();
1013 // if there is some time remaining from this frame, reset the timers
1018 svs.perf_acc_lost += sv_timer;
1026 //============================================================================
1028 qboolean vid_opened = false;
1029 void Host_StartVideo(void)
1031 if (!vid_opened && cls.state != ca_dedicated)
1034 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1035 NetConn_UpdateSockets();
1041 char engineversion[128];
1043 qboolean sys_nostdout = false;
1045 extern void u8_Init(void);
1046 extern void Render_Init(void);
1047 extern void Mathlib_Init(void);
1048 extern void FS_Init_SelfPack(void);
1049 extern void FS_Init(void);
1050 extern void FS_Shutdown(void);
1051 extern void PR_Cmd_Init(void);
1052 extern void COM_Init_Commands(void);
1053 extern void FS_Init_Commands(void);
1054 extern qboolean host_stuffcmdsrun;
1057 ====================
1059 ====================
1061 static void Host_Init (void)
1066 if (COM_CheckParm("-profilegameonly"))
1067 Sys_AllowProfiling(false);
1069 // LordHavoc: quake never seeded the random number generator before... heh
1070 if (COM_CheckParm("-benchmark"))
1071 srand(0); // predictable random sequence for -benchmark
1073 srand((unsigned int)time(NULL));
1075 // FIXME: this is evil, but possibly temporary
1076 // LordHavoc: doesn't seem very temporary...
1077 // LordHavoc: made this a saved cvar
1078 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1079 if (COM_CheckParm("-developer"))
1081 developer.value = developer.integer = 1;
1082 developer.string = "1";
1085 if (COM_CheckParm("-developer2"))
1087 developer.value = developer.integer = 1;
1088 developer.string = "1";
1089 developer_extra.value = developer_extra.integer = 1;
1090 developer_extra.string = "1";
1091 developer_insane.value = developer_insane.integer = 1;
1092 developer_insane.string = "1";
1093 developer_memory.value = developer_memory.integer = 1;
1094 developer_memory.string = "1";
1095 developer_memorydebug.value = developer_memorydebug.integer = 1;
1096 developer_memorydebug.string = "1";
1099 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1100 if (COM_CheckParm("-nostdout"))
1103 // used by everything
1106 // initialize console command/cvar/alias/command execution systems
1109 // initialize memory subsystem cvars/commands
1110 Memory_Init_Commands();
1112 // initialize console and logging and its cvars/commands
1115 // initialize various cvars that could not be initialized earlier
1117 Curl_Init_Commands();
1118 Cmd_Init_Commands();
1119 Sys_Init_Commands();
1120 COM_Init_Commands();
1123 // initialize console window (only used by sys_win.c)
1126 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1129 // detect gamemode from commandline options or executable name
1132 // construct a version string for the corner of the console
1134 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1135 Con_Printf("%s\n", engineversion);
1137 // initialize ixtable
1140 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1143 // must be after FS_Init
1145 Crypto_Init_Commands();
1155 V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1156 Host_InitCommands();
1158 Host_ServerOptions();
1160 if (cls.state == ca_dedicated)
1161 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1164 Con_DPrintf("Initializing client\n");
1179 // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1180 // NOTE: menu commands are freed by Cmd_RestoreInitState
1181 Cmd_SaveInitState();
1183 // FIXME: put this into some neat design, but the menu should be allowed to crash
1184 // without crashing the whole game, so this should just be a short-time solution
1186 // here comes the not so critical stuff
1187 if (setjmp(host_abortframe)) {
1191 Host_AddConfigText();
1194 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1195 if (!host_stuffcmdsrun)
1197 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1201 // put up the loading image so the user doesn't stare at a black screen...
1202 SCR_BeginLoadingPlaque();
1204 if (cls.state != ca_dedicated)
1209 // check for special benchmark mode
1210 // 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)
1211 i = COM_CheckParm("-benchmark");
1212 if (i && i + 1 < com_argc)
1213 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1215 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1219 // check for special demo mode
1220 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1221 i = COM_CheckParm("-demo");
1222 if (i && i + 1 < com_argc)
1223 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1225 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1229 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1230 i = COM_CheckParm("-capturedemo");
1231 if (i && i + 1 < com_argc)
1232 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1234 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1238 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1239 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1241 Cbuf_AddText("startmap_dm\n");
1245 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1247 Cbuf_AddText("togglemenu\n");
1251 Con_DPrint("========Initialized=========\n");
1253 //Host_StartVideo();
1261 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1262 to run quit through here before the final handoff to the sys code.
1265 void Host_Shutdown(void)
1267 static qboolean isdown = false;
1271 Con_Print("recursive shutdown\n");
1274 if (setjmp(host_abortframe))
1276 Con_Print("aborted the quitting frame?!?\n");
1281 // be quiet while shutting down
1284 // disconnect client from server if active
1287 // shut down local server if active
1288 Host_ShutdownServer ();
1295 // AK hmm, no PRVM_Shutdown(); yet
1297 CL_Gecko_Shutdown();
1298 CL_Video_Shutdown();
1302 CDAudio_Shutdown ();
1305 NetConn_Shutdown ();
1308 if (cls.state != ca_dedicated)
1310 R_Modules_Shutdown();