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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 <time.h>
23 #include "quakedef.h"
24 #include "libcurl.h"
25 #include "cdaudio.h"
26 #include "cl_video.h"
27 #include "progsvm.h"
28 #include "csprogs.h"
29
30 /*
31
32 A server can always be started, even if the system started out as a client
33 to a remote system.
34
35 A client can NOT be started if the system started as a dedicated server.
36
37 Memory is cleared / released when a server or client begins, not when they end.
38
39 */
40
41 // how many frames have occurred
42 // (checked by Host_Error and Host_SaveConfig_f)
43 int host_framecount = 0;
44 // LordHavoc: set when quit is executed
45 qboolean host_shuttingdown = false;
46
47 // the real time since application started, without any slowmo or clamping
48 double realtime;
49
50 // current client
51 client_t *host_client;
52
53 jmp_buf host_abortframe;
54
55 // pretend frames take this amount of time (in seconds), 0 = realtime
56 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"};
57 // shows time used by certain subsystems
58 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
59 // LordHavoc: framerate upper cap
60 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
61
62 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
63 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
64
65 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
66 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
67
68 /*
69 ================
70 Host_AbortCurrentFrame
71
72 aborts the current host frame and goes on with the next one
73 ================
74 */
75 void Host_AbortCurrentFrame(void)
76 {
77         longjmp (host_abortframe, 1);
78 }
79
80 /*
81 ================
82 Host_Error
83
84 This shuts down both the client and server
85 ================
86 */
87 void Host_Error (const char *error, ...)
88 {
89         static char hosterrorstring1[MAX_INPUTLINE];
90         static char hosterrorstring2[MAX_INPUTLINE];
91         static qboolean hosterror = false;
92         va_list argptr;
93
94         // turn off rcon redirect if it was active when the crash occurred
95         rcon_redirect = false;
96
97         va_start (argptr,error);
98         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
99         va_end (argptr);
100
101         Con_Printf("Host_Error: %s\n", hosterrorstring1);
102
103         // LordHavoc: if crashing very early, or currently shutting down, do
104         // Sys_Error instead
105         if (host_framecount < 3 || host_shuttingdown)
106                 Sys_Error ("Host_Error: %s", hosterrorstring1);
107
108         if (hosterror)
109                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
110         hosterror = true;
111
112         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
113
114         CL_Parse_DumpPacket();
115
116         CL_Parse_ErrorCleanUp();
117
118         //PR_Crash();
119
120         // print out where the crash happened, if it was caused by QC (and do a cleanup)
121         PRVM_Crash();
122
123
124         Host_ShutdownServer ();
125
126         if (cls.state == ca_dedicated)
127                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
128
129         CL_Disconnect ();
130         cls.demonum = -1;
131
132         hosterror = false;
133
134         Host_AbortCurrentFrame();
135 }
136
137 void Host_ServerOptions (void)
138 {
139         int i;
140
141         // general default
142         svs.maxclients = 8;
143
144 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
145 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
146         // if no client is in the executable or -dedicated is specified on
147         // commandline, start a dedicated server
148         i = COM_CheckParm ("-dedicated");
149         if (i || !cl_available)
150         {
151                 cls.state = ca_dedicated;
152                 // check for -dedicated specifying how many players
153                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
154                         svs.maxclients = atoi (com_argv[i+1]);
155                 if (COM_CheckParm ("-listen"))
156                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
157                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
158                 Cvar_SetValue("sv_public", 1);
159         }
160         else if (cl_available)
161         {
162                 // client exists and not dedicated, check if -listen is specified
163                 cls.state = ca_disconnected;
164                 i = COM_CheckParm ("-listen");
165                 if (i)
166                 {
167                         // default players unless specified
168                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
169                                 svs.maxclients = atoi (com_argv[i+1]);
170                 }
171                 else
172                 {
173                         // default players in some games, singleplayer in most
174                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
175                                 svs.maxclients = 1;
176                 }
177         }
178
179         svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
180
181         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
182
183         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
184                 Cvar_SetValueQuick(&deathmatch, 1);
185 }
186
187 /*
188 =======================
189 Host_InitLocal
190 ======================
191 */
192 void Host_SaveConfig_f(void);
193 void Host_LoadConfig_f(void);
194 static void Host_InitLocal (void)
195 {
196         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
197         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
198
199         Cvar_RegisterVariable (&host_framerate);
200         Cvar_RegisterVariable (&host_speeds);
201         Cvar_RegisterVariable (&cl_maxfps);
202
203         Cvar_RegisterVariable (&developer);
204         Cvar_RegisterVariable (&developer_entityparsing);
205
206         Cvar_RegisterVariable (&timestamps);
207         Cvar_RegisterVariable (&timeformat);
208 }
209
210
211 /*
212 ===============
213 Host_SaveConfig_f
214
215 Writes key bindings and archived cvars to config.cfg
216 ===============
217 */
218 void Host_SaveConfig_f(void)
219 {
220         qfile_t *f;
221
222 // dedicated servers initialize the host but don't parse and set the
223 // config.cfg cvars
224         // LordHavoc: don't save a config if it crashed in startup
225         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
226         {
227                 f = FS_Open ("config.cfg", "wb", false, false);
228                 if (!f)
229                 {
230                         Con_Print("Couldn't write config.cfg.\n");
231                         return;
232                 }
233
234                 Key_WriteBindings (f);
235                 Cvar_WriteVariables (f);
236
237                 FS_Close (f);
238         }
239 }
240
241
242 /*
243 ===============
244 Host_LoadConfig_f
245
246 Resets key bindings and cvars to defaults and then reloads scripts
247 ===============
248 */
249 void Host_LoadConfig_f(void)
250 {
251         // unlock the cvar default strings so they can be updated by the new default.cfg
252         Cvar_UnlockDefaults();
253         // reset cvars to their defaults, and then exec startup scripts again
254         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
255 }
256
257 /*
258 =================
259 SV_ClientPrint
260
261 Sends text across to be displayed
262 FIXME: make this just a stuffed echo?
263 =================
264 */
265 void SV_ClientPrint(const char *msg)
266 {
267         if (host_client->netconnection)
268         {
269                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
270                 MSG_WriteString(&host_client->netconnection->message, msg);
271         }
272 }
273
274 /*
275 =================
276 SV_ClientPrintf
277
278 Sends text across to be displayed
279 FIXME: make this just a stuffed echo?
280 =================
281 */
282 void SV_ClientPrintf(const char *fmt, ...)
283 {
284         va_list argptr;
285         char msg[MAX_INPUTLINE];
286
287         va_start(argptr,fmt);
288         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
289         va_end(argptr);
290
291         SV_ClientPrint(msg);
292 }
293
294 /*
295 =================
296 SV_BroadcastPrint
297
298 Sends text to all active clients
299 =================
300 */
301 void SV_BroadcastPrint(const char *msg)
302 {
303         int i;
304         client_t *client;
305
306         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
307         {
308                 if (client->active && client->netconnection)
309                 {
310                         MSG_WriteByte(&client->netconnection->message, svc_print);
311                         MSG_WriteString(&client->netconnection->message, msg);
312                 }
313         }
314
315         if (sv_echobprint.integer && cls.state == ca_dedicated)
316                 Con_Print(msg);
317 }
318
319 /*
320 =================
321 SV_BroadcastPrintf
322
323 Sends text to all active clients
324 =================
325 */
326 void SV_BroadcastPrintf(const char *fmt, ...)
327 {
328         va_list argptr;
329         char msg[MAX_INPUTLINE];
330
331         va_start(argptr,fmt);
332         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
333         va_end(argptr);
334
335         SV_BroadcastPrint(msg);
336 }
337
338 /*
339 =================
340 Host_ClientCommands
341
342 Send text over to the client to be executed
343 =================
344 */
345 void Host_ClientCommands(const char *fmt, ...)
346 {
347         va_list argptr;
348         char string[MAX_INPUTLINE];
349
350         if (!host_client->netconnection)
351                 return;
352
353         va_start(argptr,fmt);
354         dpvsnprintf(string, sizeof(string), fmt, argptr);
355         va_end(argptr);
356
357         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
358         MSG_WriteString(&host_client->netconnection->message, string);
359 }
360
361 /*
362 =====================
363 SV_DropClient
364
365 Called when the player is getting totally kicked off the host
366 if (crash = true), don't bother sending signofs
367 =====================
368 */
369 void SV_DropClient(qboolean crash)
370 {
371         int i;
372         Con_Printf("Client \"%s\" dropped\n", host_client->name);
373
374         // make sure edict is not corrupt (from a level change for example)
375         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
376
377         if (host_client->netconnection)
378         {
379                 // free the client (the body stays around)
380                 if (!crash)
381                 {
382                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
383                         unsigned char bufdata[8];
384                         sizebuf_t buf;
385                         memset(&buf, 0, sizeof(buf));
386                         buf.data = bufdata;
387                         buf.maxsize = sizeof(bufdata);
388                         MSG_WriteByte(&buf, svc_disconnect);
389                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
390                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
391                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
392                 }
393                 // break the net connection
394                 NetConn_Close(host_client->netconnection);
395                 host_client->netconnection = NULL;
396         }
397
398         // call qc ClientDisconnect function
399         // LordHavoc: don't call QC if server is dead (avoids recursive
400         // Host_Error in some mods when they run out of edicts)
401         if (host_client->clientconnectcalled && sv.active && host_client->edict)
402         {
403                 // call the prog function for removing a client
404                 // this will set the body to a dead frame, among other things
405                 int saveSelf = prog->globals.server->self;
406                 host_client->clientconnectcalled = false;
407                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
408                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
409                 prog->globals.server->self = saveSelf;
410         }
411
412         // if a download is active, close it
413         if (host_client->download_file)
414         {
415                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
416                 FS_Close(host_client->download_file);
417                 host_client->download_file = NULL;
418                 host_client->download_name[0] = 0;
419                 host_client->download_expectedposition = 0;
420                 host_client->download_started = false;
421         }
422
423         // remove leaving player from scoreboard
424         host_client->name[0] = 0;
425         host_client->colors = 0;
426         host_client->frags = 0;
427         // send notification to all clients
428         // get number of client manually just to make sure we get it right...
429         i = host_client - svs.clients;
430         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
431         MSG_WriteByte (&sv.reliable_datagram, i);
432         MSG_WriteString (&sv.reliable_datagram, host_client->name);
433         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
434         MSG_WriteByte (&sv.reliable_datagram, i);
435         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
436         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
437         MSG_WriteByte (&sv.reliable_datagram, i);
438         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
439
440         // free the client now
441         if (host_client->entitydatabase)
442                 EntityFrame_FreeDatabase(host_client->entitydatabase);
443         if (host_client->entitydatabase4)
444                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
445         if (host_client->entitydatabase5)
446                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
447
448         if (sv.active)
449         {
450                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
451                 PRVM_ED_ClearEdict(host_client->edict);
452         }
453
454         // clear the client struct (this sets active to false)
455         memset(host_client, 0, sizeof(*host_client));
456
457         // update server listing on the master because player count changed
458         // (which the master uses for filtering empty/full servers)
459         NetConn_Heartbeat(1);
460 }
461
462 /*
463 ==================
464 Host_ShutdownServer
465
466 This only happens at the end of a game, not between levels
467 ==================
468 */
469 void Host_ShutdownServer(void)
470 {
471         int i;
472
473         Con_DPrintf("Host_ShutdownServer\n");
474
475         if (!sv.active)
476                 return;
477
478         NetConn_Heartbeat(2);
479         NetConn_Heartbeat(2);
480
481 // make sure all the clients know we're disconnecting
482         SV_VM_Begin();
483         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
484                 if (host_client->active)
485                         SV_DropClient(false); // server shutdown
486         SV_VM_End();
487
488         NetConn_CloseServerPorts();
489
490         sv.active = false;
491 //
492 // clear structures
493 //
494         memset(&sv, 0, sizeof(sv));
495         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
496 }
497
498
499 //============================================================================
500
501 /*
502 ===================
503 Host_GetConsoleCommands
504
505 Add them exactly as if they had been typed at the console
506 ===================
507 */
508 void Host_GetConsoleCommands (void)
509 {
510         char *cmd;
511
512         while (1)
513         {
514                 cmd = Sys_ConsoleInput ();
515                 if (!cmd)
516                         break;
517                 Cbuf_AddText (cmd);
518         }
519 }
520
521 /*
522 ==================
523 Host_TimeReport
524
525 Returns a time report string, for example for 
526 ==================
527 */
528 const char *Host_TimingReport()
529 {
530         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);
531 }
532
533 /*
534 ==================
535 Host_Frame
536
537 Runs all active servers
538 ==================
539 */
540 static void Host_Init(void);
541 void Host_Main(void)
542 {
543         double time1 = 0;
544         double time2 = 0;
545         double time3 = 0;
546         double cl_timer, sv_timer;
547         double clframetime, deltarealtime, oldrealtime;
548         double wait;
549         int pass1, pass2, pass3, i;
550
551         Host_Init();
552
553         cl_timer = 0;
554         sv_timer = 0;
555
556         realtime = Sys_DoubleTime();
557         for (;;)
558         {
559                 if (setjmp(host_abortframe))
560                         continue;                       // something bad happened, or the server disconnected
561
562                 oldrealtime = realtime;
563                 realtime = Sys_DoubleTime();
564
565                 deltarealtime = realtime - oldrealtime;
566                 cl_timer += deltarealtime;
567                 sv_timer += deltarealtime;
568
569                 svs.perf_acc_realtime += deltarealtime;
570
571                 // Look for clients who have spawned
572                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
573                         if(host_client->spawned)
574                                 if(host_client->netconnection)
575                                         break;
576                 if(i == svs.maxclients)
577                 {
578                         // Nobody is looking? Then we won't do timing...
579                         // Instead, reset it to zero
580                         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;
581                 }
582                 else if(svs.perf_acc_realtime > 5)
583                 {
584                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
585                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
586                         if(svs.perf_acc_offset_samples > 0)
587                         {
588                                 svs.perf_offset_max = svs.perf_acc_offset_max;
589                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
590                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
591                         }
592                         if(svs.perf_lost > 0)
593                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
594                         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;
595                 }
596
597                 if (slowmo.value < 0)
598                         Cvar_SetValue("slowmo", 0);
599                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
600                         Cvar_SetValue("host_framerate", 0);
601                 if (cl_maxfps.value < 1)
602                         Cvar_SetValue("cl_maxfps", 1);
603
604                 // keep the random time dependent, but not when playing demos/benchmarking
605                 if(!*sv_random_seed.string && !cls.demoplayback)
606                         rand();
607
608                 cl.islocalgame = NetConn_IsLocalGame();
609
610                 // get new key events
611                 Sys_SendKeyEvents();
612
613                 NetConn_UpdateSockets();
614
615                 Log_DestBuffer_Flush();
616
617                 // receive packets on each main loop iteration, as the main loop may
618                 // be undersleeping due to select() detecting a new packet
619                 if (sv.active)
620                         NetConn_ServerFrame();
621
622                 Curl_Run();
623
624                 // check for commands typed to the host
625                 Host_GetConsoleCommands();
626
627                 // when a server is running we only execute console commands on server frames
628                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
629                 // otherwise we execute them on all frames
630                 if (sv_timer > 0 || !sv.active)
631                 {
632                         // process console commands
633                         Cbuf_Execute();
634                 }
635
636                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
637
638                 // if the accumulators haven't become positive yet, wait a while
639                 if (cls.state == ca_dedicated)
640                         wait = sv_timer * -1000000.0;
641                 else if (!sv.active)
642                         wait = cl_timer * -1000000.0;
643                 else
644                         wait = max(cl_timer, sv_timer) * -1000000.0;
645                 if (wait > 100000)
646                         wait = 100000;
647
648                 if (!cls.timedemo && wait > 0)
649                 {
650                         double time0 = Sys_DoubleTime();
651                         if (sv_checkforpacketsduringsleep.integer)
652                         {
653                                 if (wait >= 1)
654                                         NetConn_SleepMicroseconds((int)wait);
655                         }
656                         else
657                         {
658                                 if (wait >= 1000)
659                                         Sys_Sleep((int)wait / 1000);
660                         }
661                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
662                         continue;
663                 }
664
665         //-------------------
666         //
667         // server operations
668         //
669         //-------------------
670
671                 // limit the frametime steps to no more than 100ms each
672                 if (cl_timer > 0.1)
673                         cl_timer = 0.1;
674                 if (sv_timer > 0.1)
675                 {
676                         svs.perf_acc_lost += (sv_timer - 0.1);
677                         sv_timer = 0.1;
678                 }
679
680                 if (sv.active && sv_timer > 0)
681                 {
682                         // execute one or more server frames, with an upper limit on how much
683                         // execution time to spend on server frames to avoid freezing the game if
684                         // the server is overloaded, this execution time limit means the game will
685                         // slow down if the server is taking too long.
686                         int framecount, framelimit = 1;
687                         double advancetime, aborttime = 0;
688                         float offset;
689
690                         // run the world state
691                         // don't allow simulation to run too fast or too slow or logic glitches can occur
692
693                         // stop running server frames if the wall time reaches this value
694                         if (sys_ticrate.value <= 0)
695                                 advancetime = sv_timer;
696                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
697                         {
698                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
699                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
700                                 framelimit = 10;
701                                 aborttime = realtime + 0.1;
702                         }
703                         else
704                         {
705                                 advancetime = sys_ticrate.value;
706                                 // listen servers can run multiple server frames per client frame
707                                 if (cls.state == ca_connected)
708                                 {
709                                         framelimit = 10;
710                                         aborttime = realtime + 0.1;
711                                 }
712                         }
713                         advancetime = min(advancetime, 0.1);
714
715                         if(advancetime > 0)
716                         {
717                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
718                                 ++svs.perf_acc_offset_samples;
719                                 svs.perf_acc_offset += offset;
720                                 svs.perf_acc_offset_squared += offset * offset;
721                                 if(svs.perf_acc_offset_max < offset)
722                                         svs.perf_acc_offset_max = offset;
723                         }
724
725                         // only advance time if not paused
726                         // the game also pauses in singleplayer when menu or console is used
727                         sv.frametime = advancetime * slowmo.value;
728                         if (host_framerate.value)
729                                 sv.frametime = host_framerate.value;
730                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
731                                 sv.frametime = 0;
732
733                         // setup the VM frame
734                         SV_VM_Begin();
735
736                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
737                         {
738                                 sv_timer -= advancetime;
739
740                                 // move things around and think unless paused
741                                 if (sv.frametime)
742                                         SV_Physics();
743
744                                 // if this server frame took too long, break out of the loop
745                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
746                                         break;
747                         }
748
749                         // send all messages to the clients
750                         SV_SendClientMessages();
751
752                         // end the server VM frame
753                         SV_VM_End();
754
755                         // send an heartbeat if enough time has passed since the last one
756                         NetConn_Heartbeat(0);
757                 }
758
759         //-------------------
760         //
761         // client operations
762         //
763         //-------------------
764
765                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
766                 {
767                         // decide the simulation time
768                         if (cls.capturevideo.active)
769                         {
770                                 if (cls.capturevideo.realtime)
771                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
772                                 else
773                                 {
774                                         clframetime = 1.0 / cls.capturevideo.framerate;
775                                         cl.realframetime = max(cl_timer, clframetime);
776                                 }
777                         }
778                         else if (vid_activewindow)
779                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
780                         else
781                                 clframetime = cl.realframetime = 0.1;
782
783                         // apply slowmo scaling
784                         clframetime *= cl.movevars_timescale;
785                         // scale playback speed of demos by slowmo cvar
786                         if (cls.demoplayback)
787                         {
788                                 clframetime *= slowmo.value;
789                                 // if demo playback is paused, don't advance time at all
790                                 if (cls.demopaused)
791                                         clframetime = 0;
792                         }
793
794                         // host_framerate overrides all else
795                         if (host_framerate.value)
796                                 clframetime = host_framerate.value;
797
798                         if (cls.timedemo)
799                                 clframetime = cl.realframetime = cl_timer;
800
801                         // deduct the frame time from the accumulator
802                         cl_timer -= cl.realframetime;
803
804                         cl.oldtime = cl.time;
805                         cl.time += clframetime;
806
807                         // Collect input into cmd
808                         CL_Input();
809
810                         // check for new packets
811                         NetConn_ClientFrame();
812
813                         // read a new frame from a demo if needed
814                         CL_ReadDemoMessage();
815
816                         // now that packets have been read, send input to server
817                         CL_SendMove();
818
819                         // update client world (interpolate entities, create trails, etc)
820                         CL_UpdateWorld();
821
822                         // update video
823                         if (host_speeds.integer)
824                                 time1 = Sys_DoubleTime();
825
826                         //ui_update();
827
828                         CL_VideoFrame();
829
830                         CL_UpdateScreen();
831
832                         if (host_speeds.integer)
833                                 time2 = Sys_DoubleTime();
834
835                         // update audio
836                         if(cl.csqc_usecsqclistener)
837                         {
838                                 S_Update(&cl.csqc_listenermatrix);
839                                 cl.csqc_usecsqclistener = false;
840                         }
841                         else
842                                 S_Update(&r_view.matrix);
843
844                         CDAudio_Update();
845
846                         if (host_speeds.integer)
847                         {
848                                 pass1 = (int)((time1 - time3)*1000000);
849                                 time3 = Sys_DoubleTime();
850                                 pass2 = (int)((time2 - time1)*1000000);
851                                 pass3 = (int)((time3 - time2)*1000000);
852                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
853                                                         pass1+pass2+pass3, pass1, pass2, pass3);
854                         }
855                 }
856
857                 // if there is some time remaining from this frame, reset the timers
858                 if (cl_timer >= 0)
859                         cl_timer = 0;
860                 if (sv_timer >= 0)
861                 {
862                         svs.perf_acc_lost += sv_timer;
863                         sv_timer = 0;
864                 }
865
866                 host_framecount++;
867         }
868 }
869
870 //============================================================================
871
872 qboolean vid_opened = false;
873 void Host_StartVideo(void)
874 {
875         if (!vid_opened && cls.state != ca_dedicated)
876         {
877                 vid_opened = true;
878                 VID_Start();
879                 CDAudio_Startup();
880         }
881 }
882
883 char engineversion[128];
884
885 qboolean sys_nostdout = false;
886
887 extern void Render_Init(void);
888 extern void Mathlib_Init(void);
889 extern void FS_Init(void);
890 extern void FS_Shutdown(void);
891 extern void PR_Cmd_Init(void);
892 extern void COM_Init_Commands(void);
893 extern void FS_Init_Commands(void);
894 extern qboolean host_stuffcmdsrun;
895
896 /*
897 ====================
898 Host_Init
899 ====================
900 */
901 static void Host_Init (void)
902 {
903         int i;
904         const char* os;
905
906         // LordHavoc: quake never seeded the random number generator before... heh
907         if (COM_CheckParm("-benchmark"))
908                 srand(0); // predictable random sequence for -benchmark
909         else
910                 srand(time(NULL));
911
912         // FIXME: this is evil, but possibly temporary
913 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
914         if (COM_CheckParm("-developer"))
915         {
916                 developer.value = developer.integer = 100;
917                 developer.string = "100";
918         }
919
920         if (COM_CheckParm("-developer2"))
921         {
922                 developer.value = developer.integer = 100;
923                 developer.string = "100";
924                 developer_memory.value = developer_memory.integer = 100;
925                 developer.string = "100";
926                 developer_memorydebug.value = developer_memorydebug.integer = 100;
927                 developer_memorydebug.string = "100";
928         }
929
930 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
931         if (COM_CheckParm("-nostdout"))
932                 sys_nostdout = 1;
933
934         // used by everything
935         Memory_Init();
936
937         // initialize console command/cvar/alias/command execution systems
938         Cmd_Init();
939
940         // initialize memory subsystem cvars/commands
941         Memory_Init_Commands();
942
943         // initialize console and logging and its cvars/commands
944         Con_Init();
945
946         // initialize various cvars that could not be initialized earlier
947         Curl_Init_Commands();
948         Cmd_Init_Commands();
949         Sys_Init_Commands();
950         COM_Init_Commands();
951         FS_Init_Commands();
952
953         // initialize console window (only used by sys_win.c)
954         Sys_InitConsole();
955
956         // detect gamemode from commandline options or executable name
957         COM_InitGameType();
958
959         // construct a version string for the corner of the console
960 #if defined(__linux__)
961         os = "Linux";
962 #elif defined(WIN32)
963         os = "Windows";
964 #elif defined(__FreeBSD__)
965         os = "FreeBSD";
966 #elif defined(__NetBSD__)
967         os = "NetBSD";
968 #elif defined(__OpenBSD__)
969         os = "OpenBSD";
970 #elif defined(MACOSX)
971         os = "Mac OS X";
972 #elif defined(__MORPHOS__)
973         os = "MorphOS";
974 #else
975         os = "Unknown";
976 #endif
977         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
978         Con_Printf("%s\n", engineversion);
979
980         // initialize ixtable
981         Mathlib_Init();
982
983         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
984         FS_Init();
985
986         NetConn_Init();
987         Curl_Init();
988         //PR_Init();
989         //PR_Cmd_Init();
990         PRVM_Init();
991         Mod_Init();
992         World_Init();
993         SV_Init();
994         Host_InitCommands();
995         Host_InitLocal();
996         Host_ServerOptions();
997
998         if (cls.state != ca_dedicated)
999         {
1000                 Con_Printf("Initializing client\n");
1001
1002                 R_Modules_Init();
1003                 Palette_Init();
1004                 MR_Init_Commands();
1005                 VID_Shared_Init();
1006                 VID_Init();
1007                 Render_Init();
1008                 S_Init();
1009                 CDAudio_Init();
1010                 Key_Init();
1011                 V_Init();
1012                 CL_Init();
1013         }
1014
1015         // set up the default startmap_sp and startmap_dm aliases (mods can
1016         // override these) and then execute the quake.rc startup script
1017         if (gamemode == GAME_NEHAHRA)
1018                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1019         else if (gamemode == GAME_TRANSFUSION)
1020                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1021         else if (gamemode == GAME_TEU)
1022                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1023         else
1024                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1025         Cbuf_Execute();
1026
1027         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1028         if (!host_stuffcmdsrun)
1029         {
1030                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1031                 Cbuf_Execute();
1032         }
1033
1034         // put up the loading image so the user doesn't stare at a black screen...
1035         SCR_BeginLoadingPlaque();
1036
1037         // FIXME: put this into some neat design, but the menu should be allowed to crash
1038         // without crashing the whole game, so this should just be a short-time solution
1039
1040         // here comes the not so critical stuff
1041         if (setjmp(host_abortframe)) {
1042                 return;
1043         }
1044
1045         if (cls.state != ca_dedicated)
1046         {
1047                 MR_Init();
1048         }
1049
1050         // check for special benchmark mode
1051 // 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)
1052         i = COM_CheckParm("-benchmark");
1053         if (i && i + 1 < com_argc)
1054         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1055         {
1056                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1057                 Cbuf_Execute();
1058         }
1059
1060         // check for special demo mode
1061 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1062         i = COM_CheckParm("-demo");
1063         if (i && i + 1 < com_argc)
1064         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1065         {
1066                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1067                 Cbuf_Execute();
1068         }
1069
1070 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1071         i = COM_CheckParm("-capturedemo");
1072         if (i && i + 1 < com_argc)
1073         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1074         {
1075                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1076                 Cbuf_Execute();
1077         }
1078
1079         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1080         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1081         {
1082                 Cbuf_AddText("startmap_dm\n");
1083                 Cbuf_Execute();
1084         }
1085
1086         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1087         {
1088                 if (gamemode == GAME_NEXUIZ)
1089                         Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1090                 else
1091                         Cbuf_AddText("togglemenu\n");
1092                 Cbuf_Execute();
1093         }
1094
1095         Con_DPrint("========Initialized=========\n");
1096
1097         //Host_StartVideo();
1098 }
1099
1100
1101 /*
1102 ===============
1103 Host_Shutdown
1104
1105 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1106 to run quit through here before the final handoff to the sys code.
1107 ===============
1108 */
1109 void Host_Shutdown(void)
1110 {
1111         static qboolean isdown = false;
1112
1113         if (isdown)
1114         {
1115                 Con_Print("recursive shutdown\n");
1116                 return;
1117         }
1118         if (setjmp(host_abortframe))
1119         {
1120                 Con_Print("aborted the quitting frame?!?\n");
1121                 return;
1122         }
1123         isdown = true;
1124
1125         // be quiet while shutting down
1126         S_StopAllSounds();
1127
1128         // disconnect client from server if active
1129         CL_Disconnect();
1130
1131         // shut down local server if active
1132         Host_ShutdownServer ();
1133
1134         // Shutdown menu
1135         if(MR_Shutdown)
1136                 MR_Shutdown();
1137
1138         // AK shutdown PRVM
1139         // AK hmm, no PRVM_Shutdown(); yet
1140
1141         CL_Video_Shutdown();
1142
1143         Host_SaveConfig_f();
1144
1145         CDAudio_Shutdown ();
1146         S_Terminate ();
1147         Curl_Shutdown ();
1148         NetConn_Shutdown ();
1149         //PR_Shutdown ();
1150
1151         if (cls.state != ca_dedicated)
1152         {
1153                 R_Modules_Shutdown();
1154                 VID_Shutdown();
1155         }
1156
1157         Cmd_Shutdown();
1158         CL_Shutdown();
1159         Sys_Shutdown();
1160         Log_Close();
1161         FS_Shutdown();
1162         Memory_Shutdown();
1163 }
1164