]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - host.c
added sv_threaded cvar, the server can now be moved to another thread
[xonotic/darkplaces.git] / host.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // host.c -- coordinates spawning and killing of local servers
21
22 #include "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_video.h"
28 #include "progsvm.h"
29 #include "csprogs.h"
30 #include "sv_demo.h"
31 #include "snd_main.h"
32 #include "thread.h"
33
34 /*
35
36 A server can always be started, even if the system started out as a client
37 to a remote system.
38
39 A client can NOT be started if the system started as a dedicated server.
40
41 Memory is cleared / released when a server or client begins, not when they end.
42
43 */
44
45 // how many frames have occurred
46 // (checked by Host_Error and Host_SaveConfig_f)
47 int host_framecount = 0;
48 // LordHavoc: set when quit is executed
49 qboolean host_shuttingdown = false;
50
51 // the real time since application started, without any slowmo or clamping
52 double realtime;
53
54 // current client
55 client_t *host_client;
56
57 jmp_buf host_abortframe;
58 double host_starttime = 0;
59
60 // pretend frames take this amount of time (in seconds), 0 = realtime
61 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
62 cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
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 (&cl_maxphysicsframesperserverframe);
221         Cvar_RegisterVariable (&host_framerate);
222         Cvar_RegisterVariable (&host_speeds);
223         Cvar_RegisterVariable (&host_maxwait);
224         Cvar_RegisterVariable (&cl_minfps);
225         Cvar_RegisterVariable (&cl_minfps_fade);
226         Cvar_RegisterVariable (&cl_minfps_qualitymax);
227         Cvar_RegisterVariable (&cl_minfps_qualitymin);
228         Cvar_RegisterVariable (&cl_minfps_qualitypower);
229         Cvar_RegisterVariable (&cl_minfps_qualityscale);
230         Cvar_RegisterVariable (&cl_maxfps);
231         Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
232         Cvar_RegisterVariable (&cl_maxidlefps);
233
234         Cvar_RegisterVariable (&developer);
235         Cvar_RegisterVariable (&developer_extra);
236         Cvar_RegisterVariable (&developer_insane);
237         Cvar_RegisterVariable (&developer_loadfile);
238         Cvar_RegisterVariable (&developer_loading);
239         Cvar_RegisterVariable (&developer_entityparsing);
240
241         Cvar_RegisterVariable (&timestamps);
242         Cvar_RegisterVariable (&timeformat);
243
244         Cvar_RegisterVariable (&sv_writepicture_quality);
245         Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
246 }
247
248
249 /*
250 ===============
251 Host_SaveConfig_f
252
253 Writes key bindings and archived cvars to config.cfg
254 ===============
255 */
256 void Host_SaveConfig_to(const char *file)
257 {
258         qfile_t *f;
259
260 // dedicated servers initialize the host but don't parse and set the
261 // config.cfg cvars
262         // LordHavoc: don't save a config if it crashed in startup
263         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
264         {
265                 f = FS_OpenRealFile(file, "wb", false);
266                 if (!f)
267                 {
268                         Con_Printf("Couldn't write %s.\n", file);
269                         return;
270                 }
271
272                 Key_WriteBindings (f);
273                 Cvar_WriteVariables (f);
274
275                 FS_Close (f);
276         }
277 }
278 void Host_SaveConfig(void)
279 {
280         Host_SaveConfig_to(CONFIGFILENAME);
281 }
282 void Host_SaveConfig_f(void)
283 {
284         const char *file = CONFIGFILENAME;
285
286         if(Cmd_Argc() >= 2) {
287                 file = Cmd_Argv(1);
288                 Con_Printf("Saving to %s\n", file);
289         }
290
291         Host_SaveConfig_to(file);
292 }
293
294 void Host_AddConfigText(void)
295 {
296         // set up the default startmap_sp and startmap_dm aliases (mods can
297         // override these) and then execute the quake.rc startup script
298         if (gamemode == GAME_NEHAHRA)
299                 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
300         else if (gamemode == GAME_TRANSFUSION)
301                 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
302         else if (gamemode == GAME_TEU)
303                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
304         else
305                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
306 }
307
308 /*
309 ===============
310 Host_LoadConfig_f
311
312 Resets key bindings and cvars to defaults and then reloads scripts
313 ===============
314 */
315 void Host_LoadConfig_f(void)
316 {
317         // reset all cvars, commands and aliases to init values
318         Cmd_RestoreInitState();
319         // prepend a menu restart command to execute after the config
320         Cbuf_InsertText("\nmenu_restart\n");
321         // reset cvars to their defaults, and then exec startup scripts again
322         Host_AddConfigText();
323 }
324
325 /*
326 =================
327 SV_ClientPrint
328
329 Sends text across to be displayed
330 FIXME: make this just a stuffed echo?
331 =================
332 */
333 void SV_ClientPrint(const char *msg)
334 {
335         if (host_client->netconnection)
336         {
337                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
338                 MSG_WriteString(&host_client->netconnection->message, msg);
339         }
340 }
341
342 /*
343 =================
344 SV_ClientPrintf
345
346 Sends text across to be displayed
347 FIXME: make this just a stuffed echo?
348 =================
349 */
350 void SV_ClientPrintf(const char *fmt, ...)
351 {
352         va_list argptr;
353         char msg[MAX_INPUTLINE];
354
355         va_start(argptr,fmt);
356         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
357         va_end(argptr);
358
359         SV_ClientPrint(msg);
360 }
361
362 /*
363 =================
364 SV_BroadcastPrint
365
366 Sends text to all active clients
367 =================
368 */
369 void SV_BroadcastPrint(const char *msg)
370 {
371         int i;
372         client_t *client;
373
374         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
375         {
376                 if (client->active && client->netconnection)
377                 {
378                         MSG_WriteByte(&client->netconnection->message, svc_print);
379                         MSG_WriteString(&client->netconnection->message, msg);
380                 }
381         }
382
383         if (sv_echobprint.integer && cls.state == ca_dedicated)
384                 Con_Print(msg);
385 }
386
387 /*
388 =================
389 SV_BroadcastPrintf
390
391 Sends text to all active clients
392 =================
393 */
394 void SV_BroadcastPrintf(const char *fmt, ...)
395 {
396         va_list argptr;
397         char msg[MAX_INPUTLINE];
398
399         va_start(argptr,fmt);
400         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
401         va_end(argptr);
402
403         SV_BroadcastPrint(msg);
404 }
405
406 /*
407 =================
408 Host_ClientCommands
409
410 Send text over to the client to be executed
411 =================
412 */
413 void Host_ClientCommands(const char *fmt, ...)
414 {
415         va_list argptr;
416         char string[MAX_INPUTLINE];
417
418         if (!host_client->netconnection)
419                 return;
420
421         va_start(argptr,fmt);
422         dpvsnprintf(string, sizeof(string), fmt, argptr);
423         va_end(argptr);
424
425         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
426         MSG_WriteString(&host_client->netconnection->message, string);
427 }
428
429 /*
430 =====================
431 SV_DropClient
432
433 Called when the player is getting totally kicked off the host
434 if (crash = true), don't bother sending signofs
435 =====================
436 */
437 void SV_DropClient(qboolean crash)
438 {
439         int i;
440         Con_Printf("Client \"%s\" dropped\n", host_client->name);
441
442         SV_StopDemoRecording(host_client);
443
444         // make sure edict is not corrupt (from a level change for example)
445         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
446
447         if (host_client->netconnection)
448         {
449                 // tell the client to be gone
450                 if (!crash)
451                 {
452                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
453                         unsigned char bufdata[8];
454                         sizebuf_t buf;
455                         memset(&buf, 0, sizeof(buf));
456                         buf.data = bufdata;
457                         buf.maxsize = sizeof(bufdata);
458                         MSG_WriteByte(&buf, svc_disconnect);
459                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
460                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
461                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
462                 }
463         }
464
465         // call qc ClientDisconnect function
466         // LordHavoc: don't call QC if server is dead (avoids recursive
467         // Host_Error in some mods when they run out of edicts)
468         if (host_client->clientconnectcalled && sv.active && host_client->edict)
469         {
470                 // call the prog function for removing a client
471                 // this will set the body to a dead frame, among other things
472                 int saveSelf = PRVM_serverglobaledict(self);
473                 host_client->clientconnectcalled = false;
474                 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
475                 PRVM_ExecuteProgram(PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
476                 PRVM_serverglobaledict(self) = saveSelf;
477         }
478
479         if (host_client->netconnection)
480         {
481                 // break the net connection
482                 NetConn_Close(host_client->netconnection);
483                 host_client->netconnection = NULL;
484         }
485
486         // if a download is active, close it
487         if (host_client->download_file)
488         {
489                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
490                 FS_Close(host_client->download_file);
491                 host_client->download_file = NULL;
492                 host_client->download_name[0] = 0;
493                 host_client->download_expectedposition = 0;
494                 host_client->download_started = false;
495         }
496
497         // remove leaving player from scoreboard
498         host_client->name[0] = 0;
499         host_client->colors = 0;
500         host_client->frags = 0;
501         // send notification to all clients
502         // get number of client manually just to make sure we get it right...
503         i = host_client - svs.clients;
504         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
505         MSG_WriteByte (&sv.reliable_datagram, i);
506         MSG_WriteString (&sv.reliable_datagram, host_client->name);
507         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
508         MSG_WriteByte (&sv.reliable_datagram, i);
509         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
510         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
511         MSG_WriteByte (&sv.reliable_datagram, i);
512         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
513
514         // free the client now
515         if (host_client->entitydatabase)
516                 EntityFrame_FreeDatabase(host_client->entitydatabase);
517         if (host_client->entitydatabase4)
518                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
519         if (host_client->entitydatabase5)
520                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
521
522         if (sv.active)
523         {
524                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
525                 PRVM_ED_ClearEdict(host_client->edict);
526         }
527
528         // clear the client struct (this sets active to false)
529         memset(host_client, 0, sizeof(*host_client));
530
531         // update server listing on the master because player count changed
532         // (which the master uses for filtering empty/full servers)
533         NetConn_Heartbeat(1);
534
535         if (sv.loadgame)
536         {
537                 for (i = 0;i < svs.maxclients;i++)
538                         if (svs.clients[i].active && !svs.clients[i].spawned)
539                                 break;
540                 if (i == svs.maxclients)
541                 {
542                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
543                         sv.paused = sv.loadgame = false; // we're basically done with loading now
544                 }
545         }
546 }
547
548 /*
549 ==================
550 Host_ShutdownServer
551
552 This only happens at the end of a game, not between levels
553 ==================
554 */
555 void Host_ShutdownServer(void)
556 {
557         int i;
558
559         Con_DPrintf("Host_ShutdownServer\n");
560
561         if (!sv.active)
562                 return;
563
564         NetConn_Heartbeat(2);
565         NetConn_Heartbeat(2);
566
567 // make sure all the clients know we're disconnecting
568         SV_VM_Begin();
569         World_End(&sv.world);
570         if(prog->loaded)
571                 if(PRVM_serverfunction(SV_Shutdown))
572                 {
573                         func_t s = PRVM_serverfunction(SV_Shutdown);
574                         PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
575                         PRVM_ExecuteProgram(s,"SV_Shutdown() required");
576                 }
577         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
578                 if (host_client->active)
579                         SV_DropClient(false); // server shutdown
580         SV_VM_End();
581
582         NetConn_CloseServerPorts();
583
584         sv.active = false;
585 //
586 // clear structures
587 //
588         memset(&sv, 0, sizeof(sv));
589         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
590 }
591
592
593 //============================================================================
594
595 /*
596 ===================
597 Host_GetConsoleCommands
598
599 Add them exactly as if they had been typed at the console
600 ===================
601 */
602 void Host_GetConsoleCommands (void)
603 {
604         char *cmd;
605
606         while (1)
607         {
608                 cmd = Sys_ConsoleInput ();
609                 if (!cmd)
610                         break;
611                 Cbuf_AddText (cmd);
612         }
613 }
614
615 /*
616 ==================
617 Host_TimeReport
618
619 Returns a time report string, for example for
620 ==================
621 */
622 const char *Host_TimingReport(void)
623 {
624         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);
625 }
626
627 void Host_Mingled(void)
628 {
629         double time1 = 0;
630         double time2 = 0;
631         double time3 = 0;
632         double cl_timer = 0, sv_timer = 0;
633         double clframetime, deltarealtime, oldrealtime;
634         double wait;
635         int pass1, pass2, pass3, i;
636
637         for (;;)
638         {
639                 if (setjmp(host_abortframe))
640                 {
641                         SCR_ClearLoadingScreen(false);
642                         continue;                       // something bad happened, or the server disconnected
643                 }
644
645                 oldrealtime = realtime;
646                 realtime = Sys_DoubleTime();
647
648                 deltarealtime = realtime - oldrealtime;
649                 cl_timer += deltarealtime;
650                 sv_timer += deltarealtime;
651
652                 svs.perf_acc_realtime += deltarealtime;
653
654                 // Look for clients who have spawned
655                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
656                         if(host_client->spawned)
657                                 if(host_client->netconnection)
658                                         break;
659                 if(i == svs.maxclients)
660                 {
661                         // Nobody is looking? Then we won't do timing...
662                         // Instead, reset it to zero
663                         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;
664                 }
665                 else if(svs.perf_acc_realtime > 5)
666                 {
667                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
668                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
669                         if(svs.perf_acc_offset_samples > 0)
670                         {
671                                 svs.perf_offset_max = svs.perf_acc_offset_max;
672                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
673                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
674                         }
675                         if(svs.perf_lost > 0 && developer_extra.integer)
676                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
677                         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;
678                 }
679
680                 if (slowmo.value < 0.00001 && slowmo.value != 0)
681                         Cvar_SetValue("slowmo", 0);
682                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
683                         Cvar_SetValue("host_framerate", 0);
684
685                 // keep the random time dependent, but not when playing demos/benchmarking
686                 if(!*sv_random_seed.string && !cls.demoplayback)
687                         rand();
688
689                 cl.islocalgame = NetConn_IsLocalGame();
690
691                 // get new key events
692                 Key_EventQueue_Unblock();
693                 SndSys_SendKeyEvents();
694                 Sys_SendKeyEvents();
695
696                 NetConn_UpdateSockets();
697
698                 Log_DestBuffer_Flush();
699
700                 // receive packets on each main loop iteration, as the main loop may
701                 // be undersleeping due to select() detecting a new packet
702                 if (sv.active)
703                         NetConn_ServerFrame();
704
705                 Curl_Run();
706
707                 // check for commands typed to the host
708                 Host_GetConsoleCommands();
709
710                 // when a server is running we only execute console commands on server frames
711                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
712                 // otherwise we execute them on client frames
713                 if (sv.active ? sv_timer > 0 : cl_timer > 0)
714                 {
715                         // process console commands
716 //                      R_TimeReport("preconsole");
717                         CL_VM_PreventInformationLeaks();
718                         Cbuf_Execute();
719 //                      R_TimeReport("console");
720                 }
721
722                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
723
724                 // if the accumulators haven't become positive yet, wait a while
725                 if (cls.state == ca_dedicated)
726                         wait = sv_timer * -1000000.0;
727                 else if (!sv.active)
728                         wait = cl_timer * -1000000.0;
729                 else
730                         wait = max(cl_timer, sv_timer) * -1000000.0;
731
732                 if (!cls.timedemo && wait >= 1)
733                 {
734                         double time0;
735
736                         if(host_maxwait.value <= 0)
737                                 wait = min(wait, 1000000.0);
738                         else
739                                 wait = min(wait, host_maxwait.value * 1000.0);
740                         if(wait < 1)
741                                 wait = 1; // because we cast to int
742
743                         time0 = Sys_DoubleTime();
744                         if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
745                                 NetConn_SleepMicroseconds((int)wait);
746                         else
747                                 Sys_Sleep((int)wait);
748                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
749 //                      R_TimeReport("sleep");
750                         continue;
751                 }
752
753                 // limit the frametime steps to no more than 100ms each
754                 if (cl_timer > 0.1)
755                         cl_timer = 0.1;
756
757                 R_TimeReport("---");
758
759         //-------------------
760         //
761         // server operations
762         //
763         //-------------------
764
765                 // limit the frametime steps to no more than 100ms each
766                 if (sv_timer > 0.1)
767                 {
768                         svs.perf_acc_lost += (sv_timer - 0.1);
769                         sv_timer = 0.1;
770                 }
771
772                 if (sv.active && sv_timer > 0)
773                 {
774                         // execute one or more server frames, with an upper limit on how much
775                         // execution time to spend on server frames to avoid freezing the game if
776                         // the server is overloaded, this execution time limit means the game will
777                         // slow down if the server is taking too long.
778                         int framecount, framelimit = 1;
779                         double advancetime, aborttime = 0;
780                         float offset;
781
782                         if (cls.state == ca_dedicated)
783                                 Collision_Cache_NewFrame();
784
785                         // run the world state
786                         // don't allow simulation to run too fast or too slow or logic glitches can occur
787
788                         // stop running server frames if the wall time reaches this value
789                         if (sys_ticrate.value <= 0)
790                                 advancetime = sv_timer;
791                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
792                         {
793                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
794                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
795                                 framelimit = cl_maxphysicsframesperserverframe.integer;
796                                 aborttime = realtime + 0.1;
797                         }
798                         else
799                         {
800                                 advancetime = sys_ticrate.value;
801                                 // listen servers can run multiple server frames per client frame
802                                 if (cls.state == ca_connected)
803                                 {
804                                         framelimit = cl_maxphysicsframesperserverframe.integer;
805                                         aborttime = realtime + 0.1;
806                                 }
807                         }
808                         if(slowmo.value > 0 && slowmo.value < 1)
809                                 advancetime = min(advancetime, 0.1 / slowmo.value);
810                         else
811                                 advancetime = min(advancetime, 0.1);
812
813                         if(advancetime > 0)
814                         {
815                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
816                                 ++svs.perf_acc_offset_samples;
817                                 svs.perf_acc_offset += offset;
818                                 svs.perf_acc_offset_squared += offset * offset;
819                                 if(svs.perf_acc_offset_max < offset)
820                                         svs.perf_acc_offset_max = offset;
821                         }
822
823                         // only advance time if not paused
824                         // the game also pauses in singleplayer when menu or console is used
825                         sv.frametime = advancetime * slowmo.value;
826                         if (host_framerate.value)
827                                 sv.frametime = host_framerate.value;
828                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
829                                 sv.frametime = 0;
830
831                         // setup the VM frame
832                         SV_VM_Begin();
833
834                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
835                         {
836                                 sv_timer -= advancetime;
837
838                                 // move things around and think unless paused
839                                 if (sv.frametime)
840                                         SV_Physics();
841
842                                 // if this server frame took too long, break out of the loop
843                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
844                                         break;
845                         }
846                         R_TimeReport("serverphysics");
847
848                         // send all messages to the clients
849                         SV_SendClientMessages();
850                         
851                         if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
852                                 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
853                                 PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
854                         }
855
856                         // end the server VM frame
857                         SV_VM_End();
858
859                         // send an heartbeat if enough time has passed since the last one
860                         NetConn_Heartbeat(0);
861                         R_TimeReport("servernetwork");
862                 }
863                 else
864                 {
865                         // don't let r_speeds display jump around
866                         R_TimeReport("serverphysics");
867                         R_TimeReport("servernetwork");
868                 }
869
870         //-------------------
871         //
872         // client operations
873         //
874         //-------------------
875
876                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
877                 {
878                         R_TimeReport("---");
879                         Collision_Cache_NewFrame();
880                         R_TimeReport("collisioncache");
881                         // decide the simulation time
882                         if (cls.capturevideo.active)
883                         {
884                                 //***
885                                 if (cls.capturevideo.realtime)
886                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
887                                 else
888                                 {
889                                         clframetime = 1.0 / cls.capturevideo.framerate;
890                                         cl.realframetime = max(cl_timer, clframetime);
891                                 }
892                         }
893                         else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
894                         {
895                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
896                                 // when running slow, we need to sleep to keep input responsive
897                                 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
898                                 if (wait > 0)
899                                         Sys_Sleep((int)wait);
900                         }
901                         else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
902                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
903                         else
904                                 clframetime = cl.realframetime = cl_timer;
905
906                         // apply slowmo scaling
907                         clframetime *= cl.movevars_timescale;
908                         // scale playback speed of demos by slowmo cvar
909                         if (cls.demoplayback)
910                         {
911                                 clframetime *= slowmo.value;
912                                 // if demo playback is paused, don't advance time at all
913                                 if (cls.demopaused)
914                                         clframetime = 0;
915                         }
916
917                         // host_framerate overrides all else
918                         if (host_framerate.value)
919                                 clframetime = host_framerate.value;
920
921                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
922                                 clframetime = 0;
923
924                         if (cls.timedemo)
925                                 clframetime = cl.realframetime = cl_timer;
926
927                         // deduct the frame time from the accumulator
928                         cl_timer -= cl.realframetime;
929
930                         cl.oldtime = cl.time;
931                         cl.time += clframetime;
932
933                         // update video
934                         if (host_speeds.integer)
935                                 time1 = Sys_DoubleTime();
936                         R_TimeReport("pre-input");
937
938                         // Collect input into cmd
939                         CL_Input();
940
941                         R_TimeReport("input");
942
943                         // check for new packets
944                         NetConn_ClientFrame();
945
946                         // read a new frame from a demo if needed
947                         CL_ReadDemoMessage();
948                         R_TimeReport("clientnetwork");
949
950                         // now that packets have been read, send input to server
951                         CL_SendMove();
952                         R_TimeReport("sendmove");
953
954                         // update client world (interpolate entities, create trails, etc)
955                         CL_UpdateWorld();
956                         R_TimeReport("lerpworld");
957
958                         CL_Video_Frame();
959
960                         R_TimeReport("client");
961
962                         CL_UpdateScreen();
963                         R_TimeReport("render");
964
965                         if (host_speeds.integer)
966                                 time2 = Sys_DoubleTime();
967
968                         // update audio
969                         if(cl.csqc_usecsqclistener)
970                         {
971                                 S_Update(&cl.csqc_listenermatrix);
972                                 cl.csqc_usecsqclistener = false;
973                         }
974                         else
975                                 S_Update(&r_refdef.view.matrix);
976
977                         CDAudio_Update();
978                         R_TimeReport("audio");
979
980                         // reset gathering of mouse input
981                         in_mouse_x = in_mouse_y = 0;
982
983                         if (host_speeds.integer)
984                         {
985                                 pass1 = (int)((time1 - time3)*1000000);
986                                 time3 = Sys_DoubleTime();
987                                 pass2 = (int)((time2 - time1)*1000000);
988                                 pass3 = (int)((time3 - time2)*1000000);
989                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
990                                                         pass1+pass2+pass3, pass1, pass2, pass3);
991                         }
992                 }
993
994 #if MEMPARANOIA
995                 Mem_CheckSentinelsGlobal();
996 #else
997                 if (developer_memorydebug.integer)
998                         Mem_CheckSentinelsGlobal();
999 #endif
1000
1001                 // if there is some time remaining from this frame, reset the timers
1002                 if (cl_timer >= 0)
1003                         cl_timer = 0;
1004                 if (sv_timer >= 0)
1005                 {
1006                         svs.perf_acc_lost += sv_timer;
1007                         sv_timer = 0;
1008                 }
1009
1010                 host_framecount++;
1011         }
1012 }
1013
1014 void Host_Threaded(void)
1015 {
1016         double time1 = 0;
1017         double time2 = 0;
1018         double time3 = 0;
1019         double cl_timer = 0;
1020         double clframetime, deltarealtime, oldrealtime;
1021         double wait;
1022         int pass1, pass2, pass3;
1023
1024         for (;;)
1025         {
1026                 if (setjmp(host_abortframe))
1027                 {
1028                         SCR_ClearLoadingScreen(false);
1029                         continue;                       // something bad happened, or the server disconnected
1030                 }
1031
1032                 oldrealtime = realtime;
1033                 realtime = Sys_DoubleTime();
1034
1035                 deltarealtime = realtime - oldrealtime;
1036                 cl_timer += deltarealtime;
1037
1038                 if (slowmo.value < 0.00001 && slowmo.value != 0)
1039                         Cvar_SetValue("slowmo", 0);
1040                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
1041                         Cvar_SetValue("host_framerate", 0);
1042
1043                 // keep the random time dependent, but not when playing demos/benchmarking
1044                 if(!*sv_random_seed.string && !cls.demoplayback)
1045                         rand();
1046
1047                 cl.islocalgame = NetConn_IsLocalGame();
1048
1049                 // get new key events
1050                 Key_EventQueue_Unblock();
1051                 SndSys_SendKeyEvents();
1052                 Sys_SendKeyEvents();
1053
1054                 NetConn_UpdateSockets();
1055
1056                 Log_DestBuffer_Flush();
1057
1058                 Curl_Run();
1059
1060                 // check for commands typed to the host
1061                 Host_GetConsoleCommands();
1062
1063                 // process console commands
1064 //              R_TimeReport("preconsole");
1065                 CL_VM_PreventInformationLeaks();
1066                 Cbuf_Execute();
1067 //              R_TimeReport("console");
1068
1069                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
1070
1071                 // if the accumulators haven't become positive yet, wait a while
1072                 wait = cl_timer * -1000000.0;
1073
1074                 if (!cls.timedemo && wait >= 1)
1075                 {
1076                         double time0;
1077
1078                         if(host_maxwait.value <= 0)
1079                                 wait = min(wait, 1000000.0);
1080                         else
1081                                 wait = min(wait, host_maxwait.value * 1000.0);
1082                         if(wait < 1)
1083                                 wait = 1; // because we cast to int
1084
1085                         time0 = Sys_DoubleTime();
1086                         Sys_Sleep((int)wait);
1087 //                      R_TimeReport("sleep");
1088                         continue;
1089                 }
1090
1091                 // limit the frametime steps to no more than 100ms each
1092                 if (cl_timer > 0.1)
1093                         cl_timer = 0.1;
1094
1095                 R_TimeReport("---");
1096
1097                 if (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1))
1098                 {
1099                         R_TimeReport("---");
1100                         Collision_Cache_NewFrame();
1101                         R_TimeReport("collisioncache");
1102                         // decide the simulation time
1103                         if (cls.capturevideo.active)
1104                         {
1105                                 //***
1106                                 if (cls.capturevideo.realtime)
1107                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
1108                                 else
1109                                 {
1110                                         clframetime = 1.0 / cls.capturevideo.framerate;
1111                                         cl.realframetime = max(cl_timer, clframetime);
1112                                 }
1113                         }
1114                         else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
1115                         {
1116                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
1117                                 // when running slow, we need to sleep to keep input responsive
1118                                 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
1119                                 if (wait > 0)
1120                                         Sys_Sleep((int)wait);
1121                         }
1122                         else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
1123                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
1124                         else
1125                                 clframetime = cl.realframetime = cl_timer;
1126
1127                         // apply slowmo scaling
1128                         clframetime *= cl.movevars_timescale;
1129                         // scale playback speed of demos by slowmo cvar
1130                         if (cls.demoplayback)
1131                         {
1132                                 clframetime *= slowmo.value;
1133                                 // if demo playback is paused, don't advance time at all
1134                                 if (cls.demopaused)
1135                                         clframetime = 0;
1136                         }
1137
1138                         // host_framerate overrides all else
1139                         if (host_framerate.value)
1140                                 clframetime = host_framerate.value;
1141
1142                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
1143                                 clframetime = 0;
1144
1145                         if (cls.timedemo)
1146                                 clframetime = cl.realframetime = cl_timer;
1147
1148                         // deduct the frame time from the accumulator
1149                         cl_timer -= cl.realframetime;
1150
1151                         cl.oldtime = cl.time;
1152                         cl.time += clframetime;
1153
1154                         // update video
1155                         if (host_speeds.integer)
1156                                 time1 = Sys_DoubleTime();
1157                         R_TimeReport("pre-input");
1158
1159                         // Collect input into cmd
1160                         CL_Input();
1161
1162                         R_TimeReport("input");
1163
1164                         // check for new packets
1165                         NetConn_ClientFrame();
1166
1167                         // read a new frame from a demo if needed
1168                         CL_ReadDemoMessage();
1169                         R_TimeReport("clientnetwork");
1170
1171                         // now that packets have been read, send input to server
1172                         CL_SendMove();
1173                         R_TimeReport("sendmove");
1174
1175                         // update client world (interpolate entities, create trails, etc)
1176                         CL_UpdateWorld();
1177                         R_TimeReport("lerpworld");
1178
1179                         CL_Video_Frame();
1180
1181                         R_TimeReport("client");
1182
1183                         CL_UpdateScreen();
1184                         R_TimeReport("render");
1185
1186                         if (host_speeds.integer)
1187                                 time2 = Sys_DoubleTime();
1188
1189                         // update audio
1190                         if(cl.csqc_usecsqclistener)
1191                         {
1192                                 S_Update(&cl.csqc_listenermatrix);
1193                                 cl.csqc_usecsqclistener = false;
1194                         }
1195                         else
1196                                 S_Update(&r_refdef.view.matrix);
1197
1198                         CDAudio_Update();
1199                         R_TimeReport("audio");
1200
1201                         // reset gathering of mouse input
1202                         in_mouse_x = in_mouse_y = 0;
1203
1204                         if (host_speeds.integer)
1205                         {
1206                                 pass1 = (int)((time1 - time3)*1000000);
1207                                 time3 = Sys_DoubleTime();
1208                                 pass2 = (int)((time2 - time1)*1000000);
1209                                 pass3 = (int)((time3 - time2)*1000000);
1210                                 Con_Printf("%6ius total %6ius other %6ius gfx %6ius snd\n",
1211                                                         pass1+pass2+pass3, pass1, pass2, pass3);
1212                         }
1213                 }
1214
1215 #if MEMPARANOIA
1216                 Mem_CheckSentinelsGlobal();
1217 #else
1218                 if (developer_memorydebug.integer)
1219                         Mem_CheckSentinelsGlobal();
1220 #endif
1221
1222                 // if there is some time remaining from this frame, reset the timers
1223                 if (cl_timer >= 0)
1224                         cl_timer = 0;
1225
1226                 host_framecount++;
1227         }
1228 }
1229
1230 /*
1231 ==================
1232 Host_Frame
1233
1234 Runs all active servers
1235 ==================
1236 */
1237 static void Host_Init(void);
1238 void Host_Main(void)
1239 {
1240         Host_Init();
1241
1242         realtime = host_starttime = Sys_DoubleTime();
1243
1244         if (svs.threaded)
1245                 Host_Threaded();
1246         else
1247                 Host_Mingled();
1248 }
1249
1250 //============================================================================
1251
1252 qboolean vid_opened = false;
1253 void Host_StartVideo(void)
1254 {
1255         if (!vid_opened && cls.state != ca_dedicated)
1256         {
1257                 vid_opened = true;
1258                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1259                 NetConn_UpdateSockets();
1260                 VID_Start();
1261                 CDAudio_Startup();
1262         }
1263 }
1264
1265 char engineversion[128];
1266
1267 qboolean sys_nostdout = false;
1268
1269 extern void u8_Init(void);
1270 extern void Render_Init(void);
1271 extern void Mathlib_Init(void);
1272 extern void FS_Init_SelfPack(void);
1273 extern void FS_Init(void);
1274 extern void FS_Shutdown(void);
1275 extern void PR_Cmd_Init(void);
1276 extern void COM_Init_Commands(void);
1277 extern void FS_Init_Commands(void);
1278 extern qboolean host_stuffcmdsrun;
1279
1280 /*
1281 ====================
1282 Host_Init
1283 ====================
1284 */
1285 static void Host_Init (void)
1286 {
1287         int i;
1288         const char* os;
1289
1290         if (COM_CheckParm("-profilegameonly"))
1291                 Sys_AllowProfiling(false);
1292
1293         // LordHavoc: quake never seeded the random number generator before... heh
1294         if (COM_CheckParm("-benchmark"))
1295                 srand(0); // predictable random sequence for -benchmark
1296         else
1297                 srand((unsigned int)time(NULL));
1298
1299         // FIXME: this is evil, but possibly temporary
1300         // LordHavoc: doesn't seem very temporary...
1301         // LordHavoc: made this a saved cvar
1302 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1303         if (COM_CheckParm("-developer"))
1304         {
1305                 developer.value = developer.integer = 1;
1306                 developer.string = "1";
1307         }
1308
1309         if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1310         {
1311                 developer.value = developer.integer = 1;
1312                 developer.string = "1";
1313                 developer_extra.value = developer_extra.integer = 1;
1314                 developer_extra.string = "1";
1315                 developer_insane.value = developer_insane.integer = 1;
1316                 developer_insane.string = "1";
1317                 developer_memory.value = developer_memory.integer = 1;
1318                 developer_memory.string = "1";
1319                 developer_memorydebug.value = developer_memorydebug.integer = 1;
1320                 developer_memorydebug.string = "1";
1321         }
1322
1323         if (COM_CheckParm("-developer3"))
1324         {
1325                 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1326                 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1327         }
1328
1329 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1330         if (COM_CheckParm("-nostdout"))
1331                 sys_nostdout = 1;
1332
1333         // used by everything
1334         Memory_Init();
1335
1336         // initialize console command/cvar/alias/command execution systems
1337         Cmd_Init();
1338
1339         // initialize memory subsystem cvars/commands
1340         Memory_Init_Commands();
1341
1342         // initialize console and logging and its cvars/commands
1343         Con_Init();
1344
1345         // initialize various cvars that could not be initialized earlier
1346         u8_Init();
1347         Curl_Init_Commands();
1348         Cmd_Init_Commands();
1349         Sys_Init_Commands();
1350         COM_Init_Commands();
1351         FS_Init_Commands();
1352
1353         // initialize console window (only used by sys_win.c)
1354         Sys_InitConsole();
1355
1356         // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1357         FS_Init_SelfPack();
1358
1359         // detect gamemode from commandline options or executable name
1360         COM_InitGameType();
1361
1362         // construct a version string for the corner of the console
1363         os = DP_OS_NAME;
1364         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1365         Con_Printf("%s\n", engineversion);
1366
1367         // initialize ixtable
1368         Mathlib_Init();
1369
1370         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1371         FS_Init();
1372
1373         // must be after FS_Init
1374         Crypto_Init();
1375         Crypto_Init_Commands();
1376
1377         NetConn_Init();
1378         Curl_Init();
1379         //PR_Init();
1380         //PR_Cmd_Init();
1381         PRVM_Init();
1382         Mod_Init();
1383         World_Init();
1384         SV_Init();
1385         V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1386         Host_InitCommands();
1387         Host_InitLocal();
1388         Host_ServerOptions();
1389
1390         Thread_Init();
1391
1392         if (cls.state == ca_dedicated)
1393                 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1394         else
1395         {
1396                 Con_DPrintf("Initializing client\n");
1397
1398                 R_Modules_Init();
1399                 Palette_Init();
1400                 MR_Init_Commands();
1401                 VID_Shared_Init();
1402                 VID_Init();
1403                 Render_Init();
1404                 S_Init();
1405                 CDAudio_Init();
1406                 Key_Init();
1407                 CL_Init();
1408         }
1409
1410         // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1411         // NOTE: menu commands are freed by Cmd_RestoreInitState
1412         Cmd_SaveInitState();
1413
1414         // FIXME: put this into some neat design, but the menu should be allowed to crash
1415         // without crashing the whole game, so this should just be a short-time solution
1416
1417         // here comes the not so critical stuff
1418         if (setjmp(host_abortframe)) {
1419                 return;
1420         }
1421
1422         Host_AddConfigText();
1423         Cbuf_Execute();
1424
1425         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1426         if (!host_stuffcmdsrun)
1427         {
1428                 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1429                 Cbuf_Execute();
1430         }
1431
1432         // put up the loading image so the user doesn't stare at a black screen...
1433         SCR_BeginLoadingPlaque();
1434
1435         if (cls.state != ca_dedicated)
1436         {
1437                 MR_Init();
1438         }
1439
1440         // check for special benchmark mode
1441 // 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)
1442         i = COM_CheckParm("-benchmark");
1443         if (i && i + 1 < com_argc)
1444         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1445         {
1446                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1447                 Cbuf_Execute();
1448         }
1449
1450         // check for special demo mode
1451 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1452         i = COM_CheckParm("-demo");
1453         if (i && i + 1 < com_argc)
1454         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1455         {
1456                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1457                 Cbuf_Execute();
1458         }
1459
1460 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1461         i = COM_CheckParm("-capturedemo");
1462         if (i && i + 1 < com_argc)
1463         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1464         {
1465                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1466                 Cbuf_Execute();
1467         }
1468
1469         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1470         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1471         {
1472                 Cbuf_AddText("startmap_dm\n");
1473                 Cbuf_Execute();
1474         }
1475
1476         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1477         {
1478                 Cbuf_AddText("togglemenu\n");
1479                 Cbuf_Execute();
1480         }
1481
1482         Con_DPrint("========Initialized=========\n");
1483
1484         //Host_StartVideo();
1485
1486         if (cls.state != ca_dedicated)
1487                 SV_StartThread();
1488 }
1489
1490
1491 /*
1492 ===============
1493 Host_Shutdown
1494
1495 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1496 to run quit through here before the final handoff to the sys code.
1497 ===============
1498 */
1499 void Host_Shutdown(void)
1500 {
1501         static qboolean isdown = false;
1502
1503         if (isdown)
1504         {
1505                 Con_Print("recursive shutdown\n");
1506                 return;
1507         }
1508         if (setjmp(host_abortframe))
1509         {
1510                 Con_Print("aborted the quitting frame?!?\n");
1511                 return;
1512         }
1513         isdown = true;
1514
1515         // be quiet while shutting down
1516         S_StopAllSounds();
1517
1518         // disconnect client from server if active
1519         CL_Disconnect();
1520
1521         // shut down local server if active
1522         Host_ShutdownServer ();
1523
1524         // Shutdown menu
1525         if(MR_Shutdown)
1526                 MR_Shutdown();
1527
1528         // AK shutdown PRVM
1529         // AK hmm, no PRVM_Shutdown(); yet
1530
1531         CL_Video_Shutdown();
1532
1533         Host_SaveConfig();
1534
1535         CDAudio_Shutdown ();
1536         S_Terminate ();
1537         Curl_Shutdown ();
1538         NetConn_Shutdown ();
1539         //PR_Shutdown ();
1540
1541         if (cls.state != ca_dedicated)
1542         {
1543                 R_Modules_Shutdown();
1544                 VID_Shutdown();
1545         }
1546
1547         SV_StopThread();
1548         Thread_Shutdown();
1549         Cmd_Shutdown();
1550         Key_Shutdown();
1551         CL_Shutdown();
1552         Sys_Shutdown();
1553         Log_Close();
1554         Crypto_Shutdown();
1555         FS_Shutdown();
1556         Con_Shutdown();
1557         Memory_Shutdown();
1558 }
1559