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 accumulated mainloop time since application started (with filtering), without any slowmo or clamping
54 // the main loop wall time for this frame
55 double host_dirtytime;
58 client_t *host_client;
60 jmp_buf host_abortframe;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 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"};
64 cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
65 // shows time used by certain subsystems
66 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
67 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."};
68 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"};
69 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
70 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
71 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
72 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"};
73 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
74 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)"};
75 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"};
76 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"};
78 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"};
79 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
80 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!"};
81 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)"};
82 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
83 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
85 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
86 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
90 Host_AbortCurrentFrame
92 aborts the current host frame and goes on with the next one
95 void Host_AbortCurrentFrame(void)
97 // in case we were previously nice, make us mean again
98 Sys_MakeProcessMean();
100 longjmp (host_abortframe, 1);
107 This shuts down both the client and server
110 void Host_Error (const char *error, ...)
112 static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
113 static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
114 static qboolean hosterror = false;
117 // turn off rcon redirect if it was active when the crash occurred
118 // to prevent loops when it is a networking problem
119 Con_Rcon_Redirect_Abort();
121 va_start (argptr,error);
122 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
125 Con_Printf("Host_Error: %s\n", hosterrorstring1);
127 // LordHavoc: if crashing very early, or currently shutting down, do
129 if (host_framecount < 3 || host_shuttingdown)
130 Sys_Error ("Host_Error: %s", hosterrorstring1);
133 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
136 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
138 CL_Parse_DumpPacket();
140 CL_Parse_ErrorCleanUp();
144 // print out where the crash happened, if it was caused by QC (and do a cleanup)
145 PRVM_Crash(SVVM_prog);
146 PRVM_Crash(CLVM_prog);
147 PRVM_Crash(MVM_prog);
149 cl.csqc_loaded = false;
150 Cvar_SetValueQuick(&csqc_progcrc, -1);
151 Cvar_SetValueQuick(&csqc_progsize, -1);
153 SV_LockThreadMutex();
154 Host_ShutdownServer ();
155 SV_UnlockThreadMutex();
157 if (cls.state == ca_dedicated)
158 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
165 Host_AbortCurrentFrame();
168 static void Host_ServerOptions (void)
175 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
176 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
177 // if no client is in the executable or -dedicated is specified on
178 // commandline, start a dedicated server
179 i = COM_CheckParm ("-dedicated");
180 if (i || !cl_available)
182 cls.state = ca_dedicated;
183 // check for -dedicated specifying how many players
184 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
185 svs.maxclients = atoi (com_argv[i+1]);
186 if (COM_CheckParm ("-listen"))
187 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
188 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
189 Cvar_SetValue("sv_public", 1);
191 else if (cl_available)
193 // client exists and not dedicated, check if -listen is specified
194 cls.state = ca_disconnected;
195 i = COM_CheckParm ("-listen");
198 // default players unless specified
199 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
200 svs.maxclients = atoi (com_argv[i+1]);
204 // default players in some games, singleplayer in most
205 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
210 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
212 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
214 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
215 Cvar_SetValueQuick(&deathmatch, 1);
219 =======================
221 ======================
223 void Host_SaveConfig_f(void);
224 void Host_LoadConfig_f(void);
225 extern cvar_t sv_writepicture_quality;
226 extern cvar_t r_texture_jpeg_fastpicmip;
227 static void Host_InitLocal (void)
229 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
230 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
232 Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
233 Cvar_RegisterVariable (&host_framerate);
234 Cvar_RegisterVariable (&host_speeds);
235 Cvar_RegisterVariable (&host_maxwait);
236 Cvar_RegisterVariable (&cl_minfps);
237 Cvar_RegisterVariable (&cl_minfps_fade);
238 Cvar_RegisterVariable (&cl_minfps_qualitymax);
239 Cvar_RegisterVariable (&cl_minfps_qualitymin);
240 Cvar_RegisterVariable (&cl_minfps_qualitypower);
241 Cvar_RegisterVariable (&cl_minfps_qualityscale);
242 Cvar_RegisterVariable (&cl_maxfps);
243 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
244 Cvar_RegisterVariable (&cl_maxidlefps);
246 Cvar_RegisterVariable (&developer);
247 Cvar_RegisterVariable (&developer_extra);
248 Cvar_RegisterVariable (&developer_insane);
249 Cvar_RegisterVariable (&developer_loadfile);
250 Cvar_RegisterVariable (&developer_loading);
251 Cvar_RegisterVariable (&developer_entityparsing);
253 Cvar_RegisterVariable (×tamps);
254 Cvar_RegisterVariable (&timeformat);
256 Cvar_RegisterVariable (&sv_writepicture_quality);
257 Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
265 Writes key bindings and archived cvars to config.cfg
268 static void Host_SaveConfig_to(const char *file)
272 // dedicated servers initialize the host but don't parse and set the
274 // LordHavoc: don't save a config if it crashed in startup
275 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
277 f = FS_OpenRealFile(file, "wb", false);
280 Con_Printf("Couldn't write %s.\n", file);
284 Key_WriteBindings (f);
285 Cvar_WriteVariables (f);
290 void Host_SaveConfig(void)
292 Host_SaveConfig_to(CONFIGFILENAME);
294 void Host_SaveConfig_f(void)
296 const char *file = CONFIGFILENAME;
298 if(Cmd_Argc() >= 2) {
300 Con_Printf("Saving to %s\n", file);
303 Host_SaveConfig_to(file);
306 static void Host_AddConfigText(void)
308 // set up the default startmap_sp and startmap_dm aliases (mods can
309 // override these) and then execute the quake.rc startup script
310 if (gamemode == GAME_NEHAHRA)
311 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
312 else if (gamemode == GAME_TRANSFUSION)
313 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
314 else if (gamemode == GAME_TEU)
315 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
317 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
324 Resets key bindings and cvars to defaults and then reloads scripts
327 void Host_LoadConfig_f(void)
329 // reset all cvars, commands and aliases to init values
330 Cmd_RestoreInitState();
331 // prepend a menu restart command to execute after the config
332 Cbuf_InsertText("\nmenu_restart\n");
333 // reset cvars to their defaults, and then exec startup scripts again
334 Host_AddConfigText();
341 Sends text across to be displayed
342 FIXME: make this just a stuffed echo?
345 void SV_ClientPrint(const char *msg)
347 if (host_client->netconnection)
349 MSG_WriteByte(&host_client->netconnection->message, svc_print);
350 MSG_WriteString(&host_client->netconnection->message, msg);
358 Sends text across to be displayed
359 FIXME: make this just a stuffed echo?
362 void SV_ClientPrintf(const char *fmt, ...)
365 char msg[MAX_INPUTLINE];
367 va_start(argptr,fmt);
368 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
378 Sends text to all active clients
381 void SV_BroadcastPrint(const char *msg)
386 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
388 if (client->active && client->netconnection)
390 MSG_WriteByte(&client->netconnection->message, svc_print);
391 MSG_WriteString(&client->netconnection->message, msg);
395 if (sv_echobprint.integer && cls.state == ca_dedicated)
403 Sends text to all active clients
406 void SV_BroadcastPrintf(const char *fmt, ...)
409 char msg[MAX_INPUTLINE];
411 va_start(argptr,fmt);
412 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
415 SV_BroadcastPrint(msg);
422 Send text over to the client to be executed
425 void Host_ClientCommands(const char *fmt, ...)
428 char string[MAX_INPUTLINE];
430 if (!host_client->netconnection)
433 va_start(argptr,fmt);
434 dpvsnprintf(string, sizeof(string), fmt, argptr);
437 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
438 MSG_WriteString(&host_client->netconnection->message, string);
442 =====================
445 Called when the player is getting totally kicked off the host
446 if (crash = true), don't bother sending signofs
447 =====================
449 void SV_DropClient(qboolean crash)
451 prvm_prog_t *prog = SVVM_prog;
453 Con_Printf("Client \"%s\" dropped\n", host_client->name);
455 SV_StopDemoRecording(host_client);
457 // make sure edict is not corrupt (from a level change for example)
458 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
460 if (host_client->netconnection)
462 // tell the client to be gone
465 // LordHavoc: no opportunity for resending, so use unreliable 3 times
466 unsigned char bufdata[8];
468 memset(&buf, 0, sizeof(buf));
470 buf.maxsize = sizeof(bufdata);
471 MSG_WriteByte(&buf, svc_disconnect);
472 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
473 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
474 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
478 // call qc ClientDisconnect function
479 // LordHavoc: don't call QC if server is dead (avoids recursive
480 // Host_Error in some mods when they run out of edicts)
481 if (host_client->clientconnectcalled && sv.active && host_client->edict)
483 // call the prog function for removing a client
484 // this will set the body to a dead frame, among other things
485 int saveSelf = PRVM_serverglobaledict(self);
486 host_client->clientconnectcalled = false;
487 PRVM_serverglobalfloat(time) = sv.time;
488 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
489 prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
490 PRVM_serverglobaledict(self) = saveSelf;
493 if (host_client->netconnection)
495 // break the net connection
496 NetConn_Close(host_client->netconnection);
497 host_client->netconnection = NULL;
500 // if a download is active, close it
501 if (host_client->download_file)
503 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
504 FS_Close(host_client->download_file);
505 host_client->download_file = NULL;
506 host_client->download_name[0] = 0;
507 host_client->download_expectedposition = 0;
508 host_client->download_started = false;
511 // remove leaving player from scoreboard
512 host_client->name[0] = 0;
513 host_client->colors = 0;
514 host_client->frags = 0;
515 // send notification to all clients
516 // get number of client manually just to make sure we get it right...
517 i = host_client - svs.clients;
518 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
519 MSG_WriteByte (&sv.reliable_datagram, i);
520 MSG_WriteString (&sv.reliable_datagram, host_client->name);
521 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
522 MSG_WriteByte (&sv.reliable_datagram, i);
523 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
524 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
525 MSG_WriteByte (&sv.reliable_datagram, i);
526 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
528 // free the client now
529 if (host_client->entitydatabase)
530 EntityFrame_FreeDatabase(host_client->entitydatabase);
531 if (host_client->entitydatabase4)
532 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
533 if (host_client->entitydatabase5)
534 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
538 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
539 PRVM_ED_ClearEdict(prog, host_client->edict);
542 // clear the client struct (this sets active to false)
543 memset(host_client, 0, sizeof(*host_client));
545 // update server listing on the master because player count changed
546 // (which the master uses for filtering empty/full servers)
547 NetConn_Heartbeat(1);
551 for (i = 0;i < svs.maxclients;i++)
552 if (svs.clients[i].active && !svs.clients[i].spawned)
554 if (i == svs.maxclients)
556 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
557 sv.paused = sv.loadgame = false; // we're basically done with loading now
566 This only happens at the end of a game, not between levels
569 void Host_ShutdownServer(void)
571 prvm_prog_t *prog = SVVM_prog;
574 Con_DPrintf("Host_ShutdownServer\n");
579 NetConn_Heartbeat(2);
580 NetConn_Heartbeat(2);
582 // make sure all the clients know we're disconnecting
583 World_End(&sv.world);
586 if(PRVM_serverfunction(SV_Shutdown))
588 func_t s = PRVM_serverfunction(SV_Shutdown);
589 PRVM_serverglobalfloat(time) = sv.time;
590 PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
591 prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
594 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
595 if (host_client->active)
596 SV_DropClient(false); // server shutdown
598 NetConn_CloseServerPorts();
604 memset(&sv, 0, sizeof(sv));
605 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
607 cl.islocalgame = false;
611 //============================================================================
615 Host_GetConsoleCommands
617 Add them exactly as if they had been typed at the console
620 static void Host_GetConsoleCommands (void)
626 cmd = Sys_ConsoleInput ();
637 Returns a time report string, for example for
640 const char *Host_TimingReport(char *buf, size_t buflen)
642 return va(buf, buflen, "%.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);
649 Runs all active servers
652 static void Host_Init(void);
658 double cl_timer = 0, sv_timer = 0;
659 double clframetime, deltacleantime, olddirtytime, dirtytime;
661 int pass1, pass2, pass3, i;
667 dirtytime = Sys_DirtyTime();
670 if (setjmp(host_abortframe))
672 SCR_ClearLoadingScreen(false);
673 continue; // something bad happened, or the server disconnected
676 olddirtytime = host_dirtytime;
677 dirtytime = Sys_DirtyTime();
678 deltacleantime = dirtytime - olddirtytime;
679 if (deltacleantime < 0)
681 // warn if it's significant
682 if (deltacleantime < -0.01)
683 Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
686 else if (deltacleantime >= 1800)
688 Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
691 realtime += deltacleantime;
692 host_dirtytime = dirtytime;
694 cl_timer += deltacleantime;
695 sv_timer += deltacleantime;
699 svs.perf_acc_realtime += deltacleantime;
701 // Look for clients who have spawned
702 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
703 if(host_client->spawned)
704 if(host_client->netconnection)
706 if(i == svs.maxclients)
708 // Nobody is looking? Then we won't do timing...
709 // Instead, reset it to zero
710 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;
712 else if(svs.perf_acc_realtime > 5)
714 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
715 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
716 if(svs.perf_acc_offset_samples > 0)
718 svs.perf_offset_max = svs.perf_acc_offset_max;
719 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
720 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
722 if(svs.perf_lost > 0 && developer_extra.integer)
723 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
724 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;
728 if (slowmo.value < 0.00001 && slowmo.value != 0)
729 Cvar_SetValue("slowmo", 0);
730 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
731 Cvar_SetValue("host_framerate", 0);
733 // keep the random time dependent, but not when playing demos/benchmarking
734 if(!*sv_random_seed.string && !cls.demoplayback)
737 // get new key events
738 Key_EventQueue_Unblock();
739 SndSys_SendKeyEvents();
742 NetConn_UpdateSockets();
744 Log_DestBuffer_Flush();
746 // receive packets on each main loop iteration, as the main loop may
747 // be undersleeping due to select() detecting a new packet
748 if (sv.active && !svs.threaded)
749 NetConn_ServerFrame();
753 // check for commands typed to the host
754 Host_GetConsoleCommands();
756 // when a server is running we only execute console commands on server frames
757 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
758 // otherwise we execute them on client frames
759 if (sv.active ? sv_timer > 0 : cl_timer > 0)
761 // process console commands
762 // R_TimeReport("preconsole");
763 CL_VM_PreventInformationLeaks();
765 // R_TimeReport("console");
768 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
770 // if the accumulators haven't become positive yet, wait a while
771 if (cls.state == ca_dedicated)
772 wait = sv_timer * -1000000.0;
773 else if (!sv.active || svs.threaded)
774 wait = cl_timer * -1000000.0;
776 wait = max(cl_timer, sv_timer) * -1000000.0;
778 if (!cls.timedemo && wait >= 1)
782 if(host_maxwait.value <= 0)
783 wait = min(wait, 1000000.0);
785 wait = min(wait, host_maxwait.value * 1000.0);
787 wait = 1; // because we cast to int
789 time0 = Sys_DirtyTime();
790 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
791 NetConn_SleepMicroseconds((int)wait);
793 Sys_Sleep((int)wait);
794 delta = Sys_DirtyTime() - time0;
795 if (delta < 0 || delta >= 1800) delta = 0;
797 svs.perf_acc_sleeptime += delta;
798 // R_TimeReport("sleep");
802 // limit the frametime steps to no more than 100ms each
808 svs.perf_acc_lost += (sv_timer - 0.1);
814 //-------------------
818 //-------------------
820 // limit the frametime steps to no more than 100ms each
821 if (sv.active && sv_timer > 0 && !svs.threaded)
823 // execute one or more server frames, with an upper limit on how much
824 // execution time to spend on server frames to avoid freezing the game if
825 // the server is overloaded, this execution time limit means the game will
826 // slow down if the server is taking too long.
827 int framecount, framelimit = 1;
828 double advancetime, aborttime = 0;
830 prvm_prog_t *prog = SVVM_prog;
832 // run the world state
833 // don't allow simulation to run too fast or too slow or logic glitches can occur
835 // stop running server frames if the wall time reaches this value
836 if (sys_ticrate.value <= 0)
837 advancetime = sv_timer;
838 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
840 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
841 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
842 framelimit = cl_maxphysicsframesperserverframe.integer;
843 aborttime = realtime + 0.1;
847 advancetime = sys_ticrate.value;
848 // listen servers can run multiple server frames per client frame
849 if (cls.state == ca_connected)
851 framelimit = cl_maxphysicsframesperserverframe.integer;
852 aborttime = realtime + 0.1;
855 if(slowmo.value > 0 && slowmo.value < 1)
856 advancetime = min(advancetime, 0.1 / slowmo.value);
858 advancetime = min(advancetime, 0.1);
862 offset = Sys_DirtyTime() - realtime;if (offset < 0 || offset >= 1800) offset = 0;
864 ++svs.perf_acc_offset_samples;
865 svs.perf_acc_offset += offset;
866 svs.perf_acc_offset_squared += offset * offset;
867 if(svs.perf_acc_offset_max < offset)
868 svs.perf_acc_offset_max = offset;
871 // only advance time if not paused
872 // the game also pauses in singleplayer when menu or console is used
873 sv.frametime = advancetime * slowmo.value;
874 if (host_framerate.value)
875 sv.frametime = host_framerate.value;
876 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
879 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
881 sv_timer -= advancetime;
883 // move things around and think unless paused
887 // if this server frame took too long, break out of the loop
888 if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
891 R_TimeReport("serverphysics");
893 // send all messages to the clients
894 SV_SendClientMessages();
896 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
897 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
898 PRVM_serverglobalfloat(time) = sv.time;
899 prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
902 // send an heartbeat if enough time has passed since the last one
903 NetConn_Heartbeat(0);
904 R_TimeReport("servernetwork");
906 else if (!svs.threaded)
908 // don't let r_speeds display jump around
909 R_TimeReport("serverphysics");
910 R_TimeReport("servernetwork");
913 //-------------------
917 //-------------------
919 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
922 Collision_Cache_NewFrame();
923 R_TimeReport("collisioncache");
924 // decide the simulation time
925 if (cls.capturevideo.active)
928 if (cls.capturevideo.realtime)
929 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
932 clframetime = 1.0 / cls.capturevideo.framerate;
933 cl.realframetime = max(cl_timer, clframetime);
936 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
938 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
939 // when running slow, we need to sleep to keep input responsive
940 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
942 Sys_Sleep((int)wait);
944 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
945 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
947 clframetime = cl.realframetime = cl_timer;
949 // apply slowmo scaling
950 clframetime *= cl.movevars_timescale;
951 // scale playback speed of demos by slowmo cvar
952 if (cls.demoplayback)
954 clframetime *= slowmo.value;
955 // if demo playback is paused, don't advance time at all
960 // host_framerate overrides all else
961 if (host_framerate.value)
962 clframetime = host_framerate.value;
964 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
968 clframetime = cl.realframetime = cl_timer;
970 // deduct the frame time from the accumulator
971 cl_timer -= cl.realframetime;
973 cl.oldtime = cl.time;
974 cl.time += clframetime;
977 if (host_speeds.integer)
978 time1 = Sys_DirtyTime();
979 R_TimeReport("pre-input");
981 // Collect input into cmd
984 R_TimeReport("input");
986 // check for new packets
987 NetConn_ClientFrame();
989 // read a new frame from a demo if needed
990 CL_ReadDemoMessage();
991 R_TimeReport("clientnetwork");
993 // now that packets have been read, send input to server
995 R_TimeReport("sendmove");
997 // update client world (interpolate entities, create trails, etc)
999 R_TimeReport("lerpworld");
1003 R_TimeReport("client");
1006 R_TimeReport("render");
1008 if (host_speeds.integer)
1009 time2 = Sys_DirtyTime();
1012 if(cl.csqc_usecsqclistener)
1014 S_Update(&cl.csqc_listenermatrix);
1015 cl.csqc_usecsqclistener = false;
1018 S_Update(&r_refdef.view.matrix);
1021 R_TimeReport("audio");
1023 // reset gathering of mouse input
1024 in_mouse_x = in_mouse_y = 0;
1026 if (host_speeds.integer)
1028 pass1 = (int)((time1 - time3)*1000000);
1029 time3 = Sys_DirtyTime();
1030 pass2 = (int)((time2 - time1)*1000000);
1031 pass3 = (int)((time3 - time2)*1000000);
1032 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1033 pass1+pass2+pass3, pass1, pass2, pass3);
1038 Mem_CheckSentinelsGlobal();
1040 if (developer_memorydebug.integer)
1041 Mem_CheckSentinelsGlobal();
1044 // if there is some time remaining from this frame, reset the timers
1050 svs.perf_acc_lost += sv_timer;
1058 //============================================================================
1060 qboolean vid_opened = false;
1061 void Host_StartVideo(void)
1063 if (!vid_opened && cls.state != ca_dedicated)
1066 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1067 NetConn_UpdateSockets();
1073 char engineversion[128];
1075 qboolean sys_nostdout = false;
1077 extern qboolean host_stuffcmdsrun;
1080 ====================
1082 ====================
1084 static void Host_Init (void)
1090 if (COM_CheckParm("-profilegameonly"))
1091 Sys_AllowProfiling(false);
1093 // LordHavoc: quake never seeded the random number generator before... heh
1094 if (COM_CheckParm("-benchmark"))
1095 srand(0); // predictable random sequence for -benchmark
1097 srand((unsigned int)time(NULL));
1099 // FIXME: this is evil, but possibly temporary
1100 // LordHavoc: doesn't seem very temporary...
1101 // LordHavoc: made this a saved cvar
1102 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1103 if (COM_CheckParm("-developer"))
1105 developer.value = developer.integer = 1;
1106 developer.string = "1";
1109 if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1111 developer.value = developer.integer = 1;
1112 developer.string = "1";
1113 developer_extra.value = developer_extra.integer = 1;
1114 developer_extra.string = "1";
1115 developer_insane.value = developer_insane.integer = 1;
1116 developer_insane.string = "1";
1117 developer_memory.value = developer_memory.integer = 1;
1118 developer_memory.string = "1";
1119 developer_memorydebug.value = developer_memorydebug.integer = 1;
1120 developer_memorydebug.string = "1";
1123 if (COM_CheckParm("-developer3"))
1125 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1126 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1129 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1130 if (COM_CheckParm("-nostdout"))
1133 // used by everything
1136 // initialize console command/cvar/alias/command execution systems
1139 // initialize memory subsystem cvars/commands
1140 Memory_Init_Commands();
1142 // initialize console and logging and its cvars/commands
1145 // initialize various cvars that could not be initialized earlier
1147 Curl_Init_Commands();
1148 Cmd_Init_Commands();
1149 Sys_Init_Commands();
1150 COM_Init_Commands();
1153 // initialize console window (only used by sys_win.c)
1156 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1159 // detect gamemode from commandline options or executable name
1162 // construct a version string for the corner of the console
1164 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1165 Con_Printf("%s\n", engineversion);
1167 // initialize process nice level
1168 Sys_InitProcessNice();
1170 // initialize ixtable
1173 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1176 // must be after FS_Init
1178 Crypto_Init_Commands();
1188 V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1189 Host_InitCommands();
1191 Host_ServerOptions();
1195 if (cls.state == ca_dedicated)
1196 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1199 Con_DPrintf("Initializing client\n");
1213 // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1214 // NOTE: menu commands are freed by Cmd_RestoreInitState
1215 Cmd_SaveInitState();
1217 // FIXME: put this into some neat design, but the menu should be allowed to crash
1218 // without crashing the whole game, so this should just be a short-time solution
1220 // here comes the not so critical stuff
1221 if (setjmp(host_abortframe)) {
1225 Host_AddConfigText();
1228 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1229 if (!host_stuffcmdsrun)
1231 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1235 // put up the loading image so the user doesn't stare at a black screen...
1236 SCR_BeginLoadingPlaque();
1238 if (cls.state != ca_dedicated)
1243 // check for special benchmark mode
1244 // 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)
1245 i = COM_CheckParm("-benchmark");
1246 if (i && i + 1 < com_argc)
1247 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1249 Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
1253 // check for special demo mode
1254 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1255 i = COM_CheckParm("-demo");
1256 if (i && i + 1 < com_argc)
1257 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1259 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
1263 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1264 i = COM_CheckParm("-capturedemo");
1265 if (i && i + 1 < com_argc)
1266 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1268 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1272 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1273 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1275 Cbuf_AddText("startmap_dm\n");
1279 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1281 Cbuf_AddText("togglemenu\n");
1285 Con_DPrint("========Initialized=========\n");
1287 //Host_StartVideo();
1289 if (cls.state != ca_dedicated)
1298 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1299 to run quit through here before the final handoff to the sys code.
1302 void Host_Shutdown(void)
1304 static qboolean isdown = false;
1308 Con_Print("recursive shutdown\n");
1311 if (setjmp(host_abortframe))
1313 Con_Print("aborted the quitting frame?!?\n");
1318 // be quiet while shutting down
1321 // end the server thread
1325 // disconnect client from server if active
1328 // shut down local server if active
1329 SV_LockThreadMutex();
1330 Host_ShutdownServer ();
1331 SV_UnlockThreadMutex();
1338 // AK hmm, no PRVM_Shutdown(); yet
1340 CL_Video_Shutdown();
1344 CDAudio_Shutdown ();
1347 NetConn_Shutdown ();
1350 if (cls.state != ca_dedicated)
1352 R_Modules_Shutdown();