// current client
client_t *host_client;
-jmp_buf host_abortserver;
+jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = {0, "host_framerate","0"};
cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0"};
cvar_t serverprofile = {0, "serverprofile","0"};
cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
cvar_t developer = {0, "developer","0"};
+cvar_t developer_entityparsing = {0, "developer_entityparsing", "0"};
cvar_t skill = {0, "skill","1"};
cvar_t deathmatch = {0, "deathmatch","0"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+/*
+================
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
+================
+*/
+void Host_AbortCurrentFrame(void)
+{
+ longjmp (host_abortframe, 1);
+}
+
/*
================
Host_Error
This shuts down both the client and server
================
*/
-void PRVM_ProcessError(void);
-static char hosterrorstring1[4096];
-static char hosterrorstring2[4096];
-static qboolean hosterror = false;
void Host_Error (const char *error, ...)
{
+ static char hosterrorstring1[MAX_INPUTLINE];
+ static char hosterrorstring2[MAX_INPUTLINE];
+ static qboolean hosterror = false;
va_list argptr;
va_start (argptr,error);
//PR_Crash();
- //PRVM_Crash(); // crash current prog
+ // print out where the crash happened, if it was caused by QC (and do a cleanup)
+ PRVM_Crash();
- // crash all prvm progs
- PRVM_CrashAll();
-
- PRVM_ProcessError();
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
- Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
+ Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
hosterror = false;
- longjmp (host_abortserver, 1);
+ Host_AbortCurrentFrame();
}
void Host_ServerOptions (void)
// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
- if (cl_available)
+ // if no client is in the executable or -dedicated is specified on
+ // commandline, start a dedicated server
+ i = COM_CheckParm ("-dedicated");
+ if (i || !cl_available)
+ {
+ cls.state = ca_dedicated;
+ // check for -dedicated specifying how many players
+ if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
+ if (COM_CheckParm ("-listen"))
+ Con_Printf ("Only one of -dedicated or -listen can be specified\n");
+ // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
+ Cvar_SetValue("sv_public", 1);
+ }
+ else if (cl_available)
{
- // client exists, check what mode the user wants
- i = COM_CheckParm ("-dedicated");
+ // client exists and not dedicated, check if -listen is specified
+ cls.state = ca_disconnected;
+ i = COM_CheckParm ("-listen");
if (i)
{
- cls.state = ca_dedicated;
// default players unless specified
if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
svs.maxclients = atoi (com_argv[i+1]);
- if (COM_CheckParm ("-listen"))
- Sys_Error ("Only one of -dedicated or -listen can be specified");
}
else
{
- cls.state = ca_disconnected;
- i = COM_CheckParm ("-listen");
- if (i)
- {
- // default players unless specified
- if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
- svs.maxclients = atoi (com_argv[i+1]);
- }
- else
- {
- // default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
- svs.maxclients = 1;
- }
+ // default players in some games, singleplayer in most
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ svs.maxclients = 1;
}
}
- else
- {
- // no client in the executable, always start dedicated server
- if (COM_CheckParm ("-listen"))
- Sys_Error ("-listen not available in a dedicated server executable");
- cls.state = ca_dedicated;
- // check for -dedicated specifying how many players
- i = COM_CheckParm ("-dedicated");
- // default players unless specified
- if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
- svs.maxclients = atoi (com_argv[i+1]);
- }
svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
- svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
+ svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
if (svs.maxclients > 1 && !deathmatch.integer)
Cvar_SetValueQuick(&deathmatch, 1);
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sys_ticrate);
+ Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (&fraglimit);
Cvar_RegisterVariable (&developer);
if (forcedeveloper) // make it real now that the cvar is registered
Cvar_SetValue("developer", 1);
+ Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (&deathmatch);
Cvar_RegisterVariable (&coop);
void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
- char msg[4096];
+ char msg[MAX_INPUTLINE];
va_start(argptr,fmt);
dpvsnprintf(msg,sizeof(msg),fmt,argptr);
void SV_BroadcastPrintf(const char *fmt, ...)
{
va_list argptr;
- char msg[4096];
+ char msg[MAX_INPUTLINE];
va_start(argptr,fmt);
dpvsnprintf(msg,sizeof(msg),fmt,argptr);
void Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char string[MAX_INPUTLINE];
va_start(argptr,fmt);
dpvsnprintf(string, sizeof(string), fmt, argptr);
{
int i, count;
sizebuf_t buf;
- char message[4];
+ unsigned char message[4];
Con_DPrintf("Host_ShutdownServer\n");
if (!sv.active)
return;
- SV_VM_Begin();
- // print out where the crash happened, if it was caused by QC
- //PRVM_Crash();
-
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
if (count)
Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
+ SV_VM_Begin();
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active) {
+ if (host_client->active)
SV_DropClient(crash); // server shutdown
- }
+ SV_VM_End();
NetConn_CloseServerPorts();
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-
- PRVM_ResetProg();
-
- SV_VM_End();
}
timeleft = timecap - (realtime - oldrealtime);
if (timeleft > 0)
{
+#if 1
+ if (timeleft * 1000 >= 10)
+ Sys_Sleep(1);
+#else
int msleft;
// don't totally hog the CPU
- if (cls.state == ca_dedicated)
- {
- // if dedicated, try to use as little cpu as possible by waiting
- // just a little longer than necessary
- // (yes this means it doesn't quite keep up with the framerate)
- msleft = (int)ceil(timeleft * 1000);
- }
- else
- {
- // if not dedicated, try to hit exactly a steady framerate by not
- // sleeping the full amount
- msleft = (int)floor(timeleft * 1000);
- }
- if (msleft > 0)
+ // try to hit exactly a steady framerate by not sleeping the full amount
+ msleft = (int)floor(timeleft * 1000);
+ if (msleft >= 10)
Sys_Sleep(msleft);
+#endif
return false;
}
}
}
-
/*
==================
Host_ServerFrame
*/
void Host_ServerFrame (void)
{
- // never run more than 5 frames at a time as a sanity limit
- int framecount, framelimit = 5;
+ // never run more than 1 frame per call because multiple frames per call it
+ // does not handle overload gracefully, slowing down is better than a
+ // sudden significant drop in framerate (or worse, freezing until the
+ // problem goes away)
+ int framecount, framelimit = 1;
double advancetime;
if (!sv.active)
{
}
sv.timer += host_realframetime;
-
+
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
// setup the VM frame
SV_VM_Begin();
- if (cl.islocalgame)
+ if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
advancetime = min(sv.timer, sys_ticrate.value);
else
advancetime = sys_ticrate.value;
static double time3 = 0;
int pass1, pass2, pass3;
- if (setjmp(host_abortserver))
+ if (setjmp(host_abortframe))
return; // something bad happened, or the server disconnected
// decide the simulation time
vid_opened = true;
VID_Start();
CDAudio_Startup();
- CL_InitTEnts(); // We must wait after sound startup to load tent sounds
- MR_Init();
}
}
// save console log up to this point to log_file if it was set by configs
Log_Start();
+ // FIXME: put this into some neat design, but the menu should be allowed to crash
+ // without crashing the whole game, so this should just be a short-time solution
+ Host_StartVideo();
+
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ if (cls.state != ca_dedicated)
+ {
+ MR_Init();
+ }
+
// check for special benchmark mode
// 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)
i = COM_CheckParm("-benchmark");
Cbuf_Execute();
}
+ // check for special demo mode
+// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demo");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ // check for special demolooponly mode
+// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demolooponly");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{