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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // host.c -- coordinates spawning and killing of local servers
21
22 #include "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_video.h"
28 #include "progsvm.h"
29 #include "csprogs.h"
30 #include "sv_demo.h"
31 #include "snd_main.h"
32 #include "thread.h"
33
34 /*
35
36 A server can always be started, even if the system started out as a client
37 to a remote system.
38
39 A client can NOT be started if the system started as a dedicated server.
40
41 Memory is cleared / released when a server or client begins, not when they end.
42
43 */
44
45 // how many frames have occurred
46 // (checked by Host_Error and Host_SaveConfig_f)
47 int host_framecount = 0;
48 // LordHavoc: set when quit is executed
49 qboolean host_shuttingdown = false;
50
51 // the real time since application started, without any slowmo or clamping
52 double realtime;
53
54 // current client
55 client_t *host_client;
56
57 jmp_buf host_abortframe;
58 double host_starttime = 0;
59
60 // pretend frames take this amount of time (in seconds), 0 = realtime
61 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
62 // shows time used by certain subsystems
63 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
64 cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
65 cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
66 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
67 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
68 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
69 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
70 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
71 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
72 cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
73 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
74
75 cvar_t developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
76 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
77 cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc.  Not recommended!"};
78 cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
79 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
80 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
81
82 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
83 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
84
85 /*
86 ================
87 Host_AbortCurrentFrame
88
89 aborts the current host frame and goes on with the next one
90 ================
91 */
92 void Host_AbortCurrentFrame(void)
93 {
94         longjmp (host_abortframe, 1);
95 }
96
97 /*
98 ================
99 Host_Error
100
101 This shuts down both the client and server
102 ================
103 */
104 void Host_Error (const char *error, ...)
105 {
106         static char hosterrorstring1[MAX_INPUTLINE];
107         static char hosterrorstring2[MAX_INPUTLINE];
108         static qboolean hosterror = false;
109         va_list argptr;
110
111         // turn off rcon redirect if it was active when the crash occurred
112         // to prevent loops when it is a networking problem
113         Con_Rcon_Redirect_Abort();
114
115         va_start (argptr,error);
116         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
117         va_end (argptr);
118
119         Con_Printf("Host_Error: %s\n", hosterrorstring1);
120
121         // LordHavoc: if crashing very early, or currently shutting down, do
122         // Sys_Error instead
123         if (host_framecount < 3 || host_shuttingdown)
124                 Sys_Error ("Host_Error: %s", hosterrorstring1);
125
126         if (hosterror)
127                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
128         hosterror = true;
129
130         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
131
132         CL_Parse_DumpPacket();
133
134         CL_Parse_ErrorCleanUp();
135
136         //PR_Crash();
137
138         // print out where the crash happened, if it was caused by QC (and do a cleanup)
139         PRVM_Crash();
140
141
142         Host_ShutdownServer ();
143
144         if (cls.state == ca_dedicated)
145                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
146
147         CL_Disconnect ();
148         cls.demonum = -1;
149
150         hosterror = false;
151
152         Host_AbortCurrentFrame();
153 }
154
155 void Host_ServerOptions (void)
156 {
157         int i;
158
159         // general default
160         svs.maxclients = 8;
161
162 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
163 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
164         // if no client is in the executable or -dedicated is specified on
165         // commandline, start a dedicated server
166         i = COM_CheckParm ("-dedicated");
167         if (i || !cl_available)
168         {
169                 cls.state = ca_dedicated;
170                 // check for -dedicated specifying how many players
171                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
172                         svs.maxclients = atoi (com_argv[i+1]);
173                 if (COM_CheckParm ("-listen"))
174                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
175                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
176                 Cvar_SetValue("sv_public", 1);
177         }
178         else if (cl_available)
179         {
180                 // client exists and not dedicated, check if -listen is specified
181                 cls.state = ca_disconnected;
182                 i = COM_CheckParm ("-listen");
183                 if (i)
184                 {
185                         // default players unless specified
186                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
187                                 svs.maxclients = atoi (com_argv[i+1]);
188                 }
189                 else
190                 {
191                         // default players in some games, singleplayer in most
192                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
193                                 svs.maxclients = 1;
194                 }
195         }
196
197         svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
198
199         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
200
201         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
202                 Cvar_SetValueQuick(&deathmatch, 1);
203 }
204
205 /*
206 =======================
207 Host_InitLocal
208 ======================
209 */
210 void Host_SaveConfig_f(void);
211 void Host_LoadConfig_f(void);
212 extern cvar_t sv_writepicture_quality;
213 extern cvar_t r_texture_jpeg_fastpicmip;
214 static void Host_InitLocal (void)
215 {
216         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
217         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
218
219         Cvar_RegisterVariable (&host_framerate);
220         Cvar_RegisterVariable (&host_speeds);
221         Cvar_RegisterVariable (&host_maxwait);
222         Cvar_RegisterVariable (&cl_minfps);
223         Cvar_RegisterVariable (&cl_minfps_fade);
224         Cvar_RegisterVariable (&cl_minfps_qualitymax);
225         Cvar_RegisterVariable (&cl_minfps_qualitymin);
226         Cvar_RegisterVariable (&cl_minfps_qualitypower);
227         Cvar_RegisterVariable (&cl_minfps_qualityscale);
228         Cvar_RegisterVariable (&cl_maxfps);
229         Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
230         Cvar_RegisterVariable (&cl_maxidlefps);
231
232         Cvar_RegisterVariable (&developer);
233         Cvar_RegisterVariable (&developer_extra);
234         Cvar_RegisterVariable (&developer_insane);
235         Cvar_RegisterVariable (&developer_loadfile);
236         Cvar_RegisterVariable (&developer_loading);
237         Cvar_RegisterVariable (&developer_entityparsing);
238
239         Cvar_RegisterVariable (&timestamps);
240         Cvar_RegisterVariable (&timeformat);
241
242         Cvar_RegisterVariable (&sv_writepicture_quality);
243         Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
244 }
245
246
247 /*
248 ===============
249 Host_SaveConfig_f
250
251 Writes key bindings and archived cvars to config.cfg
252 ===============
253 */
254 void Host_SaveConfig_to(const char *file)
255 {
256         qfile_t *f;
257
258 // dedicated servers initialize the host but don't parse and set the
259 // config.cfg cvars
260         // LordHavoc: don't save a config if it crashed in startup
261         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
262         {
263                 f = FS_OpenRealFile(file, "wb", false);
264                 if (!f)
265                 {
266                         Con_Printf("Couldn't write %s.\n", file);
267                         return;
268                 }
269
270                 Key_WriteBindings (f);
271                 Cvar_WriteVariables (f);
272
273                 FS_Close (f);
274         }
275 }
276 void Host_SaveConfig(void)
277 {
278         Host_SaveConfig_to(CONFIGFILENAME);
279 }
280 void Host_SaveConfig_f(void)
281 {
282         const char *file = CONFIGFILENAME;
283
284         if(Cmd_Argc() >= 2) {
285                 file = Cmd_Argv(1);
286                 Con_Printf("Saving to %s\n", file);
287         }
288
289         Host_SaveConfig_to(file);
290 }
291
292 void Host_AddConfigText(void)
293 {
294         // set up the default startmap_sp and startmap_dm aliases (mods can
295         // override these) and then execute the quake.rc startup script
296         if (gamemode == GAME_NEHAHRA)
297                 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
298         else if (gamemode == GAME_TRANSFUSION)
299                 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
300         else if (gamemode == GAME_TEU)
301                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
302         else
303                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
304 }
305
306 /*
307 ===============
308 Host_LoadConfig_f
309
310 Resets key bindings and cvars to defaults and then reloads scripts
311 ===============
312 */
313 void Host_LoadConfig_f(void)
314 {
315         // reset all cvars, commands and aliases to init values
316         Cmd_RestoreInitState();
317         // prepend a menu restart command to execute after the config
318         Cbuf_InsertText("\nmenu_restart\n");
319         // reset cvars to their defaults, and then exec startup scripts again
320         Host_AddConfigText();
321 }
322
323 /*
324 =================
325 SV_ClientPrint
326
327 Sends text across to be displayed
328 FIXME: make this just a stuffed echo?
329 =================
330 */
331 void SV_ClientPrint(const char *msg)
332 {
333         if (host_client->netconnection)
334         {
335                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
336                 MSG_WriteString(&host_client->netconnection->message, msg);
337         }
338 }
339
340 /*
341 =================
342 SV_ClientPrintf
343
344 Sends text across to be displayed
345 FIXME: make this just a stuffed echo?
346 =================
347 */
348 void SV_ClientPrintf(const char *fmt, ...)
349 {
350         va_list argptr;
351         char msg[MAX_INPUTLINE];
352
353         va_start(argptr,fmt);
354         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
355         va_end(argptr);
356
357         SV_ClientPrint(msg);
358 }
359
360 /*
361 =================
362 SV_BroadcastPrint
363
364 Sends text to all active clients
365 =================
366 */
367 void SV_BroadcastPrint(const char *msg)
368 {
369         int i;
370         client_t *client;
371
372         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
373         {
374                 if (client->active && client->netconnection)
375                 {
376                         MSG_WriteByte(&client->netconnection->message, svc_print);
377                         MSG_WriteString(&client->netconnection->message, msg);
378                 }
379         }
380
381         if (sv_echobprint.integer && cls.state == ca_dedicated)
382                 Con_Print(msg);
383 }
384
385 /*
386 =================
387 SV_BroadcastPrintf
388
389 Sends text to all active clients
390 =================
391 */
392 void SV_BroadcastPrintf(const char *fmt, ...)
393 {
394         va_list argptr;
395         char msg[MAX_INPUTLINE];
396
397         va_start(argptr,fmt);
398         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
399         va_end(argptr);
400
401         SV_BroadcastPrint(msg);
402 }
403
404 /*
405 =================
406 Host_ClientCommands
407
408 Send text over to the client to be executed
409 =================
410 */
411 void Host_ClientCommands(const char *fmt, ...)
412 {
413         va_list argptr;
414         char string[MAX_INPUTLINE];
415
416         if (!host_client->netconnection)
417                 return;
418
419         va_start(argptr,fmt);
420         dpvsnprintf(string, sizeof(string), fmt, argptr);
421         va_end(argptr);
422
423         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
424         MSG_WriteString(&host_client->netconnection->message, string);
425 }
426
427 /*
428 =====================
429 SV_DropClient
430
431 Called when the player is getting totally kicked off the host
432 if (crash = true), don't bother sending signofs
433 =====================
434 */
435 void SV_DropClient(qboolean crash)
436 {
437         int i;
438         Con_Printf("Client \"%s\" dropped\n", host_client->name);
439
440         SV_StopDemoRecording(host_client);
441
442         // make sure edict is not corrupt (from a level change for example)
443         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
444
445         if (host_client->netconnection)
446         {
447                 // tell the client to be gone
448                 if (!crash)
449                 {
450                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
451                         unsigned char bufdata[8];
452                         sizebuf_t buf;
453                         memset(&buf, 0, sizeof(buf));
454                         buf.data = bufdata;
455                         buf.maxsize = sizeof(bufdata);
456                         MSG_WriteByte(&buf, svc_disconnect);
457                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
458                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
459                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
460                 }
461         }
462
463         // call qc ClientDisconnect function
464         // LordHavoc: don't call QC if server is dead (avoids recursive
465         // Host_Error in some mods when they run out of edicts)
466         if (host_client->clientconnectcalled && sv.active && host_client->edict)
467         {
468                 // call the prog function for removing a client
469                 // this will set the body to a dead frame, among other things
470                 int saveSelf = PRVM_serverglobaledict(self);
471                 host_client->clientconnectcalled = false;
472                 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
473                 PRVM_ExecuteProgram(PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
474                 PRVM_serverglobaledict(self) = saveSelf;
475         }
476
477         if (host_client->netconnection)
478         {
479                 // break the net connection
480                 NetConn_Close(host_client->netconnection);
481                 host_client->netconnection = NULL;
482         }
483
484         // if a download is active, close it
485         if (host_client->download_file)
486         {
487                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
488                 FS_Close(host_client->download_file);
489                 host_client->download_file = NULL;
490                 host_client->download_name[0] = 0;
491                 host_client->download_expectedposition = 0;
492                 host_client->download_started = false;
493         }
494
495         // remove leaving player from scoreboard
496         host_client->name[0] = 0;
497         host_client->colors = 0;
498         host_client->frags = 0;
499         // send notification to all clients
500         // get number of client manually just to make sure we get it right...
501         i = host_client - svs.clients;
502         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
503         MSG_WriteByte (&sv.reliable_datagram, i);
504         MSG_WriteString (&sv.reliable_datagram, host_client->name);
505         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
506         MSG_WriteByte (&sv.reliable_datagram, i);
507         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
508         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
509         MSG_WriteByte (&sv.reliable_datagram, i);
510         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
511
512         // free the client now
513         if (host_client->entitydatabase)
514                 EntityFrame_FreeDatabase(host_client->entitydatabase);
515         if (host_client->entitydatabase4)
516                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
517         if (host_client->entitydatabase5)
518                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
519
520         if (sv.active)
521         {
522                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
523                 PRVM_ED_ClearEdict(host_client->edict);
524         }
525
526         // clear the client struct (this sets active to false)
527         memset(host_client, 0, sizeof(*host_client));
528
529         // update server listing on the master because player count changed
530         // (which the master uses for filtering empty/full servers)
531         NetConn_Heartbeat(1);
532
533         if (sv.loadgame)
534         {
535                 for (i = 0;i < svs.maxclients;i++)
536                         if (svs.clients[i].active && !svs.clients[i].spawned)
537                                 break;
538                 if (i == svs.maxclients)
539                 {
540                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
541                         sv.paused = sv.loadgame = false; // we're basically done with loading now
542                 }
543         }
544 }
545
546 /*
547 ==================
548 Host_ShutdownServer
549
550 This only happens at the end of a game, not between levels
551 ==================
552 */
553 void Host_ShutdownServer(void)
554 {
555         int i;
556
557         Con_DPrintf("Host_ShutdownServer\n");
558
559         if (!sv.active)
560                 return;
561
562         NetConn_Heartbeat(2);
563         NetConn_Heartbeat(2);
564
565 // make sure all the clients know we're disconnecting
566         SV_VM_Begin();
567         World_End(&sv.world);
568         if(prog->loaded)
569                 if(PRVM_serverfunction(SV_Shutdown))
570                 {
571                         func_t s = PRVM_serverfunction(SV_Shutdown);
572                         PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
573                         PRVM_ExecuteProgram(s,"SV_Shutdown() required");
574                 }
575         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
576                 if (host_client->active)
577                         SV_DropClient(false); // server shutdown
578         SV_VM_End();
579
580         NetConn_CloseServerPorts();
581
582         sv.active = false;
583 //
584 // clear structures
585 //
586         memset(&sv, 0, sizeof(sv));
587         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
588 }
589
590
591 //============================================================================
592
593 /*
594 ===================
595 Host_GetConsoleCommands
596
597 Add them exactly as if they had been typed at the console
598 ===================
599 */
600 void Host_GetConsoleCommands (void)
601 {
602         char *cmd;
603
604         while (1)
605         {
606                 cmd = Sys_ConsoleInput ();
607                 if (!cmd)
608                         break;
609                 Cbuf_AddText (cmd);
610         }
611 }
612
613 /*
614 ==================
615 Host_TimeReport
616
617 Returns a time report string, for example for
618 ==================
619 */
620 const char *Host_TimingReport(void)
621 {
622         return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
623 }
624
625 /*
626 ==================
627 Host_Frame
628
629 Runs all active servers
630 ==================
631 */
632 static void Host_Init(void);
633 void Host_Main(void)
634 {
635         double time1 = 0;
636         double time2 = 0;
637         double time3 = 0;
638         double cl_timer, sv_timer;
639         double clframetime, deltarealtime, oldrealtime;
640         double wait;
641         int pass1, pass2, pass3, i;
642
643         Host_Init();
644
645         cl_timer = 0;
646         sv_timer = 0;
647
648         realtime = host_starttime = Sys_DoubleTime();
649         for (;;)
650         {
651                 if (setjmp(host_abortframe))
652                 {
653                         SCR_ClearLoadingScreen(false);
654                         continue;                       // something bad happened, or the server disconnected
655                 }
656
657                 oldrealtime = realtime;
658                 realtime = Sys_DoubleTime();
659
660                 deltarealtime = realtime - oldrealtime;
661                 cl_timer += deltarealtime;
662                 sv_timer += deltarealtime;
663
664                 svs.perf_acc_realtime += deltarealtime;
665
666                 // Look for clients who have spawned
667                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
668                         if(host_client->spawned)
669                                 if(host_client->netconnection)
670                                         break;
671                 if(i == svs.maxclients)
672                 {
673                         // Nobody is looking? Then we won't do timing...
674                         // Instead, reset it to zero
675                         svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
676                 }
677                 else if(svs.perf_acc_realtime > 5)
678                 {
679                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
680                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
681                         if(svs.perf_acc_offset_samples > 0)
682                         {
683                                 svs.perf_offset_max = svs.perf_acc_offset_max;
684                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
685                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
686                         }
687                         if(svs.perf_lost > 0 && developer_extra.integer)
688                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
689                         svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
690                 }
691
692                 if (slowmo.value < 0.00001 && slowmo.value != 0)
693                         Cvar_SetValue("slowmo", 0);
694                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
695                         Cvar_SetValue("host_framerate", 0);
696
697                 // keep the random time dependent, but not when playing demos/benchmarking
698                 if(!*sv_random_seed.string && !cls.demoplayback)
699                         rand();
700
701                 cl.islocalgame = NetConn_IsLocalGame();
702
703                 // get new key events
704                 Key_EventQueue_Unblock();
705                 SndSys_SendKeyEvents();
706                 Sys_SendKeyEvents();
707
708                 NetConn_UpdateSockets();
709
710                 Log_DestBuffer_Flush();
711
712                 // receive packets on each main loop iteration, as the main loop may
713                 // be undersleeping due to select() detecting a new packet
714                 if (sv.active)
715                         NetConn_ServerFrame();
716
717                 Curl_Run();
718
719                 // check for commands typed to the host
720                 Host_GetConsoleCommands();
721
722                 // when a server is running we only execute console commands on server frames
723                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
724                 // otherwise we execute them on client frames
725                 if (sv.active ? sv_timer > 0 : cl_timer > 0)
726                 {
727                         // process console commands
728 //                      R_TimeReport("preconsole");
729                         CL_VM_PreventInformationLeaks();
730                         Cbuf_Execute();
731 //                      R_TimeReport("console");
732                 }
733
734                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
735
736                 // if the accumulators haven't become positive yet, wait a while
737                 if (cls.state == ca_dedicated)
738                         wait = sv_timer * -1000000.0;
739                 else if (!sv.active)
740                         wait = cl_timer * -1000000.0;
741                 else
742                         wait = max(cl_timer, sv_timer) * -1000000.0;
743
744                 if (!cls.timedemo && wait >= 1)
745                 {
746                         double time0;
747
748                         if(host_maxwait.value <= 0)
749                                 wait = min(wait, 1000000.0);
750                         else
751                                 wait = min(wait, host_maxwait.value * 1000.0);
752                         if(wait < 1)
753                                 wait = 1; // because we cast to int
754
755                         time0 = Sys_DoubleTime();
756                         if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
757                                 NetConn_SleepMicroseconds((int)wait);
758                         else
759                                 Sys_Sleep((int)wait);
760                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
761 //                      R_TimeReport("sleep");
762                         continue;
763                 }
764
765                 R_TimeReport("---");
766
767         //-------------------
768         //
769         // server operations
770         //
771         //-------------------
772
773                 // limit the frametime steps to no more than 100ms each
774                 if (cl_timer > 0.1)
775                         cl_timer = 0.1;
776                 if (sv_timer > 0.1)
777                 {
778                         svs.perf_acc_lost += (sv_timer - 0.1);
779                         sv_timer = 0.1;
780                 }
781
782                 if (sv.active && sv_timer > 0)
783                 {
784                         // execute one or more server frames, with an upper limit on how much
785                         // execution time to spend on server frames to avoid freezing the game if
786                         // the server is overloaded, this execution time limit means the game will
787                         // slow down if the server is taking too long.
788                         int framecount, framelimit = 1;
789                         double advancetime, aborttime = 0;
790                         float offset;
791
792                         if (cls.state == ca_dedicated)
793                                 Collision_Cache_NewFrame();
794
795                         // run the world state
796                         // don't allow simulation to run too fast or too slow or logic glitches can occur
797
798                         // stop running server frames if the wall time reaches this value
799                         if (sys_ticrate.value <= 0)
800                                 advancetime = sv_timer;
801                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
802                         {
803                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
804                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
805                                 framelimit = 10;
806                                 aborttime = realtime + 0.1;
807                         }
808                         else
809                         {
810                                 advancetime = sys_ticrate.value;
811                                 // listen servers can run multiple server frames per client frame
812                                 if (cls.state == ca_connected)
813                                 {
814                                         framelimit = 10;
815                                         aborttime = realtime + 0.1;
816                                 }
817                         }
818                         if(slowmo.value > 0 && slowmo.value < 1)
819                                 advancetime = min(advancetime, 0.1 / slowmo.value);
820                         else
821                                 advancetime = min(advancetime, 0.1);
822
823                         if(advancetime > 0)
824                         {
825                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
826                                 ++svs.perf_acc_offset_samples;
827                                 svs.perf_acc_offset += offset;
828                                 svs.perf_acc_offset_squared += offset * offset;
829                                 if(svs.perf_acc_offset_max < offset)
830                                         svs.perf_acc_offset_max = offset;
831                         }
832
833                         // only advance time if not paused
834                         // the game also pauses in singleplayer when menu or console is used
835                         sv.frametime = advancetime * slowmo.value;
836                         if (host_framerate.value)
837                                 sv.frametime = host_framerate.value;
838                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
839                                 sv.frametime = 0;
840
841                         // setup the VM frame
842                         SV_VM_Begin();
843
844                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
845                         {
846                                 sv_timer -= advancetime;
847
848                                 // move things around and think unless paused
849                                 if (sv.frametime)
850                                         SV_Physics();
851
852                                 // if this server frame took too long, break out of the loop
853                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
854                                         break;
855                         }
856                         R_TimeReport("serverphysics");
857
858                         // send all messages to the clients
859                         SV_SendClientMessages();
860                         
861                         if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
862                                 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
863                                 PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
864                         }
865
866                         // end the server VM frame
867                         SV_VM_End();
868
869                         // send an heartbeat if enough time has passed since the last one
870                         NetConn_Heartbeat(0);
871                         R_TimeReport("servernetwork");
872                 }
873                 else
874                 {
875                         // don't let r_speeds display jump around
876                         R_TimeReport("serverphysics");
877                         R_TimeReport("servernetwork");
878                 }
879
880         //-------------------
881         //
882         // client operations
883         //
884         //-------------------
885
886                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
887                 {
888                         R_TimeReport("---");
889                         Collision_Cache_NewFrame();
890                         R_TimeReport("collisioncache");
891                         // decide the simulation time
892                         if (cls.capturevideo.active)
893                         {
894                                 //***
895                                 if (cls.capturevideo.realtime)
896                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
897                                 else
898                                 {
899                                         clframetime = 1.0 / cls.capturevideo.framerate;
900                                         cl.realframetime = max(cl_timer, clframetime);
901                                 }
902                         }
903                         else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
904                         {
905                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
906                                 // when running slow, we need to sleep to keep input responsive
907                                 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
908                                 if (wait > 0)
909                                         Sys_Sleep((int)wait);
910                         }
911                         else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
912                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
913                         else
914                                 clframetime = cl.realframetime = cl_timer;
915
916                         // apply slowmo scaling
917                         clframetime *= cl.movevars_timescale;
918                         // scale playback speed of demos by slowmo cvar
919                         if (cls.demoplayback)
920                         {
921                                 clframetime *= slowmo.value;
922                                 // if demo playback is paused, don't advance time at all
923                                 if (cls.demopaused)
924                                         clframetime = 0;
925                         }
926
927                         // host_framerate overrides all else
928                         if (host_framerate.value)
929                                 clframetime = host_framerate.value;
930
931                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
932                                 clframetime = 0;
933
934                         if (cls.timedemo)
935                                 clframetime = cl.realframetime = cl_timer;
936
937                         // deduct the frame time from the accumulator
938                         cl_timer -= cl.realframetime;
939
940                         cl.oldtime = cl.time;
941                         cl.time += clframetime;
942
943                         // update video
944                         if (host_speeds.integer)
945                                 time1 = Sys_DoubleTime();
946                         R_TimeReport("pre-input");
947
948                         // Collect input into cmd
949                         CL_Input();
950
951                         R_TimeReport("input");
952
953                         // check for new packets
954                         NetConn_ClientFrame();
955
956                         // read a new frame from a demo if needed
957                         CL_ReadDemoMessage();
958                         R_TimeReport("clientnetwork");
959
960                         // now that packets have been read, send input to server
961                         CL_SendMove();
962                         R_TimeReport("sendmove");
963
964                         // update client world (interpolate entities, create trails, etc)
965                         CL_UpdateWorld();
966                         R_TimeReport("lerpworld");
967
968                         CL_Video_Frame();
969
970                         R_TimeReport("client");
971
972                         CL_UpdateScreen();
973                         R_TimeReport("render");
974
975                         if (host_speeds.integer)
976                                 time2 = Sys_DoubleTime();
977
978                         // update audio
979                         if(cl.csqc_usecsqclistener)
980                         {
981                                 S_Update(&cl.csqc_listenermatrix);
982                                 cl.csqc_usecsqclistener = false;
983                         }
984                         else
985                                 S_Update(&r_refdef.view.matrix);
986
987                         CDAudio_Update();
988                         R_TimeReport("audio");
989
990                         // reset gathering of mouse input
991                         in_mouse_x = in_mouse_y = 0;
992
993                         if (host_speeds.integer)
994                         {
995                                 pass1 = (int)((time1 - time3)*1000000);
996                                 time3 = Sys_DoubleTime();
997                                 pass2 = (int)((time2 - time1)*1000000);
998                                 pass3 = (int)((time3 - time2)*1000000);
999                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1000                                                         pass1+pass2+pass3, pass1, pass2, pass3);
1001                         }
1002                 }
1003
1004 #if MEMPARANOIA
1005                 Mem_CheckSentinelsGlobal();
1006 #else
1007                 if (developer_memorydebug.integer)
1008                         Mem_CheckSentinelsGlobal();
1009 #endif
1010
1011                 // if there is some time remaining from this frame, reset the timers
1012                 if (cl_timer >= 0)
1013                         cl_timer = 0;
1014                 if (sv_timer >= 0)
1015                 {
1016                         svs.perf_acc_lost += sv_timer;
1017                         sv_timer = 0;
1018                 }
1019
1020                 host_framecount++;
1021         }
1022 }
1023
1024 //============================================================================
1025
1026 qboolean vid_opened = false;
1027 void Host_StartVideo(void)
1028 {
1029         if (!vid_opened && cls.state != ca_dedicated)
1030         {
1031                 vid_opened = true;
1032                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1033                 NetConn_UpdateSockets();
1034                 VID_Start();
1035                 CDAudio_Startup();
1036         }
1037 }
1038
1039 char engineversion[128];
1040
1041 qboolean sys_nostdout = false;
1042
1043 extern void u8_Init(void);
1044 extern void Render_Init(void);
1045 extern void Mathlib_Init(void);
1046 extern void FS_Init_SelfPack(void);
1047 extern void FS_Init(void);
1048 extern void FS_Shutdown(void);
1049 extern void PR_Cmd_Init(void);
1050 extern void COM_Init_Commands(void);
1051 extern void FS_Init_Commands(void);
1052 extern qboolean host_stuffcmdsrun;
1053
1054 /*
1055 ====================
1056 Host_Init
1057 ====================
1058 */
1059 static void Host_Init (void)
1060 {
1061         int i;
1062         const char* os;
1063
1064         if (COM_CheckParm("-profilegameonly"))
1065                 Sys_AllowProfiling(false);
1066
1067         // LordHavoc: quake never seeded the random number generator before... heh
1068         if (COM_CheckParm("-benchmark"))
1069                 srand(0); // predictable random sequence for -benchmark
1070         else
1071                 srand((unsigned int)time(NULL));
1072
1073         // FIXME: this is evil, but possibly temporary
1074         // LordHavoc: doesn't seem very temporary...
1075         // LordHavoc: made this a saved cvar
1076 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1077         if (COM_CheckParm("-developer"))
1078         {
1079                 developer.value = developer.integer = 1;
1080                 developer.string = "1";
1081         }
1082
1083         if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1084         {
1085                 developer.value = developer.integer = 1;
1086                 developer.string = "1";
1087                 developer_extra.value = developer_extra.integer = 1;
1088                 developer_extra.string = "1";
1089                 developer_insane.value = developer_insane.integer = 1;
1090                 developer_insane.string = "1";
1091                 developer_memory.value = developer_memory.integer = 1;
1092                 developer_memory.string = "1";
1093                 developer_memorydebug.value = developer_memorydebug.integer = 1;
1094                 developer_memorydebug.string = "1";
1095         }
1096
1097         if (COM_CheckParm("-developer3"))
1098         {
1099                 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1100                 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1101         }
1102
1103 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1104         if (COM_CheckParm("-nostdout"))
1105                 sys_nostdout = 1;
1106
1107         // used by everything
1108         Memory_Init();
1109
1110         // initialize console command/cvar/alias/command execution systems
1111         Cmd_Init();
1112
1113         // initialize memory subsystem cvars/commands
1114         Memory_Init_Commands();
1115
1116         // initialize console and logging and its cvars/commands
1117         Con_Init();
1118
1119         // initialize various cvars that could not be initialized earlier
1120         u8_Init();
1121         Curl_Init_Commands();
1122         Cmd_Init_Commands();
1123         Sys_Init_Commands();
1124         COM_Init_Commands();
1125         FS_Init_Commands();
1126
1127         // initialize console window (only used by sys_win.c)
1128         Sys_InitConsole();
1129
1130         // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1131         FS_Init_SelfPack();
1132
1133         // detect gamemode from commandline options or executable name
1134         COM_InitGameType();
1135
1136         // construct a version string for the corner of the console
1137         os = DP_OS_NAME;
1138         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1139         Con_Printf("%s\n", engineversion);
1140
1141         // initialize ixtable
1142         Mathlib_Init();
1143
1144         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1145         FS_Init();
1146
1147         // must be after FS_Init
1148         Crypto_Init();
1149         Crypto_Init_Commands();
1150
1151         NetConn_Init();
1152         Curl_Init();
1153         //PR_Init();
1154         //PR_Cmd_Init();
1155         PRVM_Init();
1156         Mod_Init();
1157         World_Init();
1158         SV_Init();
1159         V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1160         Host_InitCommands();
1161         Host_InitLocal();
1162         Host_ServerOptions();
1163
1164         if (cls.state == ca_dedicated)
1165                 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1166         else
1167         {
1168                 Con_DPrintf("Initializing client\n");
1169
1170                 R_Modules_Init();
1171                 Palette_Init();
1172                 MR_Init_Commands();
1173                 Thread_Init();
1174                 VID_Shared_Init();
1175                 VID_Init();
1176                 Render_Init();
1177                 S_Init();
1178                 CDAudio_Init();
1179                 Key_Init();
1180                 CL_Init();
1181         }
1182
1183         // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1184         // NOTE: menu commands are freed by Cmd_RestoreInitState
1185         Cmd_SaveInitState();
1186
1187         // FIXME: put this into some neat design, but the menu should be allowed to crash
1188         // without crashing the whole game, so this should just be a short-time solution
1189
1190         // here comes the not so critical stuff
1191         if (setjmp(host_abortframe)) {
1192                 return;
1193         }
1194
1195         Host_AddConfigText();
1196         Cbuf_Execute();
1197
1198         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1199         if (!host_stuffcmdsrun)
1200         {
1201                 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1202                 Cbuf_Execute();
1203         }
1204
1205         // put up the loading image so the user doesn't stare at a black screen...
1206         SCR_BeginLoadingPlaque();
1207
1208         if (cls.state != ca_dedicated)
1209         {
1210                 MR_Init();
1211         }
1212
1213         // check for special benchmark mode
1214 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1215         i = COM_CheckParm("-benchmark");
1216         if (i && i + 1 < com_argc)
1217         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1218         {
1219                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1220                 Cbuf_Execute();
1221         }
1222
1223         // check for special demo mode
1224 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1225         i = COM_CheckParm("-demo");
1226         if (i && i + 1 < com_argc)
1227         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1228         {
1229                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1230                 Cbuf_Execute();
1231         }
1232
1233 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1234         i = COM_CheckParm("-capturedemo");
1235         if (i && i + 1 < com_argc)
1236         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1237         {
1238                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1239                 Cbuf_Execute();
1240         }
1241
1242         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1243         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1244         {
1245                 Cbuf_AddText("startmap_dm\n");
1246                 Cbuf_Execute();
1247         }
1248
1249         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1250         {
1251                 Cbuf_AddText("togglemenu\n");
1252                 Cbuf_Execute();
1253         }
1254
1255         Con_DPrint("========Initialized=========\n");
1256
1257         //Host_StartVideo();
1258 }
1259
1260
1261 /*
1262 ===============
1263 Host_Shutdown
1264
1265 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1266 to run quit through here before the final handoff to the sys code.
1267 ===============
1268 */
1269 void Host_Shutdown(void)
1270 {
1271         static qboolean isdown = false;
1272
1273         if (isdown)
1274         {
1275                 Con_Print("recursive shutdown\n");
1276                 return;
1277         }
1278         if (setjmp(host_abortframe))
1279         {
1280                 Con_Print("aborted the quitting frame?!?\n");
1281                 return;
1282         }
1283         isdown = true;
1284
1285         // be quiet while shutting down
1286         S_StopAllSounds();
1287
1288         // disconnect client from server if active
1289         CL_Disconnect();
1290
1291         // shut down local server if active
1292         Host_ShutdownServer ();
1293
1294         // Shutdown menu
1295         if(MR_Shutdown)
1296                 MR_Shutdown();
1297
1298         // AK shutdown PRVM
1299         // AK hmm, no PRVM_Shutdown(); yet
1300
1301         CL_Video_Shutdown();
1302
1303         Host_SaveConfig();
1304
1305         CDAudio_Shutdown ();
1306         S_Terminate ();
1307         Curl_Shutdown ();
1308         NetConn_Shutdown ();
1309         //PR_Shutdown ();
1310
1311         if (cls.state != ca_dedicated)
1312         {
1313                 R_Modules_Shutdown();
1314                 VID_Shutdown();
1315                 Thread_Shutdown();
1316         }
1317
1318         Cmd_Shutdown();
1319         Key_Shutdown();
1320         CL_Shutdown();
1321         Sys_Shutdown();
1322         Log_Close();
1323         Crypto_Shutdown();
1324         FS_Shutdown();
1325         Con_Shutdown();
1326         Memory_Shutdown();
1327 }
1328