X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=host.c;h=0bafb91ad6076e4d898bd50d1966b92d399afdd5;hb=b4b022d970fb3aebc580b4d7c41b3d7289799896;hp=75ee9b3dcb77656e73a60431df287bbfe47e671d;hpb=28620abb9561ae4dfd3626c69912af0aa2e941df;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index 75ee9b3d..0bafb91a 100644 --- a/host.c +++ b/host.c @@ -19,9 +19,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // host.c -- coordinates spawning and killing of local servers -#include #include "quakedef.h" + +#include +#include "libcurl.h" +#include "cdaudio.h" +#include "cl_gecko.h" #include "cl_video.h" +#include "progsvm.h" +#include "csprogs.h" +#include "sv_demo.h" /* @@ -34,95 +41,51 @@ Memory is cleared / released when a server or client begins, not when they end. */ -// true if into command execution -qboolean host_initialized; -// LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down -qboolean host_loopactive = false; +// how many frames have occurred +// (checked by Host_Error and Host_SaveConfig_f) +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; -// how many frames have occurred -int host_framecount; - -// used for -developer commandline parameter, hacky hacky -int forcedeveloper; // 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 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"}; -// LordHavoc: framerate independent slowmo -cvar_t slowmo = {0, "slowmo", "1.0"}; -// LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally) -cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"}; -// LordHavoc: framerate upper cap -cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"}; - -// print broadcast messages in dedicated mode -cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; - -cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"}; -cvar_t serverprofile = {0, "serverprofile","0"}; - -cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"}; -cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"}; -cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"}; - -cvar_t samelevel = {0, "samelevel","0"}; -cvar_t noexit = {CVAR_NOTIFY, "noexit","0"}; - -cvar_t developer = {0, "developer","0"}; - -cvar_t skill = {0, "skill","1"}; -cvar_t deathmatch = {0, "deathmatch","0"}; -cvar_t coop = {0, "coop","0"}; - -cvar_t pausable = {0, "pausable","1"}; - -cvar_t temp1 = {0, "temp1","0"}; - -cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; -cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; +cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"}; +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"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; /* ================ -Host_EndGame +Host_AbortCurrentFrame + +aborts the current host frame and goes on with the next one ================ */ -void Host_EndGame (const char *format, ...) +void Host_AbortCurrentFrame(void) { - va_list argptr; - char string[1024]; - - va_start (argptr,format); - vsprintf (string,format,argptr); - va_end (argptr); - Con_DPrintf ("Host_EndGame: %s\n",string); - - if (sv.active) - Host_ShutdownServer (false); - - if (cls.state == ca_dedicated) - Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit - - if (cls.demonum != -1) - CL_NextDemo (); - else - CL_Disconnect (); - - longjmp (host_abortserver, 1); + longjmp (host_abortframe, 1); } /* @@ -132,126 +95,104 @@ 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; -extern char sv_spawnmap[MAX_QPATH]; -extern char sv_loadgame[MAX_OSPATH]; void Host_Error (const char *error, ...) { + 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); - vsprintf (hosterrorstring1,error,argptr); + dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); - Con_Printf ("Host_Error: %s\n", hosterrorstring1); + Con_Printf("Host_Error: %s\n", hosterrorstring1); - // LordHavoc: if first frame has not been shown, or currently shutting - // down, do Sys_Error instead - if (!host_loopactive || host_shuttingdown) + // LordHavoc: if crashing very early, or currently shutting down, do + // Sys_Error instead + if (host_framecount < 3 || host_shuttingdown) Sys_Error ("Host_Error: %s", hosterrorstring1); if (hosterror) Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1); hosterror = true; - strcpy(hosterrorstring2, hosterrorstring1); - - // make sure we don't get in a loading loop - sv_loadgame[0] = 0; - sv_spawnmap[0] = 0; + strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2)); CL_Parse_DumpPacket(); - PR_Crash(); + CL_Parse_ErrorCleanUp(); - //PRVM_Crash(); // crash current prog + //PR_Crash(); - // crash all prvm progs - PRVM_CrashAll(); + // print out where the crash happened, if it was caused by QC (and do a cleanup) + PRVM_Crash(); - PRVM_ProcessError(); - if (sv.active) - 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; hosterror = false; - longjmp (host_abortserver, 1); + Host_AbortCurrentFrame(); } -mempool_t *sv_clients_mempool = NULL; - void Host_ServerOptions (void) { - int i, numplayers; + int i; // general default - numplayers = 8; - - if (cl_available) + svs.maxclients = 8; + +// 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 no client is in the executable or -dedicated is specified on + // commandline, start a dedicated server + i = COM_CheckParm ("-dedicated"); + if (i || !cl_available) { - // client exists, check what mode the user wants - i = COM_CheckParm ("-dedicated"); + 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 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 != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - if (COM_CheckParm ("-listen")) - Sys_Error ("Only one of -dedicated or -listen can be specified"); + if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) + svs.maxclients = atoi (com_argv[i+1]); } else { - cls.state = ca_disconnected; - i = COM_CheckParm ("-listen"); - if (i) - { - // default players unless specified - if (i != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - } - else - { - // default players in some games, singleplayer in most - if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) - numplayers = 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 != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - } - if (numplayers < 1) - numplayers = 8; + svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD); - numplayers = bound(1, numplayers, MAX_SCOREBOARD); + svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); - if (numplayers > 1 && !deathmatch.integer) + if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer) Cvar_SetValueQuick(&deathmatch, 1); - - svs.maxclients = numplayers; - sv_clients_mempool = Mem_AllocPool("server clients"); - svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients); } /* @@ -259,63 +200,54 @@ void Host_ServerOptions (void) Host_InitLocal ====================== */ -void Host_InitLocal (void) +void Host_SaveConfig_f(void); +void Host_LoadConfig_f(void); +static void Host_InitLocal (void) { - Host_InitCommands (); + 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 (&slowmo); - Cvar_RegisterVariable (&host_minfps); - Cvar_RegisterVariable (&host_maxfps); + 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 (&sv_echobprint); - - Cvar_RegisterVariable (&sys_ticrate); - Cvar_RegisterVariable (&serverprofile); - - Cvar_RegisterVariable (&fraglimit); - Cvar_RegisterVariable (&timelimit); - Cvar_RegisterVariable (&teamplay); - Cvar_RegisterVariable (&samelevel); - 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 (&deathmatch); - Cvar_RegisterVariable (&coop); - - Cvar_RegisterVariable (&pausable); - - Cvar_RegisterVariable (&temp1); + Cvar_RegisterVariable (&developer_loadfile); + Cvar_RegisterVariable (&developer_loading); + Cvar_RegisterVariable (&developer_entityparsing); Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); - - Host_ServerOptions (); } /* =============== -Host_WriteConfiguration +Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ -void Host_WriteConfiguration (void) +void Host_SaveConfig_to(const char *file) { qfile_t *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars - if (host_initialized && cls.state != ca_dedicated) + // 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", "w", false); + f = FS_Open (file, "wb", false, false); if (!f) { - Con_Printf ("Couldn't write config.cfg.\n"); + Con_Printf("Couldn't write %s.\n", file); return; } @@ -325,7 +257,53 @@ void Host_WriteConfiguration (void) 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); +} + +/* +=============== +Host_LoadConfig_f + +Resets key bindings and cvars to defaults and then reloads scripts +=============== +*/ +void Host_LoadConfig_f(void) +{ + // unlock the cvar default strings so they can be updated by the new default.cfg + Cvar_UnlockDefaults(); + // reset cvars to their defaults, and then exec startup scripts again + Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n"); +} + +/* +================= +SV_ClientPrint + +Sends text across to be displayed +FIXME: make this just a stuffed echo? +================= +*/ +void SV_ClientPrint(const char *msg) +{ + if (host_client->netconnection) + { + MSG_WriteByte(&host_client->netconnection->message, svc_print); + MSG_WriteString(&host_client->netconnection->message, msg); + } +} /* ================= @@ -338,45 +316,57 @@ FIXME: make this just a stuffed echo? void SV_ClientPrintf(const char *fmt, ...) { va_list argptr; - char string[1024]; + char msg[MAX_INPUTLINE]; - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); + va_start(argptr,fmt); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); - MSG_WriteByte (&host_client->message, svc_print); - MSG_WriteString (&host_client->message, string); + SV_ClientPrint(msg); } /* ================= -SV_BroadcastPrintf +SV_BroadcastPrint Sends text to all active clients ================= */ -void SV_BroadcastPrintf(const char *fmt, ...) +void SV_BroadcastPrint(const char *msg) { - va_list argptr; - char string[4096]; int i; client_t *client; - va_start(argptr,fmt); - vsnprintf(string, sizeof(string), fmt,argptr); - va_end(argptr); - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { - if (client->spawned) + if (client->active && client->netconnection) { - MSG_WriteByte(&client->message, svc_print); - MSG_WriteString(&client->message, string); + MSG_WriteByte(&client->netconnection->message, svc_print); + MSG_WriteString(&client->netconnection->message, msg); } } if (sv_echobprint.integer && cls.state == ca_dedicated) - Sys_Printf("%s", string); + Con_Print(msg); +} + +/* +================= +SV_BroadcastPrintf + +Sends text to all active clients +================= +*/ +void SV_BroadcastPrintf(const char *fmt, ...) +{ + va_list argptr; + char msg[MAX_INPUTLINE]; + + va_start(argptr,fmt); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); + + SV_BroadcastPrint(msg); } /* @@ -389,14 +379,17 @@ Send text over to the client to be executed 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); - vsprintf(string, fmt,argptr); + 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); } /* @@ -409,63 +402,109 @@ if (crash = true), don't bother sending signofs */ void SV_DropClient(qboolean crash) { - int saveSelf; int i; - client_t *client; - Con_Printf("Client \"%s\" dropped\n", host_client->name); - // send any final messages (don't check for errors) + SV_StopDemoRecording(host_client); + + // make sure edict is not corrupt (from a level change for example) + host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1); + if (host_client->netconnection) { // free the client (the body stays around) if (!crash) { - // LordHavoc: no opportunity for resending, so use unreliable - MSG_WriteByte(&host_client->message, svc_disconnect); - NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); + // LordHavoc: no opportunity for resending, so use unreliable 3 times + 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, 10000, false); + 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; + } - // LordHavoc: don't call QC if server is dead (avoids recursive - // Host_Error in some mods when they run out of edicts) - if (sv.active && host_client->edict && host_client->spawned) - { - // call the prog function for removing a client - // this will set the body to a dead frame, among other things - saveSelf = pr_global_struct->self; - pr_global_struct->self = EDICT_TO_PROG(host_client->edict); - PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing"); - pr_global_struct->self = saveSelf; - } + // call qc ClientDisconnect function + // LordHavoc: don't call QC if server is dead (avoids recursive + // Host_Error in some mods when they run out of edicts) + if (host_client->clientconnectcalled && sv.active && host_client->edict) + { + // 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; + 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; } - // send notification to all clients - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) + // if a download is active, close it + if (host_client->download_file) { - if (!client->active) - continue; - MSG_WriteByte(&client->message, svc_updatename); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteString(&client->message, ""); - MSG_WriteByte(&client->message, svc_updatefrags); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteShort(&client->message, 0); - MSG_WriteByte(&client->message, svc_updatecolors); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteByte(&client->message, 0); + Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name); + FS_Close(host_client->download_file); + host_client->download_file = NULL; + host_client->download_name[0] = 0; + host_client->download_expectedposition = 0; + host_client->download_started = false; } - NetConn_Heartbeat(1); + // remove leaving player from scoreboard + host_client->name[0] = 0; + host_client->colors = 0; + host_client->frags = 0; + // send notification to all clients + // get number of client manually just to make sure we get it right... + i = host_client - svs.clients; + MSG_WriteByte (&sv.reliable_datagram, svc_updatename); + MSG_WriteByte (&sv.reliable_datagram, i); + MSG_WriteString (&sv.reliable_datagram, host_client->name); + MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors); + MSG_WriteByte (&sv.reliable_datagram, i); + MSG_WriteByte (&sv.reliable_datagram, host_client->colors); + MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags); + MSG_WriteByte (&sv.reliable_datagram, i); + MSG_WriteShort (&sv.reliable_datagram, host_client->frags); // free the client now + if (host_client->entitydatabase) + EntityFrame_FreeDatabase(host_client->entitydatabase); if (host_client->entitydatabase4) EntityFrame4_FreeDatabase(host_client->entitydatabase4); + if (host_client->entitydatabase5) + EntityFrame5_FreeDatabase(host_client->entitydatabase5); + + 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); + } + // clear the client struct (this sets active to false) memset(host_client, 0, sizeof(*host_client)); + + // 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 + } + } } /* @@ -475,41 +514,35 @@ Host_ShutdownServer 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; - char message[4]; + int i; + + Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; - // print out where the crash happened, if it was caused by QC - PR_Crash(); - - sv.active = false; - -// stop all client sounds immediately - CL_Disconnect(); - 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(); + 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(crash); // server shutdown + SV_DropClient(false); // server shutdown + SV_VM_End(); NetConn_CloseServerPorts(); + sv.active = false; // // clear structures // @@ -518,98 +551,8 @@ void Host_ShutdownServer(qboolean crash) } -/* -================ -Host_ClearMemory - -This clears all the memory used by both the client and server, but does -not reinitialize anything. -================ -*/ -void Host_ClearMemory (void) -{ - Con_DPrintf ("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 cvar_t cl_avidemo; -qboolean Host_FilterTime (double time) -{ - double timecap, timeleft; - realtime += time; - - if (slowmo.value < 0.0f) - Cvar_SetValue("slowmo", 0.0f); - if (host_minfps.value < 10.0f) - Cvar_SetValue("host_minfps", 10.0f); - if (host_maxfps.value < host_minfps.value) - Cvar_SetValue("host_maxfps", host_minfps.value); - if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f) - Cvar_SetValue("cl_avidemo", 0.0f); - - // check if framerate is too high - if (!cls.timedemo) - { - // default to sys_ticrate (server framerate - presumably low) unless we - // have a good reason to run faster - timecap = sys_ticrate.value; - if (cl_avidemo.value >= 0.1f) - timecap = 1.0 / (double)cl_avidemo.value; - else if (vid_activewindow && !scr_con_current) - timecap = 1.0 / host_maxfps.value; - - timeleft = oldrealtime + timecap - realtime; - if (timeleft > 0) - { - // don't totally hog the CPU - if (timeleft >= 0.02) - Sys_Sleep(); - return false; - } - } - - // LordHavoc: copy into host_realframetime as well - host_realframetime = host_frametime = realtime - oldrealtime; - oldrealtime = realtime; - - if (cls.timedemo) - { - // disable time effects - cl.frametime = host_frametime; - return true; - } - - if (host_framerate.value > 0) - host_frametime = host_framerate.value; - else if (cl_avidemo.value >= 0.1f) - host_frametime = (1.0 / cl_avidemo.value); - else - { - // don't allow really short frames - if (host_frametime > (1.0 / host_minfps.value)) - host_frametime = (1.0 / host_minfps.value); - } - - cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps - - return true; -} - - /* =================== Host_GetConsoleCommands @@ -630,275 +573,559 @@ void Host_GetConsoleCommands (void) } } +/* +================== +Host_TimeReport + +Returns a time report string, for example for +================== +*/ +const char *Host_TimingReport() +{ + 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); +} /* ================== -Host_ServerFrame +Host_Frame +Runs all active servers ================== */ -void Host_ServerFrame (void) +static void Host_Init(void); +void Host_Main(void) { - static double frametimetotal = 0, lastservertime = 0; - frametimetotal += host_frametime; - // LordHavoc: cap server at sys_ticrate in networked games - if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value)) - return; + double time1 = 0; + double time2 = 0; + double time3 = 0; + double cl_timer, sv_timer; + double clframetime, deltarealtime, oldrealtime; + double wait; + int pass1, pass2, pass3, i; - NetConn_ServerFrame(); + Host_Init(); -// run the world state - if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive))) - sv.frametime = pr_global_struct->frametime = frametimetotal; - else - sv.frametime = 0; - frametimetotal = 0; - lastservertime = realtime; + cl_timer = 0; + sv_timer = 0; -// set the time and clear the general datagram - SV_ClearDatagram(); + realtime = Sys_DoubleTime(); + for (;;) + { + if (setjmp(host_abortframe)) + continue; // something bad happened, or the server disconnected -// read client messages - SV_RunClients(); + oldrealtime = realtime; + realtime = Sys_DoubleTime(); -// move things around and think -// always pause in single player if in console or menus - if (sv.frametime) - SV_Physics(); + deltarealtime = realtime - oldrealtime; + cl_timer += deltarealtime; + sv_timer += deltarealtime; -// send all messages to the clients - SV_SendClientMessages(); + svs.perf_acc_realtime += deltarealtime; -// send an heartbeat if enough time has passed since the last one - NetConn_Heartbeat(0); -} + // 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_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) + 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) + Cvar_SetValue("slowmo", 0); + if (host_framerate.value < 0.00001 && host_framerate.value != 0) + Cvar_SetValue("host_framerate", 0); -/* -================== -Host_Frame + // keep the random time dependent, but not when playing demos/benchmarking + if(!*sv_random_seed.string && !cls.demoplayback) + rand(); -Runs all active servers -================== -*/ -void _Host_Frame (float time) -{ - static double time1 = 0; - static double time2 = 0; - static double time3 = 0; - int pass1, pass2, pass3; - usercmd_t cmd; // Used for receiving input - - if (setjmp(host_abortserver)) - return; // something bad happened, or the server disconnected - - // keep the random time dependent - rand(); - - // decide the simulation time - if (!Host_FilterTime(time)) - return; + cl.islocalgame = NetConn_IsLocalGame(); - cl.islocalgame = NetConn_IsLocalGame(); + // get new key events + Sys_SendKeyEvents(); - // get new key events - Sys_SendKeyEvents(); + NetConn_UpdateSockets(); - // allow mice or other external controllers to add commands - IN_Commands(); + Log_DestBuffer_Flush(); - // Collect input into cmd - IN_ProcessMove(&cmd); - - // process console commands - Cbuf_Execute(); + // receive packets on each main loop iteration, as the main loop may + // be undersleeping due to select() detecting a new packet + if (sv.active) + NetConn_ServerFrame(); - // LordHavoc: map and load are delayed until video is initialized - Host_PerformSpawnServerAndLoadGame(); + Curl_Run(); - // if running the server locally, make intentions now - if (cls.state == ca_connected && sv.active) - CL_SendCmd(&cmd); + // check for commands typed to the host + Host_GetConsoleCommands(); -//------------------- -// -// server operations -// -//------------------- + // 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(); + } - // check for commands typed to the host - Host_GetConsoleCommands(); + //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); - if (sv.active) - Host_ServerFrame(); + // 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) + wait = cl_timer * -1000000.0; + else + wait = max(cl_timer, sv_timer) * -1000000.0; + wait = bound(0, wait, 100000); -//------------------- -// -// client operations -// -//------------------- + if (!cls.timedemo && wait >= 1) + { + double time0 = Sys_DoubleTime(); + if (sv_checkforpacketsduringsleep.integer) + NetConn_SleepMicroseconds((int)wait); + else + Sys_Sleep((int)wait); + svs.perf_acc_sleeptime += Sys_DoubleTime() - time0; + continue; + } - cl.oldtime = cl.time; - cl.time += cl.frametime; + //------------------- + // + // server operations + // + //------------------- - NetConn_ClientFrame(); + // 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); + sv_timer = 0.1; + } - if (cls.state == ca_connected) - { - // if running the server remotely, send intentions now after - // the incoming messages have been read - if (!sv.active) - CL_SendCmd(&cmd); - CL_ReadFromServer(); - } + if (sv.active && sv_timer > 0) + { + // 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; + float offset; + + // 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 = realtime + 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; + } + } + advancetime = min(advancetime, 0.1); - ui_update(); + if(advancetime > 0) + { + offset = sv_timer + (Sys_DoubleTime() - realtime); + ++svs.perf_acc_offset_samples; + svs.perf_acc_offset += offset; + svs.perf_acc_offset_squared += offset * offset; + if(svs.perf_acc_offset_max < offset) + svs.perf_acc_offset_max = offset; + } - CL_VideoFrame(); + // 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; - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // setup the VM frame + SV_VM_Begin(); - CL_UpdateScreen(); + for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + { + sv_timer -= advancetime; - if (host_speeds.integer) - time2 = Sys_DoubleTime(); + // move things around and think unless paused + if (sv.frametime) + SV_Physics(); - // update audio - if (cls.signon == SIGNONS) - { - // LordHavoc: this used to use renderer variables (eww) - vec3_t forward, right, up; - AngleVectors(cl.viewangles, forward, right, up); - S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up); - } - else - S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin); + // if this server frame took too long, break out of the loop + if (framelimit > 1 && Sys_DoubleTime() >= aborttime) + break; + } - CDAudio_Update(); + // send all messages to the clients + SV_SendClientMessages(); - 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); - } + // end the server VM frame + SV_VM_End(); - host_framecount++; - host_loopactive = true; + // send an heartbeat if enough time has passed since the last one + NetConn_Heartbeat(0); + } -} + //------------------- + // + // client operations + // + //------------------- -void Host_Frame (float time) -{ - double time1, time2; - static double timetotal; - static int timecount; - int i, c, m; + if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo)) + { + // decide the simulation time + if (cls.capturevideo.active) + { + if (cls.capturevideo.realtime) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); + else + { + clframetime = 1.0 / cls.capturevideo.framerate; + 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 + clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value)); - if (!serverprofile.integer) - { - _Host_Frame (time); - return; - } + // apply slowmo scaling + clframetime *= cl.movevars_timescale; + // scale playback speed of demos by slowmo cvar + if (cls.demoplayback) + { + clframetime *= slowmo.value; + // if demo playback is paused, don't advance time at all + if (cls.demopaused) + clframetime = 0; + } - time1 = Sys_DoubleTime (); - _Host_Frame (time); - time2 = Sys_DoubleTime (); + // host_framerate overrides all else + if (host_framerate.value) + clframetime = host_framerate.value; - timetotal += time2 - time1; - timecount++; + if (cls.timedemo) + clframetime = cl.realframetime = cl_timer; - if (timecount < 1000) - return; + // deduct the frame time from the accumulator + cl_timer -= cl.realframetime; - m = timetotal*1000/timecount; - timecount = 0; - timetotal = 0; - c = 0; - for (i=0 ; i= 0) + cl_timer = 0; + if (sv_timer >= 0) + { + svs.perf_acc_lost += sv_timer; + sv_timer = 0; + } + + host_framecount++; + } } //============================================================================ -void Render_Init(void); -void M_Scipt_Init (); +qboolean vid_opened = false; +void Host_StartVideo(void) +{ + if (!vid_opened && cls.state != ca_dedicated) + { + vid_opened = true; + VID_Start(); + CDAudio_Startup(); + } +} + +char engineversion[128]; + +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; /* ==================== Host_Init ==================== */ -void Host_Init (void) +static void Host_Init (void) { + int i; + const char* os; + + if (COM_CheckParm("-profilegameonly")) + Sys_AllowProfiling(false); + // LordHavoc: quake never seeded the random number generator before... heh - srand(time(NULL)); + if (COM_CheckParm("-benchmark")) + srand(0); // predictable random sequence for -benchmark + else + srand(time(NULL)); // 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; + developer.value = developer.integer = 1; + developer.string = "1"; } + 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"; + } + +// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from + if (COM_CheckParm("-nostdout")) + sys_nostdout = 1; + + // used by everything + Memory_Init(); + + // initialize console command/cvar/alias/command execution systems Cmd_Init(); + + // initialize memory subsystem cvars/commands Memory_Init_Commands(); - R_Modules_Init(); - Cbuf_Init(); - V_Init(); - COM_Init(); - Host_InitLocal(); - Key_Init(); + + // initialize console and logging and its cvars/commands Con_Init(); - Chase_Init(); - PR_Init(); + + // initialize various cvars that could not be initialized earlier + Curl_Init_Commands(); + Cmd_Init_Commands(); + Sys_Init_Commands(); + COM_Init_Commands(); + FS_Init_Commands(); + + // initialize console window (only used by sys_win.c) + Sys_InitConsole(); + + // detect gamemode from commandline options or executable name + COM_InitGameType(); + + // construct a version string for the corner of the console + os = DP_OS_NAME; + dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring); + Con_Printf("%s\n", engineversion); + + // initialize ixtable + Mathlib_Init(); + + // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) + FS_Init(); + + NetConn_Init(); + Curl_Init(); + //PR_Init(); + //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); - NetConn_Init(); + World_Init(); SV_Init(); - - Con_Printf ("Builddate: %s\n", buildstring); + Host_InitCommands(); + Host_InitLocal(); + Host_ServerOptions(); if (cls.state != ca_dedicated) { + Con_DPrintf("Initializing client\n"); + + R_Modules_Init(); Palette_Init(); + MR_Init_Commands(); VID_Shared_Init(); VID_Init(); - Render_Init(); S_Init(); CDAudio_Init(); + Key_Init(); + V_Init(); CL_Init(); } - Cbuf_InsertText ("exec quake.rc\n"); - Cbuf_Execute(); - Cbuf_Execute(); - Cbuf_Execute(); + // 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"); Cbuf_Execute(); - host_initialized = true; + // 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_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 - Con_DPrintf ("========Initialized=========\n"); + // here comes the not so critical stuff + if (setjmp(host_abortframe)) { + return; + } if (cls.state != ca_dedicated) { - VID_Open(); - SCR_BeginLoadingPlaque(); + MR_Init(); + } + + // check for special benchmark mode +// COMMANDLINEOPTION: Client: -benchmark 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"); + 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_Execute(); + } + + // check for special demo mode +// COMMANDLINEOPTION: Client: -demo 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(); + } + +// COMMANDLINEOPTION: Client: -capturedemo captures a playdemo and quits + i = COM_CheckParm("-capturedemo"); + 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_Execute(); } - - MR_Init(); + + if (cls.state == ca_dedicated || COM_CheckParm("-listen")) + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + { + Cbuf_AddText("startmap_dm\n"); + Cbuf_Execute(); + } + + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + { + Cbuf_AddText("togglemenu\n"); + Cbuf_Execute(); + } + + Con_DPrint("========Initialized=========\n"); + + //Host_StartVideo(); } @@ -916,28 +1143,54 @@ void Host_Shutdown(void) if (isdown) { - Con_Printf ("recursive shutdown\n"); + Con_Print("recursive shutdown\n"); + return; + } + if (setjmp(host_abortframe)) + { + Con_Print("aborted the quitting frame?!?\n"); return; } isdown = true; + // be quiet while shutting down + S_StopAllSounds(); + + // disconnect client from server if active + CL_Disconnect(); + + // shut down local server if active + Host_ShutdownServer (); + // Shutdown menu if(MR_Shutdown) MR_Shutdown(); // AK shutdown PRVM // AK hmm, no PRVM_Shutdown(); yet - - Host_WriteConfiguration (); + CL_Gecko_Shutdown(); + CL_Video_Shutdown(); + + Host_SaveConfig(); CDAudio_Shutdown (); + S_Terminate (); + Curl_Shutdown (); NetConn_Shutdown (); + //PR_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); } + + Cmd_Shutdown(); + CL_Shutdown(); + Sys_Shutdown(); + Log_Close(); + FS_Shutdown(); + Memory_Shutdown(); }