2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // host.c -- coordinates spawning and killing of local servers
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 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"};
63 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
64 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
65 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
66 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"};
67 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
68 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)"};
69 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"};
71 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
72 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)"};
73 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
74 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
76 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
77 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
81 Host_AbortCurrentFrame
83 aborts the current host frame and goes on with the next one
86 void Host_AbortCurrentFrame(void)
88 longjmp (host_abortframe, 1);
95 This shuts down both the client and server
98 void Host_Error (const char *error, ...)
100 static char hosterrorstring1[MAX_INPUTLINE];
101 static char hosterrorstring2[MAX_INPUTLINE];
102 static qboolean hosterror = false;
105 // turn off rcon redirect if it was active when the crash occurred
106 rcon_redirect = false;
108 va_start (argptr,error);
109 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
112 Con_Printf("Host_Error: %s\n", hosterrorstring1);
114 // LordHavoc: if crashing very early, or currently shutting down, do
116 if (host_framecount < 3 || host_shuttingdown)
117 Sys_Error ("Host_Error: %s", hosterrorstring1);
120 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
123 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
125 CL_Parse_DumpPacket();
127 CL_Parse_ErrorCleanUp();
131 // print out where the crash happened, if it was caused by QC (and do a cleanup)
135 Host_ShutdownServer ();
137 if (cls.state == ca_dedicated)
138 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
145 Host_AbortCurrentFrame();
148 void Host_ServerOptions (void)
155 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
156 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
157 // if no client is in the executable or -dedicated is specified on
158 // commandline, start a dedicated server
159 i = COM_CheckParm ("-dedicated");
160 if (i || !cl_available)
162 cls.state = ca_dedicated;
163 // check for -dedicated specifying how many players
164 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
165 svs.maxclients = atoi (com_argv[i+1]);
166 if (COM_CheckParm ("-listen"))
167 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
168 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
169 Cvar_SetValue("sv_public", 1);
171 else if (cl_available)
173 // client exists and not dedicated, check if -listen is specified
174 cls.state = ca_disconnected;
175 i = COM_CheckParm ("-listen");
178 // default players unless specified
179 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
180 svs.maxclients = atoi (com_argv[i+1]);
184 // default players in some games, singleplayer in most
185 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
190 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
192 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
194 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
195 Cvar_SetValueQuick(&deathmatch, 1);
199 =======================
201 ======================
203 void Host_SaveConfig_f(void);
204 void Host_LoadConfig_f(void);
205 extern cvar_t sv_writepicture_quality;
206 static void Host_InitLocal (void)
208 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
209 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
211 Cvar_RegisterVariable (&host_framerate);
212 Cvar_RegisterVariable (&host_speeds);
213 Cvar_RegisterVariable (&cl_minfps);
214 Cvar_RegisterVariable (&cl_minfps_fade);
215 Cvar_RegisterVariable (&cl_minfps_qualitymax);
216 Cvar_RegisterVariable (&cl_minfps_qualitymin);
217 Cvar_RegisterVariable (&cl_minfps_qualitypower);
218 Cvar_RegisterVariable (&cl_minfps_qualityscale);
219 Cvar_RegisterVariable (&cl_maxfps);
220 Cvar_RegisterVariable (&cl_maxidlefps);
222 Cvar_RegisterVariable (&developer);
223 Cvar_RegisterVariable (&developer_loadfile);
224 Cvar_RegisterVariable (&developer_loading);
225 Cvar_RegisterVariable (&developer_entityparsing);
227 Cvar_RegisterVariable (×tamps);
228 Cvar_RegisterVariable (&timeformat);
230 Cvar_RegisterVariable (&sv_writepicture_quality);
238 Writes key bindings and archived cvars to config.cfg
241 void Host_SaveConfig_to(const char *file)
245 // dedicated servers initialize the host but don't parse and set the
247 // LordHavoc: don't save a config if it crashed in startup
248 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
250 f = FS_Open (file, "wb", false, false);
253 Con_Printf("Couldn't write %s.\n", file);
257 Key_WriteBindings (f);
258 Cvar_WriteVariables (f);
263 void Host_SaveConfig(void)
265 Host_SaveConfig_to("config.cfg");
267 void Host_SaveConfig_f(void)
269 const char *file = "config.cfg";
271 if(Cmd_Argc() >= 2) {
273 Con_Printf("Saving to %s\n", file);
276 Host_SaveConfig_to(file);
283 Resets key bindings and cvars to defaults and then reloads scripts
286 void Host_LoadConfig_f(void)
288 // unlock the cvar default strings so they can be updated by the new default.cfg
289 Cvar_UnlockDefaults();
290 // reset cvars to their defaults, and then exec startup scripts again
291 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
298 Sends text across to be displayed
299 FIXME: make this just a stuffed echo?
302 void SV_ClientPrint(const char *msg)
304 if (host_client->netconnection)
306 MSG_WriteByte(&host_client->netconnection->message, svc_print);
307 MSG_WriteString(&host_client->netconnection->message, msg);
315 Sends text across to be displayed
316 FIXME: make this just a stuffed echo?
319 void SV_ClientPrintf(const char *fmt, ...)
322 char msg[MAX_INPUTLINE];
324 va_start(argptr,fmt);
325 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
335 Sends text to all active clients
338 void SV_BroadcastPrint(const char *msg)
343 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
345 if (client->active && client->netconnection)
347 MSG_WriteByte(&client->netconnection->message, svc_print);
348 MSG_WriteString(&client->netconnection->message, msg);
352 if (sv_echobprint.integer && cls.state == ca_dedicated)
360 Sends text to all active clients
363 void SV_BroadcastPrintf(const char *fmt, ...)
366 char msg[MAX_INPUTLINE];
368 va_start(argptr,fmt);
369 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
372 SV_BroadcastPrint(msg);
379 Send text over to the client to be executed
382 void Host_ClientCommands(const char *fmt, ...)
385 char string[MAX_INPUTLINE];
387 if (!host_client->netconnection)
390 va_start(argptr,fmt);
391 dpvsnprintf(string, sizeof(string), fmt, argptr);
394 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
395 MSG_WriteString(&host_client->netconnection->message, string);
399 =====================
402 Called when the player is getting totally kicked off the host
403 if (crash = true), don't bother sending signofs
404 =====================
406 void SV_DropClient(qboolean crash)
409 Con_Printf("Client \"%s\" dropped\n", host_client->name);
411 SV_StopDemoRecording(host_client);
413 // make sure edict is not corrupt (from a level change for example)
414 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
416 if (host_client->netconnection)
418 // free the client (the body stays around)
421 // LordHavoc: no opportunity for resending, so use unreliable 3 times
422 unsigned char bufdata[8];
424 memset(&buf, 0, sizeof(buf));
426 buf.maxsize = sizeof(bufdata);
427 MSG_WriteByte(&buf, svc_disconnect);
428 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
429 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
430 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
432 // break the net connection
433 NetConn_Close(host_client->netconnection);
434 host_client->netconnection = NULL;
437 // call qc ClientDisconnect function
438 // LordHavoc: don't call QC if server is dead (avoids recursive
439 // Host_Error in some mods when they run out of edicts)
440 if (host_client->clientconnectcalled && sv.active && host_client->edict)
442 // call the prog function for removing a client
443 // this will set the body to a dead frame, among other things
444 int saveSelf = prog->globals.server->self;
445 host_client->clientconnectcalled = false;
446 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
447 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
448 prog->globals.server->self = saveSelf;
451 // if a download is active, close it
452 if (host_client->download_file)
454 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
455 FS_Close(host_client->download_file);
456 host_client->download_file = NULL;
457 host_client->download_name[0] = 0;
458 host_client->download_expectedposition = 0;
459 host_client->download_started = false;
462 // remove leaving player from scoreboard
463 host_client->name[0] = 0;
464 host_client->colors = 0;
465 host_client->frags = 0;
466 // send notification to all clients
467 // get number of client manually just to make sure we get it right...
468 i = host_client - svs.clients;
469 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
470 MSG_WriteByte (&sv.reliable_datagram, i);
471 MSG_WriteString (&sv.reliable_datagram, host_client->name);
472 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
473 MSG_WriteByte (&sv.reliable_datagram, i);
474 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
475 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
476 MSG_WriteByte (&sv.reliable_datagram, i);
477 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
479 // free the client now
480 if (host_client->entitydatabase)
481 EntityFrame_FreeDatabase(host_client->entitydatabase);
482 if (host_client->entitydatabase4)
483 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
484 if (host_client->entitydatabase5)
485 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
489 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
490 PRVM_ED_ClearEdict(host_client->edict);
493 // clear the client struct (this sets active to false)
494 memset(host_client, 0, sizeof(*host_client));
496 // update server listing on the master because player count changed
497 // (which the master uses for filtering empty/full servers)
498 NetConn_Heartbeat(1);
502 for (i = 0;i < svs.maxclients;i++)
503 if (svs.clients[i].active && !svs.clients[i].spawned)
505 if (i == svs.maxclients)
507 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
508 sv.paused = sv.loadgame = false; // we're basically done with loading now
517 This only happens at the end of a game, not between levels
520 void Host_ShutdownServer(void)
524 Con_DPrintf("Host_ShutdownServer\n");
529 NetConn_Heartbeat(2);
530 NetConn_Heartbeat(2);
532 // make sure all the clients know we're disconnecting
535 if(prog->funcoffsets.SV_Shutdown)
537 func_t s = prog->funcoffsets.SV_Shutdown;
538 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
539 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
541 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
542 if (host_client->active)
543 SV_DropClient(false); // server shutdown
546 NetConn_CloseServerPorts();
552 memset(&sv, 0, sizeof(sv));
553 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
557 //============================================================================
561 Host_GetConsoleCommands
563 Add them exactly as if they had been typed at the console
566 void Host_GetConsoleCommands (void)
572 cmd = Sys_ConsoleInput ();
583 Returns a time report string, for example for
586 const char *Host_TimingReport()
588 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);
595 Runs all active servers
598 static void Host_Init(void);
604 double cl_timer, sv_timer;
605 double clframetime, deltarealtime, oldrealtime;
607 int pass1, pass2, pass3, i;
614 realtime = Sys_DoubleTime();
617 if (setjmp(host_abortframe))
618 continue; // something bad happened, or the server disconnected
620 oldrealtime = realtime;
621 realtime = Sys_DoubleTime();
623 deltarealtime = realtime - oldrealtime;
624 cl_timer += deltarealtime;
625 sv_timer += deltarealtime;
627 svs.perf_acc_realtime += deltarealtime;
629 // Look for clients who have spawned
630 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
631 if(host_client->spawned)
632 if(host_client->netconnection)
634 if(i == svs.maxclients)
636 // Nobody is looking? Then we won't do timing...
637 // Instead, reset it to zero
638 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;
640 else if(svs.perf_acc_realtime > 5)
642 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
643 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
644 if(svs.perf_acc_offset_samples > 0)
646 svs.perf_offset_max = svs.perf_acc_offset_max;
647 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
648 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
650 if(svs.perf_lost > 0)
651 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
652 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;
655 if (slowmo.value < 0.00001 && slowmo.value != 0)
656 Cvar_SetValue("slowmo", 0);
657 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
658 Cvar_SetValue("host_framerate", 0);
660 // keep the random time dependent, but not when playing demos/benchmarking
661 if(!*sv_random_seed.string && !cls.demoplayback)
664 cl.islocalgame = NetConn_IsLocalGame();
666 // begin gathering mouse input
667 in_mouse_x = in_mouse_y = 0;
669 // get new key events
672 NetConn_UpdateSockets();
674 Log_DestBuffer_Flush();
676 // receive packets on each main loop iteration, as the main loop may
677 // be undersleeping due to select() detecting a new packet
679 NetConn_ServerFrame();
683 // check for commands typed to the host
684 Host_GetConsoleCommands();
686 // when a server is running we only execute console commands on server frames
687 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
688 // otherwise we execute them on client frames
689 if (sv.active ? sv_timer > 0 : cl_timer > 0)
691 // process console commands
695 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
697 // if the accumulators haven't become positive yet, wait a while
698 if (cls.state == ca_dedicated)
699 wait = sv_timer * -1000000.0;
701 wait = cl_timer * -1000000.0;
703 wait = max(cl_timer, sv_timer) * -1000000.0;
704 wait = bound(0, wait, 100000);
706 if (!cls.timedemo && wait >= 1)
708 double time0 = Sys_DoubleTime();
709 if (sv_checkforpacketsduringsleep.integer)
710 NetConn_SleepMicroseconds((int)wait);
712 Sys_Sleep((int)wait);
713 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
717 //-------------------
721 //-------------------
723 // limit the frametime steps to no more than 100ms each
728 svs.perf_acc_lost += (sv_timer - 0.1);
732 if (sv.active && sv_timer > 0)
734 // execute one or more server frames, with an upper limit on how much
735 // execution time to spend on server frames to avoid freezing the game if
736 // the server is overloaded, this execution time limit means the game will
737 // slow down if the server is taking too long.
738 int framecount, framelimit = 1;
739 double advancetime, aborttime = 0;
742 // run the world state
743 // don't allow simulation to run too fast or too slow or logic glitches can occur
745 // stop running server frames if the wall time reaches this value
746 if (sys_ticrate.value <= 0)
747 advancetime = sv_timer;
748 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
750 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
751 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
753 aborttime = realtime + 0.1;
757 advancetime = sys_ticrate.value;
758 // listen servers can run multiple server frames per client frame
759 if (cls.state == ca_connected)
762 aborttime = realtime + 0.1;
765 advancetime = min(advancetime, 0.1);
769 offset = sv_timer + (Sys_DoubleTime() - realtime);
770 ++svs.perf_acc_offset_samples;
771 svs.perf_acc_offset += offset;
772 svs.perf_acc_offset_squared += offset * offset;
773 if(svs.perf_acc_offset_max < offset)
774 svs.perf_acc_offset_max = offset;
777 // only advance time if not paused
778 // the game also pauses in singleplayer when menu or console is used
779 sv.frametime = advancetime * slowmo.value;
780 if (host_framerate.value)
781 sv.frametime = host_framerate.value;
782 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
785 // setup the VM frame
788 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
790 sv_timer -= advancetime;
792 // move things around and think unless paused
796 // if this server frame took too long, break out of the loop
797 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
801 // send all messages to the clients
802 SV_SendClientMessages();
804 // end the server VM frame
807 // send an heartbeat if enough time has passed since the last one
808 NetConn_Heartbeat(0);
811 //-------------------
815 //-------------------
817 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
819 // decide the simulation time
820 if (cls.capturevideo.active)
822 if (cls.capturevideo.realtime)
823 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
826 clframetime = 1.0 / cls.capturevideo.framerate;
827 cl.realframetime = max(cl_timer, clframetime);
830 else if (vid_activewindow && cl_maxfps.value >= 1)
831 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
832 else if (!vid_activewindow && cl_maxidlefps.value >= 1)
833 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
835 clframetime = cl.realframetime = cl_timer;
837 // apply slowmo scaling
838 clframetime *= cl.movevars_timescale;
839 // scale playback speed of demos by slowmo cvar
840 if (cls.demoplayback)
842 clframetime *= slowmo.value;
843 // if demo playback is paused, don't advance time at all
848 // host_framerate overrides all else
849 if (host_framerate.value)
850 clframetime = host_framerate.value;
853 clframetime = cl.realframetime = cl_timer;
855 // deduct the frame time from the accumulator
856 cl_timer -= cl.realframetime;
858 cl.oldtime = cl.time;
859 cl.time += clframetime;
861 // Collect input into cmd
864 // check for new packets
865 NetConn_ClientFrame();
867 // read a new frame from a demo if needed
868 CL_ReadDemoMessage();
870 // now that packets have been read, send input to server
873 // update client world (interpolate entities, create trails, etc)
877 if (host_speeds.integer)
878 time1 = Sys_DoubleTime();
885 if (host_speeds.integer)
886 time2 = Sys_DoubleTime();
889 if(cl.csqc_usecsqclistener)
891 S_Update(&cl.csqc_listenermatrix);
892 cl.csqc_usecsqclistener = false;
895 S_Update(&r_refdef.view.matrix);
899 if (host_speeds.integer)
901 pass1 = (int)((time1 - time3)*1000000);
902 time3 = Sys_DoubleTime();
903 pass2 = (int)((time2 - time1)*1000000);
904 pass3 = (int)((time3 - time2)*1000000);
905 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
906 pass1+pass2+pass3, pass1, pass2, pass3);
910 // if there is some time remaining from this frame, reset the timers
915 svs.perf_acc_lost += sv_timer;
923 //============================================================================
925 qboolean vid_opened = false;
926 void Host_StartVideo(void)
928 if (!vid_opened && cls.state != ca_dedicated)
936 char engineversion[128];
938 qboolean sys_nostdout = false;
940 extern void Render_Init(void);
941 extern void Mathlib_Init(void);
942 extern void FS_Init(void);
943 extern void FS_Shutdown(void);
944 extern void PR_Cmd_Init(void);
945 extern void COM_Init_Commands(void);
946 extern void FS_Init_Commands(void);
947 extern qboolean host_stuffcmdsrun;
954 static void Host_Init (void)
959 if (COM_CheckParm("-profilegameonly"))
960 Sys_AllowProfiling(false);
962 // LordHavoc: quake never seeded the random number generator before... heh
963 if (COM_CheckParm("-benchmark"))
964 srand(0); // predictable random sequence for -benchmark
968 // FIXME: this is evil, but possibly temporary
969 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
970 if (COM_CheckParm("-developer"))
972 developer.value = developer.integer = 1;
973 developer.string = "1";
976 if (COM_CheckParm("-developer2"))
978 developer.value = developer.integer = 100;
979 developer.string = "100";
980 developer_memory.value = developer_memory.integer = 100;
981 developer.string = "100";
982 developer_memorydebug.value = developer_memorydebug.integer = 100;
983 developer_memorydebug.string = "100";
986 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
987 if (COM_CheckParm("-nostdout"))
990 // used by everything
993 // initialize console command/cvar/alias/command execution systems
996 // initialize memory subsystem cvars/commands
997 Memory_Init_Commands();
999 // initialize console and logging and its cvars/commands
1002 // initialize various cvars that could not be initialized earlier
1003 Curl_Init_Commands();
1004 Cmd_Init_Commands();
1005 Sys_Init_Commands();
1006 COM_Init_Commands();
1009 // initialize console window (only used by sys_win.c)
1012 // detect gamemode from commandline options or executable name
1015 // construct a version string for the corner of the console
1017 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1018 Con_Printf("%s\n", engineversion);
1020 // initialize ixtable
1023 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1034 Host_InitCommands();
1036 Host_ServerOptions();
1038 if (cls.state == ca_dedicated)
1039 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1042 Con_DPrintf("Initializing client\n");
1057 // set up the default startmap_sp and startmap_dm aliases (mods can
1058 // override these) and then execute the quake.rc startup script
1059 if (gamemode == GAME_NEHAHRA)
1060 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1061 else if (gamemode == GAME_TRANSFUSION)
1062 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1063 else if (gamemode == GAME_TEU)
1064 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1066 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1069 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1070 if (!host_stuffcmdsrun)
1072 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1076 // put up the loading image so the user doesn't stare at a black screen...
1077 SCR_BeginLoadingPlaque();
1079 // FIXME: put this into some neat design, but the menu should be allowed to crash
1080 // without crashing the whole game, so this should just be a short-time solution
1082 // here comes the not so critical stuff
1083 if (setjmp(host_abortframe)) {
1087 if (cls.state != ca_dedicated)
1092 // check for special benchmark mode
1093 // 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)
1094 i = COM_CheckParm("-benchmark");
1095 if (i && i + 1 < com_argc)
1096 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1098 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1102 // check for special demo mode
1103 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1104 i = COM_CheckParm("-demo");
1105 if (i && i + 1 < com_argc)
1106 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1108 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1112 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1113 i = COM_CheckParm("-capturedemo");
1114 if (i && i + 1 < com_argc)
1115 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1117 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1121 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1122 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1124 Cbuf_AddText("startmap_dm\n");
1128 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1130 Cbuf_AddText("togglemenu\n");
1134 Con_DPrint("========Initialized=========\n");
1136 //Host_StartVideo();
1144 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1145 to run quit through here before the final handoff to the sys code.
1148 void Host_Shutdown(void)
1150 static qboolean isdown = false;
1154 Con_Print("recursive shutdown\n");
1157 if (setjmp(host_abortframe))
1159 Con_Print("aborted the quitting frame?!?\n");
1164 // be quiet while shutting down
1167 // disconnect client from server if active
1170 // shut down local server if active
1171 Host_ShutdownServer ();
1178 // AK hmm, no PRVM_Shutdown(); yet
1180 CL_Gecko_Shutdown();
1181 CL_Video_Shutdown();
1185 CDAudio_Shutdown ();
1188 NetConn_Shutdown ();
1191 if (cls.state != ca_dedicated)
1193 R_Modules_Shutdown();