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