X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=host.c;h=a1a9d129ac587f20359b4bd23692fe9adeb16cf2;hb=8a092a84b4409b8e2fa4fd5a03e88c2c2ea7d255;hp=a1fc8a578a3c4aa2323c80f58bba0c39c98ee895;hpb=cecffffdd5310e387e8b910735ff77aa329cdb43;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index a1fc8a57..a1a9d129 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. @@ -19,11 +19,15 @@ 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" /* -A server can allways be started, even if the system started out as a client +A server can always be started, even if the system started out as a client to a remote system. A client can NOT be started if the system started as a dedicated server. @@ -32,80 +36,65 @@ 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 +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_time; -double realtime; // without any filtering or bounding -double oldrealtime; // last frame run -int host_framecount; +// used for -developer commandline parameter, hacky hacky +int forcedeveloper; -int host_hunklevel; +// current client +client_t *host_client; -int minimum_memory; +jmp_buf host_abortserver; -client_t *host_client; // current client +// 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"}; -jmp_buf host_abortserver; +// print broadcast messages in dedicated mode +cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; -byte *host_basepal; -byte *host_colormap; +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 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"}; - - -/* -================ -Host_EndGame -================ -*/ -void Host_EndGame (char *message, ...) -{ - va_list argptr; - char string[1024]; - - va_start (argptr,message); - vsprintf (string,message,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); -} +cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; /* ================ @@ -114,101 +103,141 @@ Host_Error This shuts down both the client and server ================ */ -void Host_Error (char *error, ...) +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]; - static qboolean inerror = false; - - if (inerror) - Sys_Error ("Host_Error: recursively entered"); - inerror = true; - - SCR_EndLoadingPlaque (); // reenable screen updates + va_list argptr; va_start (argptr,error); - vsprintf (string,error,argptr); + vsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); - Con_Printf ("Host_Error: %s\n",string); - - if (sv.active) - Host_ShutdownServer (false); + + 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) + 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); + + CL_Parse_DumpPacket(); + + PR_Crash(); + + //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",string); // 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) +mempool_t *sv_clients_mempool = NULL; + +void Host_ServerOptions (void) { - int i; + int i, numplayers; - svs.maxclients = 1; - - i = COM_CheckParm ("-dedicated"); - if (i) + // general default + numplayers = 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 (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; + sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL); + svs.clients = Mem_Alloc(sv_clients_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 (&cl_maxfps); + + Cvar_RegisterVariable (&sv_echobprint); Cvar_RegisterVariable (&sys_ticrate); Cvar_RegisterVariable (&serverprofile); @@ -220,6 +249,8 @@ 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); @@ -227,86 +258,119 @@ void Host_InitLocal (void) Cvar_RegisterVariable (&temp1); - Host_FindMaxClients (); - - host_time = 1.0; // so a think at time 0 won't get called + 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_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) + if (host_initialized && cls.state != ca_dedicated) { - f = fopen (va("%s/config.cfg",com_gamedir), "w"); + f = FS_Open ("config.cfg", "w", 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); + vsnprintf(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); + vsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); + + SV_BroadcastPrint(msg); } /* @@ -316,17 +380,17 @@ 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); + vsnprintf(string, sizeof(string), fmt, argptr); + va_end(argptr); + + MSG_WriteByte(&host_client->message, svc_stufftext); + MSG_WriteString(&host_client->message, string); } /* @@ -337,59 +401,82 @@ 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 (host_client->edict && host_client->spawned) - { + // 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); - 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--; - -// send notification to all clients - for (i=0, client = svs.clients ; icolors = 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) { - if (!client->active) - 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); } /* @@ -401,65 +488,43 @@ 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_FloatTime(); - 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_FloatTime() - 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)); } @@ -473,11 +538,8 @@ not reinitialize anything. */ void Host_ClearMemory (void) { - Con_DPrintf ("Clearing memory\n"); - D_FlushCaches (); + Con_DPrint("Clearing memory\n"); Mod_ClearAll (); - if (host_hunklevel) - Hunk_FreeToLowMark (host_hunklevel); cls.signon = 0; memset (&sv, 0, sizeof(sv)); @@ -494,26 +556,84 @@ Host_FilterTime Returns false if the time is too short to run a frame =================== */ -qboolean Host_FilterTime (float time) +extern qboolean cl_capturevideo_active; +extern double cl_capturevideo_framerate; +qboolean Host_FilterTime (double time) { + double timecap, timeleft; realtime += time; -// if (!cls.timedemo && realtime - oldrealtime < (1.0 / 72.0)) -// return false; // framerate is too high + if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.10001) + Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1)); + if (slowmo.value < 0) + Cvar_SetValue("slowmo", 0); + if (host_framerate.value < 0.00001 && host_framerate.value != 0) + Cvar_SetValue("host_framerate", 0); + if (cl_maxfps.value < 1) + Cvar_SetValue("cl_maxfps", 1); + + if (cls.timedemo) + { + // disable time effects during timedemo + cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime; + oldrealtime = realtime; + return true; + } + + // check if framerate is too high + // default to sys_ticrate (server framerate - presumably low) unless we + // have a good reason to run faster + timecap = host_framerate.value; + if (!timecap) + timecap = sys_ticrate.value; + if (cls.state != ca_dedicated) + { + if (cl_capturevideo_active) + timecap = 1.0 / cl_capturevideo_framerate; + else if (vid_activewindow) + timecap = 1.0 / cl_maxfps.value; + } + + timeleft = (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_frametime = (realtime - oldrealtime) * slowmo.value; // LordHavoc: slowmo cvar + // LordHavoc: copy into host_realframetime as well + host_realframetime = host_frametime = realtime - oldrealtime; oldrealtime = realtime; - if (host_framerate.value > 0) + // apply slowmo scaling + host_frametime *= slowmo.value; + + // host_framerate overrides all else + if (host_framerate.value) host_frametime = host_framerate.value; - else - { // don't allow really long or short frames - if (host_frametime > 0.1) - host_frametime = 0.1; - if (host_frametime < 0.001) - host_frametime = 0.001; - } - + + // never run a frame longer than 1 second + if (host_frametime > 1) + host_frametime = 1; + + cl.frametime = host_frametime; + return true; } @@ -527,7 +647,7 @@ Add them exactly as if they had been typed at the console */ void Host_GetConsoleCommands (void) { - char *cmd; + char *cmd; while (1) { @@ -545,105 +665,63 @@ Host_ServerFrame ================== */ -#ifdef FPS_20 - -void _Host_ServerFrame (void) -{ -// run the world state - pr_global_struct->frametime = host_frametime; - -// 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 (); -} - void Host_ServerFrame (void) { - float save_host_frametime; - float temp_host_frametime; - static float host_serverframe_timevalue; - -// run the world state - pr_global_struct->frametime = host_frametime; - -// set the time and clear the general datagram - SV_ClearDatagram (); - -// check for new clients - SV_CheckForNewClients (); - - temp_host_frametime = save_host_frametime = host_frametime; - // LordHavoc: the results of my attempts to mangle this code to process no more than sys_ticrate, - // when I found that was too choppy, I changed it back to processing at least 20fps, - // I consider it a bit of a failure... because I felt a little out of control in singleplayer - // (sliding around) - //if (host_serverframe_timevalue < -0.2) // don't let it get way out of range - // host_serverframe_timevalue = -0.2; - //host_serverframe_timevalue += host_frametime; - // process frames (several if rendering is too slow to run well as a server) - while(temp_host_frametime > 0.0) + // never run more than 5 frames at a time as a sanity limit + int framecount, framelimit = 5; + double advancetime, newtime; + if (!sv.active) + return; + newtime = Sys_DoubleTime(); + // if this is the first frame of a new server, ignore the huge time difference + if (!sv.timer) + sv.timer = newtime; + // if we're already past the new time, don't run a frame + // (does not happen if cl.islocalgame) + if (sv.timer > newtime) + return; + // 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 < newtime;framecount++) { - host_frametime = temp_host_frametime; - if (host_frametime > 0.05) - host_frametime = 0.05; - temp_host_frametime -= host_frametime; - // host_serverframe_timevalue -= host_frametime; - _Host_ServerFrame (); - } - host_frametime = save_host_frametime; - -// send all messages to the clients - SV_SendClientMessages (); -// LordHavoc: sadly, this didn't look good to the person running the server in listen mode - /* -// wait until enough time has built up when the framerate exceeds sys_ticrate - if (host_serverframe_timevalue >= sys_ticrate.value) - //{ - // while(host_serverframe_timevalue >= sys_ticrate.value) - // host_serverframe_timevalue -= sys_ticrate.value; -// send all messages to the clients - SV_SendClientMessages (); - } - */ -} + if (cl.islocalgame) + advancetime = min(newtime - sv.timer, sys_ticrate.value); + else + advancetime = sys_ticrate.value; + sv.timer += advancetime; -#else + // only advance time if not paused + // the game also pauses in singleplayer when menu or console is used + sv.frametime = advancetime * slowmo.value; + if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive))) + sv.frametime = 0; -double frametimetotal = 0, lastservertime = 0; -void Host_ServerFrame (void) -{ - frametimetotal += host_frametime; - // LordHavoc: cap server at sys_ticrate in listen games - if (!isDedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value)) - return; -// run the world state - pr_global_struct->frametime = frametimetotal; - frametimetotal = 0; -// pr_global_struct->frametime = host_frametime; + pr_global_struct->frametime = sv.frametime; -// set the time and clear the general datagram - SV_ClearDatagram (); - -// check for new clients - SV_CheckForNewClients (); + // set the time and clear the general datagram + SV_ClearDatagram(); -// 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 (); + // check for network packets to the server each world step incase they + // come in midframe (particularly if host is running really slow) + NetConn_ServerFrame(); -// send all messages to the clients - SV_SendClientMessages (); -} + // read client messages + SV_RunClients(); -#endif + // 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 < newtime) + sv.timer = newtime; +} /* @@ -655,47 +733,50 @@ 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 -// keep the random time dependent - rand (); - -// decide the simulation time - if (!Host_FilterTime (time)) - return; // don't run too fast, or packets will flood out - -// get new key events - Sys_SendKeyEvents (); + // decide the simulation time + if (!Host_FilterTime(time)) + return; -// 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(); //------------------- // @@ -703,72 +784,79 @@ 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; - host_time += host_frametime; + NetConn_ClientFrame(); -// fetch results from server 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(); } -// update video - if (host_speeds.value) - time1 = Sys_FloatTime (); - - SCR_UpdateScreen (); - - if (host_speeds.value) - time2 = Sys_FloatTime (); - -// update audio - if (cls.signon == SIGNONS) + //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.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) { - S_Update (r_origin, vpn, vright, vup); - CL_DecayLights (); + // 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)*1000; - time3 = Sys_FloatTime (); - pass2 = (time2 - time1)*1000; - pass3 = (time3 - time2)*1000; - Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n", + 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); } - + 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_FloatTime (); + + time1 = Sys_DoubleTime (); _Host_Frame (time); - time2 = Sys_FloatTime (); - + time2 = Sys_DoubleTime (); + timetotal += time2 - time1; timecount++; - + if (timecount < 1000) return; @@ -782,155 +870,110 @@ 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); -extern int vcrFile; -#define VCR_SIGNATURE 0x56435231 -// "VCR1" - -void Host_InitVCR (quakeparms_t *parms) +/* +==================== +Host_Init +==================== +*/ +void Host_Init (void) { - int i, len, n; - char *p; - - if (COM_CheckParm("-playback")) - { - if (com_argc != 2) - Sys_Error("No other parameters allowed with -playback\n"); - - Sys_FileOpenRead("quake.vcr", &vcrFile); - if (vcrFile == -1) - Sys_Error("playback file not found\n"); + int i; - Sys_FileRead (vcrFile, &i, sizeof(int)); - if (i != VCR_SIGNATURE) - Sys_Error("Invalid signature in vcr file\n"); + // LordHavoc: quake never seeded the random number generator before... heh + srand(time(NULL)); - Sys_FileRead (vcrFile, &com_argc, sizeof(int)); - com_argv = malloc(com_argc * sizeof(char *)); - com_argv[0] = parms->argv[0]; - for (i = 0; i < com_argc; i++) - { - Sys_FileRead (vcrFile, &len, sizeof(int)); - p = malloc(len); - Sys_FileRead (vcrFile, p, len); - com_argv[i+1] = p; - } - com_argc++; /* add one for arg[0] */ - parms->argc = com_argc; - parms->argv = com_argv; + // 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; } - if ( (n = COM_CheckParm("-record")) != 0) - { - vcrFile = Sys_FileOpenWrite("quake.vcr"); + Cmd_Init(); + Memory_Init_Commands(); + R_Modules_Init(); + Cbuf_Init(); + V_Init(); + COM_Init(); + Host_InitLocal(); + Key_Init(); + Con_Init(); + PR_Init(); + PRVM_Init(); + Mod_Init(); + NetConn_Init(); + SV_Init(); + + Con_Printf("Builddate: %s\n", buildstring); - i = VCR_SIGNATURE; - Sys_FileWrite(vcrFile, &i, sizeof(int)); - i = com_argc - 1; - Sys_FileWrite(vcrFile, &i, sizeof(int)); - for (i = 1; i < com_argc; i++) - { - if (i == n) - { - len = 10; - Sys_FileWrite(vcrFile, &len, sizeof(int)); - Sys_FileWrite(vcrFile, "-playback", len); - continue; - } - len = strlen(com_argv[i]) + 1; - Sys_FileWrite(vcrFile, &len, sizeof(int)); - Sys_FileWrite(vcrFile, com_argv[i], len); - } + if (cls.state != ca_dedicated) + { + Palette_Init(); + MR_Init_Commands(); + VID_Shared_Init(); + VID_Init(); + + Render_Init(); + S_Init(); + CDAudio_Init(); + CL_Init(); } - -} - -/* -==================== -Host_Init -==================== -*/ -void Host_Init (quakeparms_t *parms) -{ - if (standard_quake) - minimum_memory = MINIMUM_MEMORY; + // only cvars are executed when host_initialized == false + if (gamemode == GAME_TEU) + Cbuf_InsertText("exec teu.rc\n"); else - minimum_memory = MINIMUM_MEMORY_LEVELPAK; - - if (COM_CheckParm ("-minmemory")) - parms->memsize = minimum_memory; - - host_parms = *parms; - - if (parms->memsize < minimum_memory) - Sys_Error ("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float)0x100000); - - com_argc = parms->argc; - com_argv = parms->argv; - - Memory_Init (parms->membase, parms->memsize); - Cbuf_Init (); - Cmd_Init (); - V_Init (); - Chase_Init (); - Host_InitVCR (parms); - COM_Init (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",parms->memsize/ (1024*1024.0)); - - R_InitTextures (); // needed even for dedicated servers - + Cbuf_InsertText("exec quake.rc\n"); + Cbuf_Execute(); + + host_initialized = true; + + Con_DPrint("========Initialized=========\n"); + if (cls.state != ca_dedicated) { - host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp", false); - if (!host_basepal) - Sys_Error ("Couldn't load gfx/palette.lmp"); - host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp", false); - if (!host_colormap) - Sys_Error ("Couldn't load gfx/colormap.lmp"); - -#ifndef _WIN32 // on non win32, mouse comes before video for security reasons - IN_Init (); -#endif - VID_Init (host_basepal); - - Draw_Init (); - SCR_Init (); - R_Init (); - S_Init (); - CDAudio_Init (); - Sbar_Init (); - CL_Init (); -#ifdef _WIN32 // on non win32, mouse comes before video for security reasons - IN_Init (); -#endif + VID_Open(); + CL_InitTEnts (); // We must wait after sound startup to load tent sounds + SCR_BeginLoadingPlaque(); + MR_Init(); } - Cbuf_InsertText ("exec quake.rc\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"); + + if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen"))) + { + if (gamemode == GAME_TRANSFUSION) + Cbuf_InsertText ("map bb1\n"); + else if (gamemode == GAME_NEXUIZ) + Cbuf_InsertText ("map nexdm01\n"); + else + Cbuf_InsertText ("map start\n"); + } - Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); - host_hunklevel = Hunk_LowMark (); + // 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) + Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1])); - host_initialized = true; - -// Sys_Printf ("========Quake Initialized=========\n"); -// printf("========Quake Initialized=========\n"); + Cbuf_Execute(); + + // We must wait for the log_file cvar to be initialized to start the log + Log_Start (); } @@ -945,27 +988,42 @@ 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 (); + NetConn_Shutdown (); if (cls.state != ca_dedicated) { + R_Modules_Shutdown(); VID_Shutdown(); } + + Cmd_Shutdown(); + Sys_Shutdown(); + Log_Close (); }