X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=host.c;h=6edefc974563f6ecb4bc0bfa69a0d5bd18aca539;hb=13b557fcbd3f54abe785774aebc283092f2d508c;hp=abbbff181452e2ca4f75ac0e64ec951210196ddd;hpb=2592a23c447da61b9a9978317bb9372593d53f12;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index abbbff18..6edefc97 100644 --- a/host.c +++ b/host.c @@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "cdaudio.h" #include "cl_video.h" #include "progsvm.h" +#include "csprogs.h" /* @@ -59,39 +60,41 @@ client_t *host_client; jmp_buf host_abortframe; // pretend frames take this amount of time (in seconds), 0 = realtime -cvar_t host_framerate = {0, "host_framerate","0"}; +cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; // shows time used by certain subsystems -cvar_t host_speeds = {0, "host_speeds","0"}; +cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"}; // LordHavoc: framerate independent slowmo -cvar_t slowmo = {0, "slowmo", "1.0"}; +cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"}; // LordHavoc: framerate upper cap -cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"}; +cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"}; // print broadcast messages in dedicated mode -cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; +cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"}; -cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"}; -cvar_t serverprofile = {0, "serverprofile","0"}; +cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"}; +cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"}; +cvar_t serverprofile = {0, "serverprofile","0", "print some timings on server code"}; -cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"}; -cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"}; -cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"}; +cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"}; +cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"}; +cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"}; -cvar_t samelevel = {0, "samelevel","0"}; -cvar_t noexit = {CVAR_NOTIFY, "noexit","0"}; +cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"}; +cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"}; -cvar_t developer = {0, "developer","0"}; +cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"}; +cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"}; -cvar_t skill = {0, "skill","1"}; -cvar_t deathmatch = {0, "deathmatch","0"}; -cvar_t coop = {0, "coop","0"}; +cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"}; +cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"}; +cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"}; -cvar_t pausable = {0, "pausable","1"}; +cvar_t pausable = {0, "pausable","1", "allow players to pause or not"}; -cvar_t temp1 = {0, "temp1","0"}; +cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"}; -cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; -cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; +cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"}; /* ================ @@ -114,11 +117,14 @@ This shuts down both the client and server */ void Host_Error (const char *error, ...) { - static char hosterrorstring1[4096]; - static char hosterrorstring2[4096]; + static char hosterrorstring1[MAX_INPUTLINE]; + static char hosterrorstring2[MAX_INPUTLINE]; static qboolean hosterror = false; va_list argptr; + // turn off rcon redirect if it was active when the crash occurred + rcon_redirect = false; + va_start (argptr,error); dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); @@ -144,10 +150,10 @@ void Host_Error (const char *error, ...) PRVM_Crash(); - Host_ShutdownServer (false); + Host_ShutdownServer (); if (cls.state == ca_dedicated) - Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit + Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; @@ -166,53 +172,42 @@ void Host_ServerOptions (void) // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8 - if (cl_available) + // if no client is in the executable or -dedicated is specified on + // commandline, start a dedicated server + i = COM_CheckParm ("-dedicated"); + if (i || !cl_available) + { + cls.state = ca_dedicated; + // check for -dedicated specifying how many players + if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) + svs.maxclients = atoi (com_argv[i+1]); + if (COM_CheckParm ("-listen")) + Con_Printf ("Only one of -dedicated or -listen can be specified\n"); + // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users) + Cvar_SetValue("sv_public", 1); + } + else if (cl_available) { - // client exists, check what mode the user wants - i = COM_CheckParm ("-dedicated"); + // client exists and not dedicated, check if -listen is specified + cls.state = ca_disconnected; + i = COM_CheckParm ("-listen"); if (i) { - cls.state = ca_dedicated; // default players unless specified if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) svs.maxclients = atoi (com_argv[i+1]); - if (COM_CheckParm ("-listen")) - Sys_Error ("Only one of -dedicated or -listen can be specified"); } else { - cls.state = ca_disconnected; - i = COM_CheckParm ("-listen"); - if (i) - { - // default players unless specified - if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) - svs.maxclients = atoi (com_argv[i+1]); - } - else - { - // default players in some games, singleplayer in most - if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) - svs.maxclients = 1; - } + // default players in some games, singleplayer in most + if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) + svs.maxclients = 1; } } - else - { - // no client in the executable, always start dedicated server - if (COM_CheckParm ("-listen")) - Sys_Error ("-listen not available in a dedicated server executable"); - cls.state = ca_dedicated; - // check for -dedicated specifying how many players - i = COM_CheckParm ("-dedicated"); - // default players unless specified - if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) - svs.maxclients = atoi (com_argv[i+1]); - } svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD); - svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); + svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); if (svs.maxclients > 1 && !deathmatch.integer) Cvar_SetValueQuick(&deathmatch, 1); @@ -226,7 +221,7 @@ Host_InitLocal void Host_SaveConfig_f(void); void Host_InitLocal (void) { - Cmd_AddCommand("saveconfig", Host_SaveConfig_f); + Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)"); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); @@ -236,6 +231,7 @@ void Host_InitLocal (void) Cvar_RegisterVariable (&sv_echobprint); Cvar_RegisterVariable (&sys_ticrate); + Cvar_RegisterVariable (&sv_fixedframeratesingleplayer); Cvar_RegisterVariable (&serverprofile); Cvar_RegisterVariable (&fraglimit); @@ -247,6 +243,7 @@ void Host_InitLocal (void) Cvar_RegisterVariable (&developer); if (forcedeveloper) // make it real now that the cvar is registered Cvar_SetValue("developer", 1); + Cvar_RegisterVariable (&developer_entityparsing); Cvar_RegisterVariable (&deathmatch); Cvar_RegisterVariable (&coop); @@ -300,8 +297,11 @@ 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); + if (host_client->netconnection) + { + MSG_WriteByte(&host_client->netconnection->message, svc_print); + MSG_WriteString(&host_client->netconnection->message, msg); + } } /* @@ -315,7 +315,7 @@ FIXME: make this just a stuffed echo? void SV_ClientPrintf(const char *fmt, ...) { va_list argptr; - char msg[4096]; + char msg[MAX_INPUTLINE]; va_start(argptr,fmt); dpvsnprintf(msg,sizeof(msg),fmt,argptr); @@ -338,10 +338,10 @@ void SV_BroadcastPrint(const char *msg) for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { - if (client->spawned) + if (client->spawned && client->netconnection) { - MSG_WriteByte(&client->message, svc_print); - MSG_WriteString(&client->message, msg); + MSG_WriteByte(&client->netconnection->message, svc_print); + MSG_WriteString(&client->netconnection->message, msg); } } @@ -359,7 +359,7 @@ Sends text to all active clients void SV_BroadcastPrintf(const char *fmt, ...) { va_list argptr; - char msg[4096]; + char msg[MAX_INPUTLINE]; va_start(argptr,fmt); dpvsnprintf(msg,sizeof(msg),fmt,argptr); @@ -378,14 +378,17 @@ 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); 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); } /* @@ -410,10 +413,15 @@ void SV_DropClient(qboolean crash) if (!crash) { // LordHavoc: no opportunity for resending, so use unreliable 3 times - MSG_WriteByte(&host_client->message, svc_disconnect); - NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); - NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); - NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); + unsigned char bufdata[8]; + sizebuf_t buf; + memset(&buf, 0, sizeof(buf)); + buf.data = bufdata; + buf.maxsize = sizeof(bufdata); + MSG_WriteByte(&buf, svc_disconnect); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf); } // break the net connection NetConn_Close(host_client->netconnection); @@ -484,35 +492,24 @@ 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; - SV_VM_Begin(); - NetConn_Heartbeat(2); NetConn_Heartbeat(2); // make sure all the clients know we're disconnecting - buf.data = message; - buf.maxsize = 4; - buf.cursize = 0; - MSG_WriteByte(&buf, svc_disconnect); - count = NetConn_SendToAll(&buf, 5); - if (count) - Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count); - + SV_VM_Begin(); for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) - if (host_client->active) { - SV_DropClient(crash); // server shutdown - } + if (host_client->active) + SV_DropClient(false); // server shutdown + SV_VM_End(); NetConn_CloseServerPorts(); @@ -522,10 +519,6 @@ void Host_ShutdownServer(qboolean crash) // memset(&sv, 0, sizeof(sv)); memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); - - PRVM_ResetProg(); - - SV_VM_End(); } @@ -599,23 +592,17 @@ qboolean Host_FilterTime (double time) timeleft = timecap - (realtime - oldrealtime); if (timeleft > 0) { +#if 1 + if (timeleft * 1000 >= 10) + Sys_Sleep(1); +#else int msleft; // don't totally hog the CPU - if (cls.state == ca_dedicated) - { - // if dedicated, try to use as little cpu as possible by waiting - // just a little longer than necessary - // (yes this means it doesn't quite keep up with the framerate) - msleft = (int)ceil(timeleft * 1000); - } - else - { - // if not dedicated, try to hit exactly a steady framerate by not - // sleeping the full amount - msleft = (int)floor(timeleft * 1000); - } - if (msleft > 0) + // try to hit exactly a steady framerate by not sleeping the full amount + msleft = (int)floor(timeleft * 1000); + if (msleft >= 10) Sys_Sleep(msleft); +#endif return false; } @@ -671,9 +658,12 @@ Host_ServerFrame */ void Host_ServerFrame (void) { - // never run more than 5 frames at a time as a sanity limit - int framecount, framelimit = 5; - double advancetime; + // 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 = 100; + double advancetime, aborttime; if (!sv.active) { sv.timer = 0; @@ -681,18 +671,22 @@ void Host_ServerFrame (void) } sv.timer += host_realframetime; - // run the world state // don't allow simulation to run too fast or too slow or logic glitches can occur + + // setup the VM frame + SV_VM_Begin(); + // stop running server frames if the wall time reaches this value + aborttime = Sys_DoubleTime() + 0.05; for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++) { - // setup the VM frame - SV_VM_Begin(); - - if (cl.islocalgame) + if (sys_ticrate.value <= 0) + advancetime = sv.timer; + else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) advancetime = min(sv.timer, sys_ticrate.value); else advancetime = sys_ticrate.value; + advancetime = min(advancetime, 0.1); sv.timer -= advancetime; // only advance time if not paused @@ -706,10 +700,6 @@ void Host_ServerFrame (void) // set the time and clear the general datagram SV_ClearDatagram(); - // check for network packets to the server each world step incase they - // come in midframe (particularly if host is running really slow) - NetConn_ServerFrame(); - // move things around and think unless paused if (sv.frametime) SV_Physics(); @@ -717,13 +707,16 @@ void Host_ServerFrame (void) // send all messages to the clients SV_SendClientMessages(); - // send an heartbeat if enough time has passed since the last one - NetConn_Heartbeat(0); - - // end the server VM frame - SV_VM_End(); + // if this server frame took too long, break out of the loop + if (Sys_DoubleTime() >= aborttime) + break; } + // end the server VM frame + SV_VM_End(); + + // send an heartbeat if enough time has passed since the last one + NetConn_Heartbeat(0); // if we fell behind too many frames just don't worry about it if (sv.timer > 0) @@ -767,8 +760,8 @@ void _Host_Frame (float time) Cbuf_Execute(); // if running the server locally, make intentions now - if (cls.state == ca_connected && sv.active) - CL_SendCmd(); + //if (cl.islocalgame) + // CL_SendCmd(); //------------------- // @@ -776,6 +769,11 @@ void _Host_Frame (float time) // //------------------- + // receive server packets now, which might contain rcon commands, which + // may change level or other such things we don't want to have happen in + // the middle of Host_Frame + NetConn_ServerFrame(); + // check for commands typed to the host Host_GetConsoleCommands(); @@ -795,11 +793,11 @@ void _Host_Frame (float time) if (cls.state == ca_connected) { + CL_ReadFromServer(); // if running the server remotely, send intentions now after // the incoming messages have been read - if (!sv.active) - CL_SendCmd(); - CL_ReadFromServer(); + //if (!cl.islocalgame) + // CL_SendCmd(); } //ui_update(); @@ -816,7 +814,13 @@ void _Host_Frame (float time) time2 = Sys_DoubleTime(); // update audio - S_Update(&r_refdef.viewentitymatrix); + if(csqc_usecsqclistener) + { + S_Update(&csqc_listenermatrix); + csqc_usecsqclistener = false; + } + else + S_Update(&r_refdef.viewentitymatrix); CDAudio_Update(); @@ -879,7 +883,6 @@ void Host_StartVideo(void) vid_opened = true; VID_Start(); CDAudio_Startup(); - CL_InitTEnts(); // We must wait after sound startup to load tent sounds } } @@ -1027,6 +1030,20 @@ void Host_Init (void) // save console log up to this point to log_file if it was set by configs Log_Start(); + // FIXME: put this into some neat design, but the menu should be allowed to crash + // without crashing the whole game, so this should just be a short-time solution + Host_StartVideo(); + + // here comes the not so critical stuff + if (setjmp(host_abortframe)) { + return; + } + + if (cls.state != ca_dedicated) + { + MR_Init(); + } + // check for special benchmark mode // COMMANDLINEOPTION: Client: -benchmark 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"); @@ -1037,6 +1054,26 @@ void Host_Init (void) 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(); + } + + // check for special demolooponly mode +// COMMANDLINEOPTION: Client: -demolooponly runs a playdemo and quits + i = COM_CheckParm("-demolooponly"); + if (i && i + 1 < com_argc) + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + { + Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1])); + Cbuf_Execute(); + } + if (cls.state == ca_dedicated || COM_CheckParm("-listen")) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { @@ -1056,19 +1093,6 @@ void Host_Init (void) Con_DPrint("========Initialized=========\n"); Host_StartVideo(); - - // 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 (vid_opened && cls.state != ca_dedicated) - { - MR_Init(); - } } @@ -1098,7 +1122,7 @@ void Host_Shutdown(void) CL_Disconnect(); // shut down local server if active - Host_ShutdownServer (false); + Host_ShutdownServer (); // Shutdown menu if(MR_Shutdown)