*/
// host.c -- coordinates spawning and killing of local servers
-#include <time.h>
#include "quakedef.h"
+
+#include <time.h>
#include "libcurl.h"
#include "cdaudio.h"
+#include "cl_gecko.h"
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
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"};
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-// LordHavoc: framerate upper cap
-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)"};
+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"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+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"};
+cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "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)"};
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"};
cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+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)"};
+cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
void Host_LoadConfig_f(void);
static void Host_InitLocal (void)
{
- Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
+ Cvar_RegisterVariable (&cl_minfps);
+ Cvar_RegisterVariable (&cl_minfps_fade);
+ Cvar_RegisterVariable (&cl_minfps_qualitymax);
+ Cvar_RegisterVariable (&cl_minfps_qualitymin);
+ Cvar_RegisterVariable (&cl_minfps_qualitypower);
+ Cvar_RegisterVariable (&cl_minfps_qualityscale);
Cvar_RegisterVariable (&cl_maxfps);
Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
+ Cvar_RegisterVariable (&developer_loadfile);
+ Cvar_RegisterVariable (&developer_loading);
Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (×tamps);
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_SaveConfig_f(void)
+void Host_SaveConfig_to(const char *file)
{
qfile_t *f;
// LordHavoc: don't save a config if it crashed in startup
if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
- f = FS_Open ("config.cfg", "wb", false, false);
+ f = FS_Open (file, "wb", false, false);
if (!f)
{
- Con_Print("Couldn't write config.cfg.\n");
+ Con_Printf("Couldn't write %s.\n", file);
return;
}
FS_Close (f);
}
}
+void Host_SaveConfig(void)
+{
+ Host_SaveConfig_to("config.cfg");
+}
+void Host_SaveConfig_f(void)
+{
+ const char *file = "config.cfg";
+
+ if(Cmd_Argc() >= 2) {
+ file = Cmd_Argv(1);
+ Con_Printf("Saving to %s\n", file);
+ }
+ Host_SaveConfig_to(file);
+}
/*
===============
// update server listing on the master because player count changed
// (which the master uses for filtering empty/full servers)
NetConn_Heartbeat(1);
+
+ if (sv.loadgame)
+ {
+ for (i = 0;i < svs.maxclients;i++)
+ if (svs.clients[i].active && !svs.clients[i].spawned)
+ break;
+ if (i == svs.maxclients)
+ {
+ Con_Printf("Loaded game, everyone rejoined - unpausing\n");
+ sv.paused = sv.loadgame = false; // we're basically done with loading now
+ }
+ }
}
/*
// make sure all the clients know we're disconnecting
SV_VM_Begin();
+ if(prog->loaded)
+ if(prog->funcoffsets.SV_Shutdown)
+ {
+ func_t s = prog->funcoffsets.SV_Shutdown;
+ prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
+ PRVM_ExecuteProgram(s,"SV_Shutdown() required");
+ }
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if (host_client->active)
SV_DropClient(false); // server shutdown
==================
Host_TimeReport
-Returns a time report string, for example for
+Returns a time report string, for example for
==================
*/
const char *Host_TimingReport()
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;
}
- if (slowmo.value < 0)
+ if (slowmo.value < 0.00001 && slowmo.value != 0)
Cvar_SetValue("slowmo", 0);
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
Cvar_SetValue("host_framerate", 0);
- if (cl_maxfps.value < 1)
- Cvar_SetValue("cl_maxfps", 1);
// keep the random time dependent, but not when playing demos/benchmarking
if(!*sv_random_seed.string && !cls.demoplayback)
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
- if (wait > 100000)
- wait = 100000;
+ wait = bound(0, wait, 100000);
- if (!cls.timedemo && wait > 0)
+ if (!cls.timedemo && wait >= 1)
{
double time0 = Sys_DoubleTime();
if (sv_checkforpacketsduringsleep.integer)
- {
- if (wait >= 1)
- NetConn_SleepMicroseconds((int)wait);
- }
+ NetConn_SleepMicroseconds((int)wait);
else
- {
- if (wait >= 1000)
- Sys_Sleep((int)wait / 1000);
- }
+ Sys_Sleep((int)wait);
svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
continue;
}
}
}
else if (vid_activewindow)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
else
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
//ui_update();
- CL_VideoFrame();
+ CL_Video_Frame();
+ CL_Gecko_Frame();
CL_UpdateScreen();
cl.csqc_usecsqclistener = false;
}
else
- S_Update(&r_view.matrix);
+ S_Update(&r_refdef.view.matrix);
CDAudio_Update();
int i;
const char* os;
+ if (COM_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(false);
+
// LordHavoc: quake never seeded the random number generator before... heh
if (COM_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
{
- developer.value = developer.integer = 100;
- developer.string = "100";
+ developer.value = developer.integer = 1;
+ developer.string = "1";
}
if (COM_CheckParm("-developer2"))
COM_InitGameType();
// construct a version string for the corner of the console
-#if defined(__linux__)
- os = "Linux";
-#elif defined(WIN32)
- os = "Windows";
-#elif defined(__FreeBSD__)
- os = "FreeBSD";
-#elif defined(__NetBSD__)
- os = "NetBSD";
-#elif defined(__OpenBSD__)
- os = "OpenBSD";
-#elif defined(MACOSX)
- os = "Mac OS X";
-#elif defined(__MORPHOS__)
- os = "MorphOS";
-#else
- os = "Unknown";
-#endif
+ os = DP_OS_NAME;
dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
Con_Printf("%s\n", engineversion);
if (cls.state != ca_dedicated)
{
- Con_Printf("Initializing client\n");
+ Con_DPrintf("Initializing client\n");
R_Modules_Init();
Palette_Init();
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- if (gamemode == GAME_NEXUIZ)
- Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
- else
- Cbuf_AddText("togglemenu\n");
+ Cbuf_AddText("togglemenu\n");
Cbuf_Execute();
}
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+ CL_Gecko_Shutdown();
CL_Video_Shutdown();
- Host_SaveConfig_f();
+ Host_SaveConfig();
CDAudio_Shutdown ();
S_Terminate ();