#include <time.h>
#include "quakedef.h"
+#include "libcurl.h"
#include "cdaudio.h"
#include "cl_video.h"
#include "progsvm.h"
+#include "csprogs.h"
/*
// how many frames have occurred
// (checked by Host_Error and Host_SaveConfig_f)
-int host_framecount;
+int host_framecount = 0;
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
-double host_frametime;
-// LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
-double host_realframetime;
-// the real time, without any slowmo or clamping
+// the real time since application started, without any slowmo or clamping
double realtime;
-// realtime from previous frame
-double oldrealtime;
-
-// used for -developer commandline parameter, hacky hacky
-int forcedeveloper;
// current client
client_t *host_client;
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 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 host_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"};
+cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0"};
+cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
+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)"};
// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
+cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
-cvar_t serverprofile = {0, "serverprofile","0"};
+cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
+cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
+cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-cvar_t samelevel = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
+cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-cvar_t developer = {0, "developer","0"};
+cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
-cvar_t skill = {0, "skill","1"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
+cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
+cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
+cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-cvar_t pausable = {0, "pausable","1"};
+cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-cvar_t temp1 = {0, "temp1","0"};
+cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
/*
================
*/
void Host_Error (const char *error, ...)
{
- static char hosterrorstring1[4096];
- static char hosterrorstring2[4096];
+ static char hosterrorstring1[MAX_INPUTLINE];
+ static char hosterrorstring2[MAX_INPUTLINE];
static qboolean hosterror = false;
va_list argptr;
+ // turn off rcon redirect if it was active when the crash occurred
+ rcon_redirect = false;
+
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
CL_Parse_DumpPacket();
+ CL_Parse_ErrorCleanUp();
+
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
PRVM_Crash();
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
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;
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");
+ 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);
}
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)
+ if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
Cvar_SetValueQuick(&deathmatch, 1);
}
======================
*/
void Host_SaveConfig_f(void);
-void Host_InitLocal (void)
+static void Host_InitLocal (void)
{
- Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sys_ticrate);
- Cvar_RegisterVariable (&serverprofile);
+ Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&fraglimit);
Cvar_RegisterVariable (&timelimit);
Cvar_RegisterVariable (&noexit);
Cvar_RegisterVariable (&skill);
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_ClientPrint(const char *msg)
{
- MSG_WriteByte(&host_client->message, svc_print);
- MSG_WriteString(&host_client->message, msg);
+ if (host_client->netconnection)
+ {
+ MSG_WriteByte(&host_client->netconnection->message, svc_print);
+ MSG_WriteString(&host_client->netconnection->message, msg);
+ }
}
/*
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);
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
- if (client->spawned)
+ if (client->spawned && client->netconnection)
{
- MSG_WriteByte(&client->message, svc_print);
- MSG_WriteString(&client->message, msg);
+ MSG_WriteByte(&client->netconnection->message, svc_print);
+ MSG_WriteString(&client->netconnection->message, msg);
}
}
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];
+
+ if (!host_client->netconnection)
+ return;
va_start(argptr,fmt);
dpvsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
- MSG_WriteByte(&host_client->message, svc_stufftext);
- MSG_WriteString(&host_client->message, string);
+ MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
+ MSG_WriteString(&host_client->netconnection->message, string);
}
/*
if (!crash)
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
- MSG_WriteByte(&host_client->message, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+ unsigned char bufdata[8];
+ sizebuf_t buf;
+ memset(&buf, 0, sizeof(buf));
+ buf.data = bufdata;
+ buf.maxsize = sizeof(bufdata);
+ MSG_WriteByte(&buf, svc_disconnect);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
}
// break the net connection
NetConn_Close(host_client->netconnection);
This only happens at the end of a game, not between levels
==================
*/
-void Host_ShutdownServer(qboolean crash)
+void Host_ShutdownServer(void)
{
- int i, count;
- sizebuf_t buf;
- qbyte message[4];
+ int i;
Con_DPrintf("Host_ShutdownServer\n");
if (!sv.active)
return;
- SV_VM_Begin();
-
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- buf.data = message;
- buf.maxsize = 4;
- buf.cursize = 0;
- MSG_WriteByte(&buf, svc_disconnect);
- count = NetConn_SendToAll(&buf, 5);
- 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) {
- SV_DropClient(crash); // server shutdown
- }
+ if (host_client->active)
+ SV_DropClient(false); // server shutdown
+ SV_VM_End();
NetConn_CloseServerPorts();
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-
- SV_VM_End();
-}
-
-
-/*
-================
-Host_ClearMemory
-
-This clears all the memory used by both the client and server, but does
-not reinitialize anything.
-================
-*/
-void Host_ClearMemory (void)
-{
- Con_DPrint("Clearing memory\n");
- Mod_ClearAll ();
-
- cls.signon = 0;
- memset (&sv, 0, sizeof(sv));
- memset (&cl, 0, sizeof(cl));
}
//============================================================================
-/*
-===================
-Host_FilterTime
-
-Returns false if the time is too short to run a frame
-===================
-*/
-extern qboolean cl_capturevideo_active;
-extern double cl_capturevideo_framerate;
-extern qfile_t *cl_capturevideo_soundfile;
-qboolean Host_FilterTime (double time)
-{
- double timecap, timeleft;
- realtime += time;
-
- if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
- Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
- if (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);
-
- if (cls.timedemo)
- {
- // disable time effects during timedemo
- cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
- oldrealtime = realtime;
- return true;
- }
-
- // check if framerate is too high
- // default to sys_ticrate (server framerate - presumably low) unless we
- // have a good reason to run faster
- timecap = host_framerate.value;
- if (!timecap)
- timecap = sys_ticrate.value;
- if (cls.state != ca_dedicated)
- {
- if (cl_capturevideo_active)
- timecap = 1.0 / cl_capturevideo_framerate;
- else if (vid_activewindow)
- timecap = 1.0 / cl_maxfps.value;
- }
-
- timeleft = timecap - (realtime - oldrealtime);
- if (timeleft > 0)
- {
- 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)
- Sys_Sleep(msleft);
- return false;
- }
-
- // LordHavoc: copy into host_realframetime as well
- host_realframetime = host_frametime = realtime - oldrealtime;
- oldrealtime = realtime;
-
- if (cl_capturevideo_active && !cl_capturevideo_soundfile)
- host_frametime = timecap;
-
- // apply slowmo scaling
- host_frametime *= slowmo.value;
-
- // host_framerate overrides all else
- if (host_framerate.value)
- host_frametime = host_framerate.value;
-
- // never run a frame longer than 1 second
- if (host_frametime > 1)
- host_frametime = 1;
-
- cl.frametime = host_frametime;
-
- return true;
-}
-
-
/*
===================
Host_GetConsoleCommands
}
}
-/*
-==================
-Host_ServerFrame
-
-==================
-*/
-void Host_ServerFrame (void)
-{
- // never run more than 5 frames at a time as a sanity limit
- int framecount, framelimit = 5;
- double advancetime;
- if (!sv.active)
- {
- sv.timer = 0;
- return;
- }
- 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)
- advancetime = min(sv.timer, sys_ticrate.value);
- else
- advancetime = sys_ticrate.value;
- sv.timer -= advancetime;
-
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * slowmo.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
- sv.frametime = 0;
-
- // set the time and clear the general datagram
- SV_ClearDatagram();
-
- // check for network packets to the server each world step incase they
- // come in midframe (particularly if host is running really slow)
- NetConn_ServerFrame();
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
-
- // end the server VM frame
- SV_VM_End();
- }
-
-
- // if we fell behind too many frames just don't worry about it
- if (sv.timer > 0)
- sv.timer = 0;
-}
-
-
/*
==================
Host_Frame
Runs all active servers
==================
*/
-void _Host_Frame (float time)
+static void Host_Init(void);
+void Host_Main(void)
{
static double time1 = 0;
static double time2 = 0;
static double time3 = 0;
- int pass1, pass2, pass3;
-
- if (setjmp(host_abortframe))
- return; // something bad happened, or the server disconnected
-
- // decide the simulation time
- if (!Host_FilterTime(time))
- return;
-
- // keep the random time dependent
- rand();
+ // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
+ static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
- cl.islocalgame = NetConn_IsLocalGame();
+ Host_Init();
- // get new key events
- Sys_SendKeyEvents();
+ cl_timer = 0;
+ sv_timer = 0;
- // Collect input into cmd
- CL_Move();
-
- // process console commands
- Cbuf_Execute();
-
- // if running the server locally, make intentions now
- if (cls.state == ca_connected && sv.active)
- CL_SendCmd();
-
-//-------------------
-//
-// server operations
-//
-//-------------------
-
- // check for commands typed to the host
- Host_GetConsoleCommands();
-
- if (sv.active)
- Host_ServerFrame();
-
-//-------------------
-//
-// client operations
-//
-//-------------------
-
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
-
- NetConn_ClientFrame();
-
- if (cls.state == ca_connected)
+ framenewtime = Sys_DoubleTime();
+ for (;;)
{
- // if running the server remotely, send intentions now after
- // the incoming messages have been read
- if (!sv.active)
- CL_SendCmd();
- CL_ReadFromServer();
- }
-
- //ui_update();
-
- CL_VideoFrame();
-
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ if (setjmp(host_abortframe))
+ continue; // something bad happened, or the server disconnected
+
+ frameoldtime = framenewtime;
+ framenewtime = Sys_DoubleTime();
+ frametime = framenewtime - frameoldtime;
+ realtime += frametime;
+
+ // if there is some time remaining from last frame, rest the timers
+ if (cl_timer >= 0)
+ cl_timer = 0;
+ if (sv_timer >= 0)
+ sv_timer = 0;
+
+ // accumulate the new frametime into the timers
+ cl_timer += frametime;
+ sv_timer += frametime;
+
+ if (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);
+
+ // if the accumulators haven't become positive yet, keep waiting
+ if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
+ {
+ double wait;
+ int msleft;
+ if (cls.state == ca_dedicated)
+ wait = sv_timer;
+ else if (!sv.active)
+ wait = cl_timer;
+ else
+ wait = max(cl_timer, sv_timer);
+ msleft = (int)floor(wait * -1000.0);
+ if (msleft >= 1)
+ Sys_Sleep(msleft);
+ continue;
+ }
- CL_UpdateScreen();
+ // keep the random time dependent
+ rand();
- if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ cl.islocalgame = NetConn_IsLocalGame();
- // update audio
- S_Update(&r_refdef.viewentitymatrix);
+ // get new key events
+ Sys_SendKeyEvents();
- CDAudio_Update();
+ // when a server is running we only execute console commands on server frames
+ // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
+ // otherwise we execute them on all frames
+ if (sv_timer > 0 || !sv.active)
+ {
+ // process console commands
+ Cbuf_Execute();
+ }
- if (host_speeds.integer)
- {
- pass1 = (time1 - time3)*1000000;
- time3 = Sys_DoubleTime();
- pass2 = (time2 - time1)*1000000;
- pass3 = (time3 - time2)*1000000;
- Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
- pass1+pass2+pass3, pass1, pass2, pass3);
- }
+ NetConn_UpdateSockets();
- host_framecount++;
-}
+ Curl_Run();
-void Host_Frame (float time)
-{
- double time1, time2;
- static double timetotal;
- static int timecount;
- int i, c, m;
+ //-------------------
+ //
+ // server operations
+ //
+ //-------------------
- if (!serverprofile.integer)
- {
- _Host_Frame (time);
- return;
- }
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
- time1 = Sys_DoubleTime ();
- _Host_Frame (time);
- time2 = Sys_DoubleTime ();
+ if (sv_timer > 0)
+ {
+ if (!sv.active)
+ {
+ // if there is no server, run server timing at 10fps
+ sv_timer -= 0.1;
+ }
+ else
+ {
+ // execute one or more server frames, with an upper limit on how much
+ // execution time to spend on server frames to avoid freezing the game if
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 1;
+ double advancetime, aborttime = 0;
+
+ // receive server packets now, which might contain rcon commands, which
+ // may change level or other such things we don't want to have happen in
+ // the middle of Host_Frame
+ NetConn_ServerFrame();
+
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
+
+ // stop running server frames if the wall time reaches this value
+ if (sys_ticrate.value <= 0)
+ advancetime = sv_timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+ {
+ // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
+ advancetime = bound(0.01, cl_timer, sys_ticrate.value);
+ framelimit = 10;
+ aborttime = Sys_DoubleTime() + 0.1;
+ }
+ else
+ {
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ if (cls.state == ca_connected)
+ {
+ framelimit = 10;
+ aborttime = Sys_DoubleTime() + 0.1;
+ }
+ }
+ advancetime = min(advancetime, 0.1);
+
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * slowmo.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ sv.frametime = 0;
+
+ // setup the VM frame
+ SV_VM_Begin();
+
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
+
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
+
+ // send all messages to the clients
+ SV_SendClientMessages();
+
+ // clear the general datagram
+ SV_ClearDatagram();
+
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ break;
+ }
+
+ // end the server VM frame
+ SV_VM_End();
+
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ }
+ }
- timetotal += time2 - time1;
- timecount++;
+ //-------------------
+ //
+ // client operations
+ //
+ //-------------------
- if (timecount < 1000)
- return;
+ if (cl_timer > 0 || cls.timedemo)
+ {
+ if (cls.state == ca_dedicated)
+ {
+ // if there is no client, run client timing at 10fps
+ cl_timer -= 0.1;
+ if (host_speeds.integer)
+ time1 = time2 = Sys_DoubleTime();
+ }
+ else
+ {
+ double frametime;
+ frametime = cl.realframetime = min(cl_timer, 1);
+
+ // decide the simulation time
+ if (!cls.timedemo)
+ {
+ if (cls.capturevideo_active)// && !cls.capturevideo_soundfile)
+ {
+ frametime = 1.0 / cls.capturevideo_framerate;
+ cl.realframetime = max(cl.realframetime, frametime);
+ }
+ else if (vid_activewindow)
+ frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
+ else
+ frametime = cl.realframetime = 0.1;
+
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
+
+ // apply slowmo scaling
+ frametime *= slowmo.value;
+
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ frametime = host_framerate.value;
+ }
+
+ cl.oldtime = cl.time;
+ cl.time += frametime;
+
+ // Collect input into cmd
+ CL_Move();
+
+ NetConn_ClientFrame();
+
+ if (cls.state == ca_connected)
+ {
+ CL_ReadFromServer();
+ // if running the server remotely, send intentions now after
+ // the incoming messages have been read
+ //if (!cl.islocalgame)
+ // CL_SendCmd();
+ }
+
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
+
+ //ui_update();
+
+ CL_VideoFrame();
+
+ CL_UpdateScreen();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime();
+
+ // update audio
+ if(csqc_usecsqclistener)
+ {
+ S_Update(&csqc_listenermatrix);
+ csqc_usecsqclistener = false;
+ }
+ else
+ S_Update(&r_view.matrix);
+
+ CDAudio_Update();
+ }
+
+ if (host_speeds.integer)
+ {
+ int pass1, pass2, pass3;
+ pass1 = (int)((time1 - time3)*1000000);
+ time3 = Sys_DoubleTime();
+ pass2 = (int)((time2 - time1)*1000000);
+ pass3 = (int)((time3 - time2)*1000000);
+ Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
+ pass1+pass2+pass3, pass1, pass2, pass3);
+ }
+ }
- m = timetotal*1000/timecount;
- timecount = 0;
- timetotal = 0;
- c = 0;
- for (i=0 ; i<svs.maxclients ; i++)
- {
- if (svs.clients[i].active)
- c++;
+ host_framecount++;
}
-
- Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
}
//============================================================================
Host_Init
====================
*/
-void Host_Init (void)
+static void Host_Init (void)
{
int i;
const char* os;
+ // FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
+ if (COM_CheckParm("-developer"))
+ {
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ }
+
+ if (COM_CheckParm("-developer2"))
+ {
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ developer_memory.value = developer_memory.integer = 100;
+ developer.string = "100";
+ developer_memorydebug.value = developer_memorydebug.integer = 100;
+ developer_memorydebug.string = "100";
+ }
+
// LordHavoc: quake never seeded the random number generator before... heh
srand(time(NULL));
os = "OpenBSD";
#elif defined(MACOSX)
os = "Mac OS X";
+#elif defined(__MORPHOS__)
+ os = "MorphOS";
#else
os = "Unknown";
#endif
else
Con_Printf("%s\n", engineversion);
- // FIXME: this is evil, but possibly temporary
-// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
- if (COM_CheckParm("-developer"))
- {
- forcedeveloper = true;
- developer.integer = 1;
- developer.value = 1;
- }
-
// initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
FS_Init();
// initialize various cvars that could not be initialized earlier
Memory_Init_Commands();
Con_Init_Commands();
+ Curl_Init_Commands();
Cmd_Init_Commands();
Sys_Init_Commands();
COM_Init_Commands();
Mathlib_Init();
NetConn_Init();
+ Curl_Init();
//PR_Init();
//PR_Cmd_Init();
PRVM_Init();
Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
else if (gamemode == GAME_TRANSFUSION)
Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
- else if (gamemode == GAME_NEXUIZ)
- Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\nexec quake.rc\n");
else if (gamemode == GAME_TEU)
Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
Cbuf_Execute();
}
- // save console log up to this point to log_file if it was set by configs
- Log_Start();
+ // put up the loading image so the user doesn't stare at a black screen...
+ SCR_BeginLoadingPlaque();
// 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)) {
Con_DPrint("========Initialized=========\n");
- Host_StartVideo();
+ //Host_StartVideo();
}
CL_Disconnect();
// shut down local server if active
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
// Shutdown menu
if(MR_Shutdown)
CDAudio_Shutdown ();
S_Terminate ();
+ Curl_Shutdown ();
NetConn_Shutdown ();
//PR_Shutdown ();