X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=host.c;h=46ca83d03441b4895cb29a9b294c3dc52f1164a1;hb=a31c7f6abe972870ba5753513adcf2f58b6c561a;hp=d169181f8d769e7370052bcee7ec011e524cc3f3;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index d169181f..46ca83d0 100644 --- a/host.c +++ b/host.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -19,7 +19,11 @@ 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 "cdaudio.h" +#include "cl_video.h" +#include "progsvm.h" /* @@ -32,206 +36,205 @@ Memory is cleared / released when a server or client begins, not when they end. */ -quakeparms_t host_parms; +// 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; +// LordHavoc: set when quit is executed +qboolean host_shuttingdown = false; -qboolean host_initialized; // true if into command execution -qboolean hostloopactive = 0; // LordHavoc: used to turn Host_Error into Sys_Error if Host_Frame has not yet run +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 +double realtime; +// realtime from previous frame +double oldrealtime; +// how many frames have occurred +int host_framecount; -double host_frametime; -double host_realframetime; // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling) -double realtime; // without any filtering or bounding -double oldrealtime; // last frame run -int host_framecount; +// used for -developer commandline parameter, hacky hacky +int forcedeveloper; -double sv_frametime; +// current client +client_t *host_client; -int host_hunklevel; +jmp_buf host_abortserver; -int minimum_memory; +// pretend frames take this amount of time (in seconds), 0 = realtime +cvar_t host_framerate = {0, "host_framerate","0"}; +// 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: framerate upper cap +cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"}; -client_t *host_client; // current client +// print broadcast messages in dedicated mode +cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; -jmp_buf host_abortserver; +cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"}; +cvar_t serverprofile = {0, "serverprofile","0"}; -cvar_t host_framerate = {"host_framerate","0"}; // set for slow motion -cvar_t host_speeds = {"host_speeds","0"}; // set for running times -cvar_t slowmo = {"slowmo", "1.0"}; // LordHavoc: framerate independent slowmo -cvar_t host_minfps = {"host_minfps", "10"}; // 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_maxfps = {"host_maxfps", "1000"}; // LordHavoc: framerate upper cap +cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"}; +cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"}; +cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"}; -cvar_t sys_ticrate = {"sys_ticrate","0.05"}; -cvar_t serverprofile = {"serverprofile","0"}; +cvar_t samelevel = {0, "samelevel","0"}; +cvar_t noexit = {CVAR_NOTIFY, "noexit","0"}; -cvar_t fraglimit = {"fraglimit","0",false,true}; -cvar_t timelimit = {"timelimit","0",false,true}; -cvar_t teamplay = {"teamplay","0",false,true}; +cvar_t developer = {0, "developer","0"}; -cvar_t samelevel = {"samelevel","0"}; -cvar_t noexit = {"noexit","0",false,true}; +cvar_t skill = {0, "skill","1"}; +cvar_t deathmatch = {0, "deathmatch","0"}; +cvar_t coop = {0, "coop","0"}; -cvar_t developer = {"developer","0"}; +cvar_t pausable = {0, "pausable","1"}; -cvar_t skill = {"skill","1"}; // 0 - 3 -cvar_t deathmatch = {"deathmatch","0"}; // 0, 1, or 2 -cvar_t coop = {"coop","0"}; // 0 or 1 +cvar_t temp1 = {0, "temp1","0"}; -cvar_t pausable = {"pausable","1"}; - -cvar_t temp1 = {"temp1","0"}; - -cvar_t timestamps = {"timestamps", "0", true}; -cvar_t timeformat = {"timeformat", "[%b %e %X] ", true}; +cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; /* ================ -Host_EndGame +Host_Error + +This shuts down both the client and server ================ */ -void Host_EndGame (char *message, ...) +void PRVM_ProcessError(void); +static char hosterrorstring1[4096]; +static char hosterrorstring2[4096]; +static qboolean hosterror = false; +void Host_Error (const char *error, ...) { - va_list argptr; - char string[1024]; - - va_start (argptr,message); - vsprintf (string,message,argptr); + va_list argptr; + + va_start (argptr,error); + dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,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 (); + Con_Printf("Host_Error: %s\n", hosterrorstring1); - longjmp (host_abortserver, 1); -} + // LordHavoc: if first frame has not been shown, or currently shutting + // down, do Sys_Error instead + if (!host_loopactive || host_shuttingdown) + Sys_Error ("Host_Error: %s", hosterrorstring1); -/* -================ -Host_Error + if (hosterror) + Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1); + hosterror = true; -This shuts down both the client and server -================ -*/ -char hosterrorstring[4096]; -extern qboolean hostloopactive; -void Host_Error (char *error, ...) -{ - va_list argptr; - static qboolean inerror = false; + strcpy(hosterrorstring2, hosterrorstring1); - // LordHavoc: if host_frame loop has not been run yet, do a Sys_Error instead - if (!hostloopactive) - { - char string[4096]; - va_start (argptr,error); - vsprintf (string,error,argptr); - va_end (argptr); - Sys_Error ("%s", string); - } + CL_Parse_DumpPacket(); - if (inerror) - { - char string[4096]; - va_start (argptr,error); - vsprintf (string,error,argptr); - va_end (argptr); - Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string); - } - inerror = true; - -// SCR_EndLoadingPlaque (); // reenable screen updates + PR_Crash(); - va_start (argptr,error); - vsprintf (hosterrorstring,error,argptr); - va_end (argptr); - Con_Printf ("Host_Error: %s\n",hosterrorstring); - - if (sv.active) - Host_ShutdownServer (false); + //PRVM_Crash(); // crash current prog + + // crash all prvm progs + PRVM_CrashAll(); + + PRVM_ProcessError(); + + Host_ShutdownServer (false); if (cls.state == ca_dedicated) - Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit + Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; - inerror = false; + hosterror = false; longjmp (host_abortserver, 1); } -/* -================ -Host_FindMaxClients -================ -*/ -void Host_FindMaxClients (void) +void Host_ServerOptions (void) { - int i; + int i, numplayers; + + // general default + numplayers = 8; - svs.maxclients = 1; - - i = COM_CheckParm ("-dedicated"); - if (i) +// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8 +// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8 + if (cl_available) { - cls.state = ca_dedicated; - if (i != (com_argc - 1)) + // client exists, check what mode the user wants + i = COM_CheckParm ("-dedicated"); + if (i) { - svs.maxclients = atoi (com_argv[i+1]); + 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"); } else - svs.maxclients = 8; + { + 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; + } + } } else - cls.state = ca_disconnected; - - i = COM_CheckParm ("-listen"); - if (i) { - if (cls.state == ca_dedicated) - Sys_Error ("Only one of -dedicated or -listen can be specified"); - if (i != (com_argc - 1)) - svs.maxclients = atoi (com_argv[i+1]); - else - svs.maxclients = 8; + // 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 (svs.maxclients < 1) - svs.maxclients = 8; - else if (svs.maxclients > MAX_SCOREBOARD) - svs.maxclients = MAX_SCOREBOARD; - - svs.maxclientslimit = svs.maxclients; - if (svs.maxclientslimit < MAX_SCOREBOARD) // LordHavoc: upped listen mode limit from 4 to MAX_SCOREBOARD - svs.maxclientslimit = MAX_SCOREBOARD; - svs.clients = Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients"); - - if (svs.maxclients > 1) - Cvar_SetValue ("deathmatch", 1.0); - else - Cvar_SetValue ("deathmatch", 0.0); -} + if (numplayers < 1) + numplayers = 8; + + numplayers = bound(1, numplayers, MAX_SCOREBOARD); + + if (numplayers > 1 && !deathmatch.integer) + Cvar_SetValueQuick(&deathmatch, 1); + + svs.maxclients = numplayers; + svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); +} /* ======================= Host_InitLocal ====================== */ +void Host_SaveConfig_f(void); void Host_InitLocal (void) { Host_InitCommands (); - + + Cmd_AddCommand("saveconfig", Host_SaveConfig_f); + Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&slowmo); - Cvar_RegisterVariable (&host_minfps); - Cvar_RegisterVariable (&host_maxfps); + Cvar_RegisterVariable (&cl_maxfps); + + Cvar_RegisterVariable (&sv_echobprint); Cvar_RegisterVariable (&sys_ticrate); Cvar_RegisterVariable (&serverprofile); @@ -243,6 +246,8 @@ void Host_InitLocal (void) 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); @@ -253,84 +258,117 @@ void Host_InitLocal (void) Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); - Host_FindMaxClients (); + Host_ServerOptions (); } /* =============== -Host_WriteConfiguration +Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ -void Host_WriteConfiguration (void) +void Host_SaveConfig_f(void) { - FILE *f; + qfile_t *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars - if (host_initialized & !isDedicated) + // LordHavoc: save a config only after Host_Frame finished the first frame + if (host_initialized && host_loopactive && cls.state != ca_dedicated) { - f = fopen (va("%s/config.cfg",com_gamedir), "w"); + f = FS_Open ("config.cfg", "wb", false, false); if (!f) { - Con_Printf ("Couldn't write config.cfg.\n"); + Con_Print("Couldn't write config.cfg.\n"); return; } - + Key_WriteBindings (f); Cvar_WriteVariables (f); - fclose (f); + FS_Close (f); } } +/* +================= +SV_ClientPrint + +Sends text across to be displayed +FIXME: make this just a stuffed echo? +================= +*/ +void SV_ClientPrint(const char *msg) +{ + MSG_WriteByte(&host_client->message, svc_print); + MSG_WriteString(&host_client->message, msg); +} + /* ================= SV_ClientPrintf -Sends text across to be displayed +Sends text across to be displayed FIXME: make this just a stuffed echo? ================= */ -void SV_ClientPrintf (char *fmt, ...) +void SV_ClientPrintf(const char *fmt, ...) { - va_list argptr; - char string[1024]; - - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); - - MSG_WriteByte (&host_client->message, svc_print); - MSG_WriteString (&host_client->message, string); + va_list argptr; + char msg[4096]; + + va_start(argptr,fmt); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); + + SV_ClientPrint(msg); } /* ================= -SV_BroadcastPrintf +SV_BroadcastPrint Sends text to all active clients ================= */ -void SV_BroadcastPrintf (char *fmt, ...) +void SV_BroadcastPrint(const char *msg) { - va_list argptr; - char string[1024]; - int i; - - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); - - for (i=0 ; ispawned) { - MSG_WriteByte (&svs.clients[i].message, svc_print); - MSG_WriteString (&svs.clients[i].message, string); + MSG_WriteByte(&client->message, svc_print); + MSG_WriteString(&client->message, msg); } + } + + if (sv_echobprint.integer && cls.state == ca_dedicated) + Con_Print(msg); +} + +/* +================= +SV_BroadcastPrintf + +Sends text to all active clients +================= +*/ +void SV_BroadcastPrintf(const char *fmt, ...) +{ + va_list argptr; + char msg[4096]; + + va_start(argptr,fmt); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); + + SV_BroadcastPrint(msg); } /* @@ -340,17 +378,17 @@ Host_ClientCommands Send text over to the client to be executed ================= */ -void Host_ClientCommands (char *fmt, ...) +void Host_ClientCommands(const char *fmt, ...) { - va_list argptr; - char string[1024]; - - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); - - MSG_WriteByte (&host_client->message, svc_stufftext); - MSG_WriteString (&host_client->message, string); + va_list argptr; + char string[1024]; + + 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); } /* @@ -361,59 +399,82 @@ Called when the player is getting totally kicked off the host if (crash = true), don't bother sending signofs ===================== */ -void SV_DropClient (qboolean crash) +void SV_DropClient(qboolean crash) { - int saveSelf; - int i; - client_t *client; + int i; + Con_Printf("Client \"%s\" dropped\n", host_client->name); + + // make sure edict is not corrupt (from a level change for example) + host_client->edict = EDICT_NUM(host_client - svs.clients + 1); - if (!crash) + if (host_client->netconnection) { - // send any final messages (don't check for errors) - if (NET_CanSendMessage (host_client->netconnection)) + // free the client (the body stays around) + if (!crash) { - MSG_WriteByte (&host_client->message, svc_disconnect); - NET_SendMessage (host_client->netconnection, &host_client->message); + // LordHavoc: no opportunity for resending, so use unreliable + MSG_WriteByte(&host_client->message, svc_disconnect); + NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); } - - if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts) - { + // break the net connection + NetConn_Close(host_client->netconnection); + host_client->netconnection = NULL; + } + + // 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->active && 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; - } - - Sys_Printf ("Client %s removed\n",host_client->name); + int 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; } -// break the net connection - NET_Close (host_client->netconnection); - host_client->netconnection = NULL; - -// free the client (the body stays around) - host_client->active = false; + // remove leaving player from scoreboard + //host_client->edict->v->netname = PR_SetString(host_client->name); + //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors))) + // val->_float = 0; + //host_client->edict->v->frags = 0; host_client->name[0] = 0; - host_client->old_frags = -999999; - net_activeconnections--; + 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); -// send notification to all clients - for (i=0, client = svs.clients ; iactive) - continue; - MSG_WriteByte (&client->message, svc_updatename); - MSG_WriteByte (&client->message, host_client - svs.clients); - MSG_WriteString (&client->message, ""); - MSG_WriteByte (&client->message, svc_updatefrags); - MSG_WriteByte (&client->message, host_client - svs.clients); - MSG_WriteShort (&client->message, 0); - MSG_WriteByte (&client->message, svc_updatecolors); - MSG_WriteByte (&client->message, host_client - svs.clients); - MSG_WriteByte (&client->message, 0); + // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags + 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); } /* @@ -425,65 +486,43 @@ This only happens at the end of a game, not between levels */ void Host_ShutdownServer(qboolean crash) { - int i; - int count; - sizebuf_t buf; - char message[4]; - double start; + int i, count; + sizebuf_t buf; + char message[4]; + + Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; - sv.active = false; + // print out where the crash happened, if it was caused by QC + PR_Crash(); -// stop all client sounds immediately - if (cls.state == ca_connected) - CL_Disconnect (); - -// flush any pending messages - like the score!!! - start = Sys_DoubleTime(); - do - { - count = 0; - for (i=0, host_client = svs.clients ; iactive && host_client->message.cursize) - { - if (NET_CanSendMessage (host_client->netconnection)) - { - NET_SendMessage(host_client->netconnection, &host_client->message); - SZ_Clear (&host_client->message); - } - else - { - NET_GetMessage(host_client->netconnection); - count++; - } - } - } - if ((Sys_DoubleTime() - start) > 3.0) - break; - } - while (count); + 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 = NET_SendToAll(&buf, 5); + count = NetConn_SendToAll(&buf, 5); if (count) - Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count); + Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count); - for (i=0, host_client = svs.clients ; iactive) - SV_DropClient(crash); + SV_DropClient(crash); // server shutdown + + NetConn_CloseServerPorts(); + + sv.active = false; // // clear structures // - memset (&sv, 0, sizeof(sv)); - memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t)); + memset(&sv, 0, sizeof(sv)); + memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); } @@ -497,10 +536,8 @@ not reinitialize anything. */ void Host_ClearMemory (void) { - Con_DPrintf ("Clearing memory\n"); + Con_DPrint("Clearing memory\n"); Mod_ClearAll (); - if (host_hunklevel) - Hunk_FreeToLowMark (host_hunklevel); cls.signon = 0; memset (&sv, 0, sizeof(sv)); @@ -517,46 +554,84 @@ Host_FilterTime Returns false if the time is too short to run a frame =================== */ +extern qboolean cl_capturevideo_active; +extern double cl_capturevideo_framerate; qboolean Host_FilterTime (double time) { - double timecap; + 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 (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); - // check if framerate is too high - if (!cls.timedemo) + 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_connected) - timecap = 1.0 / host_maxfps.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; + } - if ((realtime - oldrealtime) < timecap) - return false; + timeleft = (oldrealtime - realtime) + timecap; + 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; } - host_realframetime = host_frametime = realtime - oldrealtime; // LordHavoc: copy into host_realframetime as well + // LordHavoc: copy into host_realframetime as well + host_realframetime = host_frametime = realtime - oldrealtime; oldrealtime = realtime; - if (cls.timedemo) - return true; // disable time effects + // apply slowmo scaling + host_frametime *= slowmo.value; - if (host_framerate.value > 0) + // host_framerate overrides all else + if (host_framerate.value) host_frametime = host_framerate.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 - + // never run a frame longer than 1 second + if (host_frametime > 1) + host_frametime = 1; + + cl.frametime = host_frametime; + return true; } @@ -570,7 +645,7 @@ Add them exactly as if they had been typed at the console */ void Host_GetConsoleCommands (void) { - char *cmd; + char *cmd; while (1) { @@ -590,33 +665,58 @@ Host_ServerFrame */ void Host_ServerFrame (void) { - static double frametimetotal = 0, lastservertime = 0; - frametimetotal += host_frametime; - // LordHavoc: cap server at sys_ticrate in listen games - if (!isDedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value)) + // 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; -// run the world state - sv.frametime = pr_global_struct->frametime = frametimetotal; - frametimetotal = 0; - lastservertime = realtime; -// pr_global_struct->frametime = host_frametime; - -// set the time and clear the general datagram - SV_ClearDatagram (); - -// check for new clients - SV_CheckForNewClients (); - -// read client messages - SV_RunClients (); - -// move things around and think -// always pause in single player if in console or menus - if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) ) - SV_Physics (); - -// send all messages to the clients - SV_SendClientMessages (); + } + 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++) + { + 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; + + pr_global_struct->frametime = sv.frametime; + + // 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(); + + // read client messages + SV_RunClients(); + + // 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); + } + // if we fell behind too many frames just don't worry about it + if (sv.timer > 0) + sv.timer = 0; } @@ -629,52 +729,50 @@ 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; + static double time1 = 0; + static double time2 = 0; + static double time3 = 0; + int pass1, pass2, pass3; - if (setjmp (host_abortserver) ) + if (setjmp(host_abortserver)) return; // something bad happened, or the server disconnected - hostloopactive = 1; -// keep the random time dependent - rand (); - -// decide the simulation time - if (!Host_FilterTime (time)) - { - // if time was rejected, don't totally hog the CPU - Sys_Sleep(); + // decide the simulation time + if (!Host_FilterTime(time)) return; - } - -// get new key events - Sys_SendKeyEvents (); -// allow mice or other external controllers to add commands - IN_Commands (); + // keep the random time dependent + rand(); -// process console commands - Cbuf_Execute (); + cl.islocalgame = NetConn_IsLocalGame(); - NET_Poll(); + // get new key events + Sys_SendKeyEvents(); + + // allow mice or other external controllers to add commands + IN_Commands(); + + // Collect input into cmd + IN_ProcessMove(); + + // process console commands + Cbuf_Execute(); + + // if running the server locally, make intentions now + if (cls.state == ca_connected && sv.active) + CL_SendCmd(); -// if running the server locally, make intentions now - if (sv.active) - CL_SendCmd (); - //------------------- // // server operations // //------------------- -// check for commands typed to the host - Host_GetConsoleCommands (); - + // check for commands typed to the host + Host_GetConsoleCommands(); + if (sv.active) - Host_ServerFrame (); + Host_ServerFrame(); //------------------- // @@ -682,68 +780,79 @@ void _Host_Frame (float time) // //------------------- -// if running the server remotely, send intentions now after -// the incoming messages have been read - if (!sv.active) - CL_SendCmd (); + cl.oldtime = cl.time; + cl.time += cl.frametime; + + NetConn_ClientFrame(); -// fetch results from server if (cls.state == ca_connected) - CL_ReadFromServer (); - -// update video - if (host_speeds.value) - time1 = Sys_DoubleTime (); - - SCR_UpdateScreen (); - - if (host_speeds.value) - time2 = Sys_DoubleTime (); - -// update audio - if (cls.signon == SIGNONS) { - S_Update (r_origin, vpn, vright, vup); - CL_DecayLights (); + // 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(); + + CL_UpdateScreen(); + + if (host_speeds.integer) + time2 = Sys_DoubleTime(); + + // update audio + if (cls.signon == SIGNONS && cl_entities[cl.viewentity].state_current.active) + { + // LordHavoc: this used to use renderer variables (eww) + S_Update(&cl_entities[cl.viewentity].render.matrix); } else - S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin); - + S_Update(&identitymatrix); + CDAudio_Update(); - if (host_speeds.value) + if (host_speeds.integer) { pass1 = (time1 - time3)*1000000; - time3 = Sys_DoubleTime (); + time3 = Sys_DoubleTime(); pass2 = (time2 - time1)*1000000; pass3 = (time3 - time2)*1000000; - Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n", + Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } - + host_framecount++; + host_loopactive = true; + } void Host_Frame (float time) { - double time1, time2; - static double timetotal; - static int timecount; - int i, c, m; + double time1, time2; + static double timetotal; + static int timecount; + int i, c, m; - if (!serverprofile.value) + if (!serverprofile.integer) { _Host_Frame (time); return; } - + time1 = Sys_DoubleTime (); _Host_Frame (time); - time2 = Sys_DoubleTime (); - + time2 = Sys_DoubleTime (); + timetotal += time2 - time1; timecount++; - + if (timecount < 1000) return; @@ -757,105 +866,134 @@ void Host_Frame (float time) c++; } - Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m); + Con_Printf("serverprofile: %2i clients %2i msec\n", c, m); } //============================================================================ -void Render_Init(); +void Render_Init(void); /* ==================== Host_Init ==================== */ -void Host_Init () +void Host_Init (void) { int i; - /* - if (standard_quake) - minimum_memory = MINIMUM_MEMORY; - else - minimum_memory = MINIMUM_MEMORY_LEVELPAK; - - if (COM_CheckParm ("-minmemory")) - host_parms.memsize = minimum_memory; - - if (host_parms.memsize < minimum_memory) - Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms.memsize / (float)0x100000); - */ - - host_parms.memsize = DEFAULTMEM * 1024 * 1024; - - i = COM_CheckParm("-mem"); - if (i) - host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024 * 1024); - - i = COM_CheckParm("-winmem"); - if (i) - host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024 * 1024); - - i = COM_CheckParm("-heapsize"); - if (i) - host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024); - - host_parms.membase = qmalloc(host_parms.memsize); - if (!host_parms.membase) - Sys_Error("Not enough memory free, close some programs and try again, or free disk space\n"); - - com_argc = host_parms.argc; - com_argv = host_parms.argv; - - Memory_Init (host_parms.membase, host_parms.memsize); - Cbuf_Init (); - Cmd_Init (); - V_Init (); - Chase_Init (); - COM_Init (host_parms.basedir); - Host_InitLocal (); - W_LoadWadFile ("gfx.wad"); - Key_Init (); - Con_Init (); - M_Init (); - PR_Init (); - Mod_Init (); - NET_Init (); - SV_Init (); - - Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); - Con_Printf ("%4.1f megabyte heap\n",host_parms.memsize/(1024*1024.0)); - - if (cls.state != ca_dedicated) + + // LordHavoc: quake never seeded the random number generator before... heh + 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")) { - VID_InitCvars(); + forcedeveloper = true; + developer.integer = 1; + developer.value = 1; + } - Gamma_Init(); + Cmd_Init(); + Memory_Init_Commands(); + Con_Init(); + Cbuf_Init(); + R_Modules_Init(); + V_Init(); + COM_Init(); + Key_Init(); + PR_Init(); + PRVM_Init(); + Mod_Init(); + NetConn_Init(); + SV_Init(); + Host_InitLocal(); + + Con_Printf("Builddate: %s\n", buildstring); + if (cls.state != ca_dedicated) + { Palette_Init(); - -#ifndef _WIN32 // on non win32, mouse comes before video for security reasons - IN_Init (); -#endif - VID_Init (); + MR_Init_Commands(); + VID_Shared_Init(); + VID_Init(); Render_Init(); - S_Init (); - CDAudio_Init (); - Sbar_Init (); - CL_Init (); -#ifdef _WIN32 // on non win32, mouse comes before video for security reasons - IN_Init (); -#endif + S_Init(); + CDAudio_Init(); + CL_Init(); } - Cbuf_InsertText ("exec quake.rc\n"); - - Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); - host_hunklevel = Hunk_LowMark (); + // only cvars are executed when host_initialized == false + if (gamemode == GAME_TEU) + Cbuf_InsertText("exec teu.rc\n"); + else + Cbuf_InsertText("exec quake.rc\n"); + Cbuf_Execute(); host_initialized = true; - - Sys_Printf ("========Quake Initialized=========\n"); + + Con_DPrint("========Initialized=========\n"); + + if (cls.state != ca_dedicated) + { + VID_Open(); + CDAudio_Startup(); + CL_InitTEnts (); // We must wait after sound startup to load tent sounds + SCR_BeginLoadingPlaque(); + MR_Init(); + } + + // set up the default startmap_sp and startmap_dm aliases, mods can + // override these + if (gamemode == GAME_NEHAHRA) + { + Cbuf_InsertText ("alias startmap_sp \"map nehstart\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map nehstart\"\n"); + } + else if (gamemode == GAME_TRANSFUSION) + { + Cbuf_InsertText ("alias startmap_sp \"map e1m1\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map bb1\"\n"); + } + else if (gamemode == GAME_NEXUIZ) + { + Cbuf_InsertText ("alias startmap_sp \"map nexdm01\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map nexdm01\"\n"); + } + else + { + Cbuf_InsertText ("alias startmap_sp \"map start\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map start\"\n"); + } + + // stuff it again so the first host frame will execute it again, this time + // in its entirety + if (gamemode == GAME_TEU) + Cbuf_InsertText("exec teu.rc\n"); + else + Cbuf_InsertText("exec quake.rc\n"); + + Cbuf_Execute(); + Cbuf_Execute(); + Cbuf_Execute(); + + if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen"))) + Cbuf_InsertText ("startmap_dm\n"); + + // 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 && !sv.active) + Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1])); + + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + Cbuf_InsertText("togglemenu\n"); + + Cbuf_Execute(); + + // We must wait for the log_file cvar to be initialized to start the log + Log_Start (); } @@ -870,28 +1008,48 @@ to run quit through here before the final handoff to the sys code. void Host_Shutdown(void) { static qboolean isdown = false; - + if (isdown) { - printf ("recursive shutdown\n"); + Con_Print("recursive shutdown\n"); return; } isdown = true; -// keep Con_Printf from trying to update the screen - scr_disabled_for_loading = true; + // disconnect client from server if active + CL_Disconnect(); + + // shut down local server if active + Host_ShutdownServer (false); + + // Shutdown menu + if(MR_Shutdown) + MR_Shutdown(); - Host_WriteConfiguration (); + // AK shutdown PRVM + // AK hmm, no PRVM_Shutdown(); yet + + CL_Video_Shutdown(); + + Host_SaveConfig_f(); CDAudio_Shutdown (); - NET_Shutdown (); - S_Shutdown(); - IN_Shutdown (); + S_Terminate (); + NetConn_Shutdown (); + PR_Shutdown (); + Cbuf_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); } + + Cmd_Shutdown(); + CL_Shutdown(); + Sys_Shutdown(); + Log_Close (); + COM_Shutdown (); + Memory_Shutdown(); }