#include <time.h>
#include "libcurl.h"
#include "cdaudio.h"
-#include "cl_gecko.h"
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
#include "sv_demo.h"
+#include "snd_main.h"
+#include "thread.h"
+#include "utf8lib.h"
/*
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
-// the real time since application started, without any slowmo or clamping
+// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
double realtime;
+// the main loop wall time for this frame
+double host_dirtytime;
// current client
client_t *host_client;
// pretend frames take this amount of time (in seconds), 0 = realtime
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"};
+cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
// 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", "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 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."};
+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", "1", "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_qualitymultiply = {CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
+cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
+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)"};
+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"};
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 = {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"};
+cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+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!"};
+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"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
+cvar_t sessionid = {CVAR_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
+cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
+
/*
================
Host_AbortCurrentFrame
*/
void Host_AbortCurrentFrame(void)
{
+ // in case we were previously nice, make us mean again
+ Sys_MakeProcessMean();
+
longjmp (host_abortframe, 1);
}
*/
void Host_Error (const char *error, ...)
{
- static char hosterrorstring1[MAX_INPUTLINE];
- static char hosterrorstring2[MAX_INPUTLINE];
+ static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
+ static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
static qboolean hosterror = false;
va_list argptr;
// turn off rcon redirect if it was active when the crash occurred
- rcon_redirect = false;
+ // to prevent loops when it is a networking problem
+ Con_Rcon_Redirect_Abort();
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
- PRVM_Crash();
+ PRVM_Crash(SVVM_prog);
+ PRVM_Crash(CLVM_prog);
+ PRVM_Crash(MVM_prog);
+ cl.csqc_loaded = false;
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
+ SV_LockThreadMutex();
Host_ShutdownServer ();
+ SV_UnlockThreadMutex();
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
Host_AbortCurrentFrame();
}
-void Host_ServerOptions (void)
+static void Host_ServerOptions (void)
{
int i;
else
{
// default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
svs.maxclients = 1;
}
}
- svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
+ svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
*/
void Host_SaveConfig_f(void);
void Host_LoadConfig_f(void);
+extern cvar_t sv_writepicture_quality;
+extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
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 (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
+ Cvar_RegisterVariable (&host_maxwait);
+ Cvar_RegisterVariable (&cl_minfps);
+ Cvar_RegisterVariable (&cl_minfps_fade);
+ Cvar_RegisterVariable (&cl_minfps_qualitymax);
+ Cvar_RegisterVariable (&cl_minfps_qualitymin);
+ Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
+ Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
+ Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
+ Cvar_RegisterVariable (&cl_minfps_force);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
+ Cvar_RegisterVariable (&developer_extra);
+ Cvar_RegisterVariable (&developer_insane);
+ Cvar_RegisterVariable (&developer_loadfile);
+ Cvar_RegisterVariable (&developer_loading);
Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
+
+ Cvar_RegisterVariable (&sv_writepicture_quality);
+ Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
}
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_SaveConfig_f(void)
+static void Host_SaveConfig_to(const char *file)
{
qfile_t *f;
- const char *file = "config.cfg";
-
- if(Cmd_Argc() >= 2) {
- file = Cmd_Argv(1);
- Con_Printf("Saving to %s\n", file);
- }
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
// 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 (file, "wb", false, false);
+ f = FS_OpenRealFile(file, "wb", false);
if (!f)
{
Con_Printf("Couldn't write %s.\n", file);
FS_Close (f);
}
}
+void Host_SaveConfig(void)
+{
+ Host_SaveConfig_to(CONFIGFILENAME);
+}
+void Host_SaveConfig_f(void)
+{
+ const char *file = CONFIGFILENAME;
+
+ if(Cmd_Argc() >= 2) {
+ file = Cmd_Argv(1);
+ Con_Printf("Saving to %s\n", file);
+ }
+
+ Host_SaveConfig_to(file);
+}
+static void Host_AddConfigText(void)
+{
+ // set up the default startmap_sp and startmap_dm aliases (mods can
+ // override these) and then execute the quake.rc startup script
+ if (gamemode == GAME_NEHAHRA)
+ Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TRANSFUSION)
+ Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TEU)
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+ else
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+}
/*
===============
*/
void Host_LoadConfig_f(void)
{
- // unlock the cvar default strings so they can be updated by the new default.cfg
- Cvar_UnlockDefaults();
+ // reset all cvars, commands and aliases to init values
+ Cmd_RestoreInitState();
+ // prepend a menu restart command to execute after the config
+ Cbuf_InsertText("\nmenu_restart\n");
// reset cvars to their defaults, and then exec startup scripts again
- Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+ Host_AddConfigText();
}
/*
*/
void SV_DropClient(qboolean crash)
{
+ prvm_prog_t *prog = SVVM_prog;
int i;
Con_Printf("Client \"%s\" dropped\n", host_client->name);
if (host_client->netconnection)
{
- // free the client (the body stays around)
+ // tell the client to be gone
if (!crash)
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
}
- // break the net connection
- NetConn_Close(host_client->netconnection);
- host_client->netconnection = NULL;
}
// call qc ClientDisconnect function
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
- int saveSelf = prog->globals.server->self;
+ int saveSelf = PRVM_serverglobaledict(self);
host_client->clientconnectcalled = false;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
- PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
- prog->globals.server->self = saveSelf;
+ PRVM_serverglobalfloat(time) = sv.time;
+ PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
+ prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
+ PRVM_serverglobaledict(self) = saveSelf;
+ }
+
+ if (host_client->netconnection)
+ {
+ // break the net connection
+ NetConn_Close(host_client->netconnection);
+ host_client->netconnection = NULL;
}
// if a download is active, close it
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
- PRVM_ED_ClearEdict(host_client->edict);
+ PRVM_ED_ClearEdict(prog, host_client->edict);
}
// clear the client struct (this sets active to false)
*/
void Host_ShutdownServer(void)
{
+ prvm_prog_t *prog = SVVM_prog;
int i;
Con_DPrintf("Host_ShutdownServer\n");
NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- SV_VM_Begin();
+ World_End(&sv.world);
+ if(prog->loaded)
+ {
+ if(PRVM_serverfunction(SV_Shutdown))
+ {
+ func_t s = PRVM_serverfunction(SV_Shutdown);
+ PRVM_serverglobalfloat(time) = sv.time;
+ PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
+ prog->ExecuteProgram(prog, 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
- SV_VM_End();
NetConn_CloseServerPorts();
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+ cl.islocalgame = false;
}
Add them exactly as if they had been typed at the console
===================
*/
-void Host_GetConsoleCommands (void)
+static void Host_GetConsoleCommands (void)
{
char *cmd;
Returns a time report string, for example for
==================
*/
-const char *Host_TimingReport()
+const char *Host_TimingReport(char *buf, size_t buflen)
{
- 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);
+ 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);
}
/*
double time1 = 0;
double time2 = 0;
double time3 = 0;
- double cl_timer, sv_timer;
- double clframetime, deltarealtime, oldrealtime;
+ double cl_timer = 0, sv_timer = 0;
+ double clframetime, deltacleantime, olddirtytime, dirtytime;
double wait;
int pass1, pass2, pass3, i;
+ char vabuf[1024];
Host_Init();
- cl_timer = 0;
- sv_timer = 0;
-
- realtime = Sys_DoubleTime();
+ realtime = 0;
+ dirtytime = Sys_DirtyTime();
for (;;)
{
if (setjmp(host_abortframe))
+ {
+ SCR_ClearLoadingScreen(false);
continue; // something bad happened, or the server disconnected
+ }
- oldrealtime = realtime;
- realtime = Sys_DoubleTime();
-
- deltarealtime = realtime - oldrealtime;
- cl_timer += deltarealtime;
- sv_timer += deltarealtime;
-
- svs.perf_acc_realtime += deltarealtime;
-
- // Look for clients who have spawned
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->spawned)
- if(host_client->netconnection)
- break;
- if(i == svs.maxclients)
+ olddirtytime = host_dirtytime;
+ dirtytime = Sys_DirtyTime();
+ deltacleantime = dirtytime - olddirtytime;
+ if (deltacleantime < 0)
{
- // Nobody is looking? Then we won't do timing...
- // Instead, reset it to zero
- 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;
+ // warn if it's significant
+ if (deltacleantime < -0.01)
+ Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ deltacleantime = 0;
}
- else if(svs.perf_acc_realtime > 5)
+ else if (deltacleantime >= 1800)
{
- svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
- svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
- if(svs.perf_acc_offset_samples > 0)
+ Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ deltacleantime = 0;
+ }
+ realtime += deltacleantime;
+ host_dirtytime = dirtytime;
+
+ cl_timer += deltacleantime;
+ sv_timer += deltacleantime;
+
+ if (!svs.threaded)
+ {
+ svs.perf_acc_realtime += deltacleantime;
+
+ // Look for clients who have spawned
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->spawned)
+ if(host_client->netconnection)
+ break;
+ if(i == svs.maxclients)
+ {
+ // Nobody is looking? Then we won't do timing...
+ // Instead, reset it to zero
+ 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;
+ }
+ else if(svs.perf_acc_realtime > 5)
{
- svs.perf_offset_max = svs.perf_acc_offset_max;
- svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
- svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+ svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+ if(svs.perf_acc_offset_samples > 0)
+ {
+ svs.perf_offset_max = svs.perf_acc_offset_max;
+ svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+ svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ }
+ if(svs.perf_lost > 0 && developer_extra.integer)
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ 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(svs.perf_lost > 0)
- Con_DPrintf("Server can't keep up: %s\n", 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 < 0.00001 && slowmo.value != 0)
if(!*sv_random_seed.string && !cls.demoplayback)
rand();
- cl.islocalgame = NetConn_IsLocalGame();
-
// get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
Sys_SendKeyEvents();
NetConn_UpdateSockets();
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
- if (sv.active)
+ if (sv.active && !svs.threaded)
NetConn_ServerFrame();
Curl_Run();
// 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)
+ // otherwise we execute them on client frames
+ if (sv.active ? sv_timer > 0 : cl_timer > 0)
{
// process console commands
- Cbuf_Execute();
+// R_TimeReport("preconsole");
+ CL_VM_PreventInformationLeaks();
+ Cbuf_Frame();
+// R_TimeReport("console");
}
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
// if the accumulators haven't become positive yet, wait a while
if (cls.state == ca_dedicated)
wait = sv_timer * -1000000.0;
- else if (!sv.active)
+ else if (!sv.active || svs.threaded)
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
- if (wait > 100000)
- 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);
- }
+ double time0, delta;
+
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
else
- {
- if (wait >= 1000)
- Sys_Sleep((int)wait / 1000);
- }
- svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+ wait = min(wait, host_maxwait.value * 1000.0);
+ if(wait < 1)
+ wait = 1; // because we cast to int
+
+ time0 = Sys_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
+ NetConn_SleepMicroseconds((int)wait);
+ else
+ Sys_Sleep((int)wait);
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800) delta = 0;
+ if (!svs.threaded)
+ svs.perf_acc_sleeptime += delta;
+// R_TimeReport("sleep");
continue;
}
- //-------------------
- //
- // server operations
- //
- //-------------------
-
// limit the frametime steps to no more than 100ms each
if (cl_timer > 0.1)
cl_timer = 0.1;
if (sv_timer > 0.1)
{
- svs.perf_acc_lost += (sv_timer - 0.1);
+ if (!svs.threaded)
+ svs.perf_acc_lost += (sv_timer - 0.1);
sv_timer = 0.1;
}
- if (sv.active && sv_timer > 0)
+ R_TimeReport("---");
+
+ //-------------------
+ //
+ // server operations
+ //
+ //-------------------
+
+ // limit the frametime steps to no more than 100ms each
+ if (sv.active && sv_timer > 0 && !svs.threaded)
{
// 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
int framecount, framelimit = 1;
double advancetime, aborttime = 0;
float offset;
+ prvm_prog_t *prog = SVVM_prog;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
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 = realtime + 0.1;
+ // synchronize to the client frametime, but no less than 10ms and no more than 100ms
+ advancetime = bound(0.01, cl_timer, 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 = realtime + 0.1;
- }
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = Sys_DirtyTime() + 0.1;
}
- advancetime = min(advancetime, 0.1);
+ if(slowmo.value > 0 && slowmo.value < 1)
+ advancetime = min(advancetime, 0.1 / slowmo.value);
+ else
+ advancetime = min(advancetime, 0.1);
if(advancetime > 0)
{
- offset = sv_timer + (Sys_DoubleTime() - realtime);
+ offset = Sys_DirtyTime() - dirtytime;if (offset < 0 || offset >= 1800) offset = 0;
+ offset += sv_timer;
++svs.perf_acc_offset_samples;
svs.perf_acc_offset += offset;
svs.perf_acc_offset_squared += offset * offset;
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)))
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
sv.frametime = 0;
- // setup the VM frame
- SV_VM_Begin();
-
for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
{
sv_timer -= advancetime;
SV_Physics();
// if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
break;
}
+ R_TimeReport("serverphysics");
// send all messages to the clients
SV_SendClientMessages();
- // end the server VM frame
- SV_VM_End();
+ if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
+ prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
+ PRVM_serverglobalfloat(time) = sv.time;
+ prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
+ }
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+ R_TimeReport("servernetwork");
+ }
+ else if (!svs.threaded)
+ {
+ // don't let r_speeds display jump around
+ R_TimeReport("serverphysics");
+ R_TimeReport("servernetwork");
}
//-------------------
//
//-------------------
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
+ R_TimeReport("---");
+ Collision_Cache_NewFrame();
+ R_TimeReport("collisioncache");
// decide the simulation time
if (cls.capturevideo.active)
{
+ //***
if (cls.capturevideo.realtime)
clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
else
cl.realframetime = max(cl_timer, clframetime);
}
}
- else if (vid_activewindow)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
+ else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ {
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ // when running slow, we need to sleep to keep input responsive
+ wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
+ if (wait > 0)
+ Sys_Sleep((int)wait);
+ }
+ else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
else
- clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
+ clframetime = cl.realframetime = cl_timer;
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
if (host_framerate.value)
clframetime = host_framerate.value;
+ if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ clframetime = 0;
+
if (cls.timedemo)
clframetime = cl.realframetime = cl_timer;
cl.oldtime = cl.time;
cl.time += clframetime;
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DirtyTime();
+ R_TimeReport("pre-input");
+
// Collect input into cmd
CL_Input();
+ R_TimeReport("input");
+
// check for new packets
NetConn_ClientFrame();
// read a new frame from a demo if needed
CL_ReadDemoMessage();
+ R_TimeReport("clientnetwork");
// now that packets have been read, send input to server
CL_SendMove();
+ R_TimeReport("sendmove");
// update client world (interpolate entities, create trails, etc)
CL_UpdateWorld();
-
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
-
- //ui_update();
+ R_TimeReport("lerpworld");
CL_Video_Frame();
-#ifdef SUPPORT_GECKO
- CL_Gecko_Frame();
-#endif
+
+ R_TimeReport("client");
CL_UpdateScreen();
+ R_TimeReport("render");
if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ time2 = Sys_DirtyTime();
// update audio
if(cl.csqc_usecsqclistener)
cl.csqc_usecsqclistener = false;
}
else
- S_Update(&r_view.matrix);
+ S_Update(&r_refdef.view.matrix);
CDAudio_Update();
+ R_TimeReport("audio");
+
+ // reset gathering of mouse input
+ in_mouse_x = in_mouse_y = 0;
if (host_speeds.integer)
{
pass1 = (int)((time1 - time3)*1000000);
- time3 = Sys_DoubleTime();
+ time3 = Sys_DirtyTime();
pass2 = (int)((time2 - time1)*1000000);
pass3 = (int)((time3 - time2)*1000000);
Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
}
}
+#if MEMPARANOIA
+ Mem_CheckSentinelsGlobal();
+#else
+ if (developer_memorydebug.integer)
+ Mem_CheckSentinelsGlobal();
+#endif
+
// if there is some time remaining from this frame, reset the timers
if (cl_timer >= 0)
cl_timer = 0;
if (sv_timer >= 0)
{
- svs.perf_acc_lost += sv_timer;
+ if (!svs.threaded)
+ svs.perf_acc_lost += sv_timer;
sv_timer = 0;
}
if (!vid_opened && cls.state != ca_dedicated)
{
vid_opened = true;
+ // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
+ NetConn_UpdateSockets();
VID_Start();
CDAudio_Startup();
}
qboolean sys_nostdout = false;
-extern void Render_Init(void);
-extern void Mathlib_Init(void);
-extern void FS_Init(void);
-extern void FS_Shutdown(void);
-extern void PR_Cmd_Init(void);
-extern void COM_Init_Commands(void);
-extern void FS_Init_Commands(void);
extern qboolean host_stuffcmdsrun;
+static qfile_t *locksession_fh = NULL;
+static qboolean locksession_run = false;
+static void Host_InitSession(void)
+{
+ int i;
+ Cvar_RegisterVariable(&sessionid);
+ Cvar_RegisterVariable(&locksession);
+
+ // load the session ID into the read-only cvar
+ if ((i = COM_CheckParm("-sessionid")) && (i + 1 < com_argc))
+ {
+ char vabuf[1024];
+ if(com_argv[i+1][0] == '.')
+ Cvar_SetQuick(&sessionid, com_argv[i+1]);
+ else
+ Cvar_SetQuick(&sessionid, va(vabuf, sizeof(vabuf), ".%s", com_argv[i+1]));
+ }
+}
+void Host_LockSession(void)
+{
+ if(locksession_run)
+ return;
+ locksession_run = true;
+ if(locksession.integer != 0)
+ {
+ char vabuf[1024];
+ char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
+ FS_CreatePath(p);
+ locksession_fh = FS_SysOpen(p, "wl", false);
+ // TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
+ if(!locksession_fh)
+ {
+ if(locksession.integer == 2)
+ {
+ Con_Printf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
+ }
+ else
+ {
+ Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p);
+ }
+ }
+ }
+}
+void Host_UnlockSession(void)
+{
+ if(!locksession_run)
+ return;
+ locksession_run = false;
+
+ if(locksession_fh)
+ {
+ FS_Close(locksession_fh);
+ // NOTE: we can NOT unlink the lock here, as doing so would
+ // create a race condition if another process created it
+ // between our close and our unlink
+ locksession_fh = NULL;
+ }
+}
+
/*
====================
Host_Init
{
int i;
const char* os;
+ char vabuf[1024];
if (COM_CheckParm("-profilegameonly"))
Sys_AllowProfiling(false);
if (COM_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
else
- srand(time(NULL));
+ srand((unsigned int)time(NULL));
// FIXME: this is evil, but possibly temporary
+ // LordHavoc: doesn't seem very temporary...
+ // LordHavoc: made this a saved cvar
// 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"))
+ if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
{
- 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";
+ developer.value = developer.integer = 1;
+ developer.string = "1";
+ developer_extra.value = developer_extra.integer = 1;
+ developer_extra.string = "1";
+ developer_insane.value = developer_insane.integer = 1;
+ developer_insane.string = "1";
+ developer_memory.value = developer_memory.integer = 1;
+ developer_memory.string = "1";
+ developer_memorydebug.value = developer_memorydebug.integer = 1;
+ developer_memorydebug.string = "1";
+ }
+
+ if (COM_CheckParm("-developer3"))
+ {
+ gl_paranoid.integer = 1;gl_paranoid.string = "1";
+ gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
}
// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
Con_Init();
// initialize various cvars that could not be initialized earlier
+ u8_Init();
Curl_Init_Commands();
Cmd_Init_Commands();
Sys_Init_Commands();
// initialize console window (only used by sys_win.c)
Sys_InitConsole();
+ // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
+ FS_Init_SelfPack();
+
// detect gamemode from commandline options or executable name
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);
+ // initialize process nice level
+ Sys_InitProcessNice();
+
// initialize ixtable
Mathlib_Init();
// initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
FS_Init();
+ // register the cvars for session locking
+ Host_InitSession();
+
+ // must be after FS_Init
+ Crypto_Init();
+ Crypto_Init_Commands();
+
NetConn_Init();
Curl_Init();
//PR_Init();
Mod_Init();
World_Init();
SV_Init();
+ V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
Host_InitCommands();
Host_InitLocal();
Host_ServerOptions();
- if (cls.state != ca_dedicated)
+ Thread_Init();
+
+ if (cls.state == ca_dedicated)
+ Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ else
{
- Con_Printf("Initializing client\n");
+ Con_DPrintf("Initializing client\n");
R_Modules_Init();
Palette_Init();
S_Init();
CDAudio_Init();
Key_Init();
- V_Init();
CL_Init();
}
- // set up the default startmap_sp and startmap_dm aliases (mods can
- // override these) and then execute the quake.rc startup script
- if (gamemode == GAME_NEHAHRA)
- 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_TEU)
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
- else
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
+ // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
+ // NOTE: menu commands are freed by Cmd_RestoreInitState
+ Cmd_SaveInitState();
+
+ // 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
+
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ Host_AddConfigText();
Cbuf_Execute();
// if stuffcmds wasn't run, then quake.rc is probably missing, use default
if (!host_stuffcmdsrun)
{
- Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
Cbuf_Execute();
}
// 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
-
- // here comes the not so critical stuff
- if (setjmp(host_abortframe)) {
- return;
- }
-
if (cls.state != ca_dedicated)
{
MR_Init();
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
+ Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
Cbuf_Execute();
}
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_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
Cbuf_Execute();
}
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
+ Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
Cbuf_Execute();
}
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 1\n");
Cbuf_Execute();
}
Con_DPrint("========Initialized=========\n");
//Host_StartVideo();
+
+ if (cls.state != ca_dedicated)
+ SV_StartThread();
}
// be quiet while shutting down
S_StopAllSounds();
+ // end the server thread
+ if (svs.threaded)
+ SV_StopThread();
+
// disconnect client from server if active
CL_Disconnect();
// shut down local server if active
+ SV_LockThreadMutex();
Host_ShutdownServer ();
+ SV_UnlockThreadMutex();
// Shutdown menu
if(MR_Shutdown)
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
-#ifdef SUPPORT_GECKO
- CL_Gecko_Shutdown();
-#endif
CL_Video_Shutdown();
- Host_SaveConfig_f();
+ Host_SaveConfig();
CDAudio_Shutdown ();
S_Terminate ();
VID_Shutdown();
}
+ SV_StopThread();
+ Thread_Shutdown();
Cmd_Shutdown();
+ Key_Shutdown();
CL_Shutdown();
Sys_Shutdown();
Log_Close();
- FS_Shutdown();
+ Crypto_Shutdown();
+
+ Host_UnlockSession();
+
+ S_Shutdown();
+ Con_Shutdown();
Memory_Shutdown();
}