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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // host.c -- coordinates spawning and killing of local servers
21
22 #include "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_video.h"
28 #include "progsvm.h"
29 #include "csprogs.h"
30 #include "sv_demo.h"
31 #include "snd_main.h"
32 #include "thread.h"
33 #include "utf8lib.h"
34
35 /*
36
37 A server can always be started, even if the system started out as a client
38 to a remote system.
39
40 A client can NOT be started if the system started as a dedicated server.
41
42 Memory is cleared / released when a server or client begins, not when they end.
43
44 */
45
46 // how many frames have occurred
47 // (checked by Host_Error and Host_SaveConfig_f)
48 int host_framecount = 0;
49 // LordHavoc: set when quit is executed
50 qboolean host_shuttingdown = false;
51
52 // the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
53 double realtime;
54 // the main loop wall time for this frame
55 double host_dirtytime;
56
57 // current client
58 client_t *host_client;
59
60 jmp_buf host_abortframe;
61
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 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"};
64 cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
65 // shows time used by certain subsystems
66 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
67 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."};
68 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"};
69 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
70 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
71 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
72 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"};
73 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
74 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)"};
75 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"};
76 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"};
77
78 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"};
79 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
80 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!"};
81 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)"};
82 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
83 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
84
85 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
86 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
87
88 /*
89 ================
90 Host_AbortCurrentFrame
91
92 aborts the current host frame and goes on with the next one
93 ================
94 */
95 void Host_AbortCurrentFrame(void)
96 {
97         // in case we were previously nice, make us mean again
98         Sys_MakeProcessMean();
99
100         longjmp (host_abortframe, 1);
101 }
102
103 /*
104 ================
105 Host_Error
106
107 This shuts down both the client and server
108 ================
109 */
110 void Host_Error (const char *error, ...)
111 {
112         static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
113         static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
114         static qboolean hosterror = false;
115         va_list argptr;
116
117         // turn off rcon redirect if it was active when the crash occurred
118         // to prevent loops when it is a networking problem
119         Con_Rcon_Redirect_Abort();
120
121         va_start (argptr,error);
122         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
123         va_end (argptr);
124
125         Con_Printf("Host_Error: %s\n", hosterrorstring1);
126
127         // LordHavoc: if crashing very early, or currently shutting down, do
128         // Sys_Error instead
129         if (host_framecount < 3 || host_shuttingdown)
130                 Sys_Error ("Host_Error: %s", hosterrorstring1);
131
132         if (hosterror)
133                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
134         hosterror = true;
135
136         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
137
138         CL_Parse_DumpPacket();
139
140         CL_Parse_ErrorCleanUp();
141
142         //PR_Crash();
143
144         // print out where the crash happened, if it was caused by QC (and do a cleanup)
145         PRVM_Crash(SVVM_prog);
146         PRVM_Crash(CLVM_prog);
147         PRVM_Crash(MVM_prog);
148
149         cl.csqc_loaded = false;
150         Cvar_SetValueQuick(&csqc_progcrc, -1);
151         Cvar_SetValueQuick(&csqc_progsize, -1);
152
153         SV_LockThreadMutex();
154         Host_ShutdownServer ();
155         SV_UnlockThreadMutex();
156
157         if (cls.state == ca_dedicated)
158                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
159
160         CL_Disconnect ();
161         cls.demonum = -1;
162
163         hosterror = false;
164
165         Host_AbortCurrentFrame();
166 }
167
168 static void Host_ServerOptions (void)
169 {
170         int i;
171
172         // general default
173         svs.maxclients = 8;
174
175 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
176 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
177         // if no client is in the executable or -dedicated is specified on
178         // commandline, start a dedicated server
179         i = COM_CheckParm ("-dedicated");
180         if (i || !cl_available)
181         {
182                 cls.state = ca_dedicated;
183                 // check for -dedicated specifying how many players
184                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
185                         svs.maxclients = atoi (com_argv[i+1]);
186                 if (COM_CheckParm ("-listen"))
187                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
188                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
189                 Cvar_SetValue("sv_public", 1);
190         }
191         else if (cl_available)
192         {
193                 // client exists and not dedicated, check if -listen is specified
194                 cls.state = ca_disconnected;
195                 i = COM_CheckParm ("-listen");
196                 if (i)
197                 {
198                         // default players unless specified
199                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
200                                 svs.maxclients = atoi (com_argv[i+1]);
201                 }
202                 else
203                 {
204                         // default players in some games, singleplayer in most
205                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
206                                 svs.maxclients = 1;
207                 }
208         }
209
210         svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
211
212         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
213
214         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
215                 Cvar_SetValueQuick(&deathmatch, 1);
216 }
217
218 /*
219 =======================
220 Host_InitLocal
221 ======================
222 */
223 void Host_SaveConfig_f(void);
224 void Host_LoadConfig_f(void);
225 extern cvar_t sv_writepicture_quality;
226 extern cvar_t r_texture_jpeg_fastpicmip;
227 static void Host_InitLocal (void)
228 {
229         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
230         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
231
232         Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
233         Cvar_RegisterVariable (&host_framerate);
234         Cvar_RegisterVariable (&host_speeds);
235         Cvar_RegisterVariable (&host_maxwait);
236         Cvar_RegisterVariable (&cl_minfps);
237         Cvar_RegisterVariable (&cl_minfps_fade);
238         Cvar_RegisterVariable (&cl_minfps_qualitymax);
239         Cvar_RegisterVariable (&cl_minfps_qualitymin);
240         Cvar_RegisterVariable (&cl_minfps_qualitypower);
241         Cvar_RegisterVariable (&cl_minfps_qualityscale);
242         Cvar_RegisterVariable (&cl_maxfps);
243         Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
244         Cvar_RegisterVariable (&cl_maxidlefps);
245
246         Cvar_RegisterVariable (&developer);
247         Cvar_RegisterVariable (&developer_extra);
248         Cvar_RegisterVariable (&developer_insane);
249         Cvar_RegisterVariable (&developer_loadfile);
250         Cvar_RegisterVariable (&developer_loading);
251         Cvar_RegisterVariable (&developer_entityparsing);
252
253         Cvar_RegisterVariable (&timestamps);
254         Cvar_RegisterVariable (&timeformat);
255
256         Cvar_RegisterVariable (&sv_writepicture_quality);
257         Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
258 }
259
260
261 /*
262 ===============
263 Host_SaveConfig_f
264
265 Writes key bindings and archived cvars to config.cfg
266 ===============
267 */
268 static void Host_SaveConfig_to(const char *file)
269 {
270         qfile_t *f;
271
272 // dedicated servers initialize the host but don't parse and set the
273 // config.cfg cvars
274         // LordHavoc: don't save a config if it crashed in startup
275         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
276         {
277                 f = FS_OpenRealFile(file, "wb", false);
278                 if (!f)
279                 {
280                         Con_Printf("Couldn't write %s.\n", file);
281                         return;
282                 }
283
284                 Key_WriteBindings (f);
285                 Cvar_WriteVariables (f);
286
287                 FS_Close (f);
288         }
289 }
290 void Host_SaveConfig(void)
291 {
292         Host_SaveConfig_to(CONFIGFILENAME);
293 }
294 void Host_SaveConfig_f(void)
295 {
296         const char *file = CONFIGFILENAME;
297
298         if(Cmd_Argc() >= 2) {
299                 file = Cmd_Argv(1);
300                 Con_Printf("Saving to %s\n", file);
301         }
302
303         Host_SaveConfig_to(file);
304 }
305
306 static void Host_AddConfigText(void)
307 {
308         // set up the default startmap_sp and startmap_dm aliases (mods can
309         // override these) and then execute the quake.rc startup script
310         if (gamemode == GAME_NEHAHRA)
311                 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
312         else if (gamemode == GAME_TRANSFUSION)
313                 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
314         else if (gamemode == GAME_TEU)
315                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
316         else
317                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
318 }
319
320 /*
321 ===============
322 Host_LoadConfig_f
323
324 Resets key bindings and cvars to defaults and then reloads scripts
325 ===============
326 */
327 void Host_LoadConfig_f(void)
328 {
329         // reset all cvars, commands and aliases to init values
330         Cmd_RestoreInitState();
331         // prepend a menu restart command to execute after the config
332         Cbuf_InsertText("\nmenu_restart\n");
333         // reset cvars to their defaults, and then exec startup scripts again
334         Host_AddConfigText();
335 }
336
337 /*
338 =================
339 SV_ClientPrint
340
341 Sends text across to be displayed
342 FIXME: make this just a stuffed echo?
343 =================
344 */
345 void SV_ClientPrint(const char *msg)
346 {
347         if (host_client->netconnection)
348         {
349                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
350                 MSG_WriteString(&host_client->netconnection->message, msg);
351         }
352 }
353
354 /*
355 =================
356 SV_ClientPrintf
357
358 Sends text across to be displayed
359 FIXME: make this just a stuffed echo?
360 =================
361 */
362 void SV_ClientPrintf(const char *fmt, ...)
363 {
364         va_list argptr;
365         char msg[MAX_INPUTLINE];
366
367         va_start(argptr,fmt);
368         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
369         va_end(argptr);
370
371         SV_ClientPrint(msg);
372 }
373
374 /*
375 =================
376 SV_BroadcastPrint
377
378 Sends text to all active clients
379 =================
380 */
381 void SV_BroadcastPrint(const char *msg)
382 {
383         int i;
384         client_t *client;
385
386         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
387         {
388                 if (client->active && client->netconnection)
389                 {
390                         MSG_WriteByte(&client->netconnection->message, svc_print);
391                         MSG_WriteString(&client->netconnection->message, msg);
392                 }
393         }
394
395         if (sv_echobprint.integer && cls.state == ca_dedicated)
396                 Con_Print(msg);
397 }
398
399 /*
400 =================
401 SV_BroadcastPrintf
402
403 Sends text to all active clients
404 =================
405 */
406 void SV_BroadcastPrintf(const char *fmt, ...)
407 {
408         va_list argptr;
409         char msg[MAX_INPUTLINE];
410
411         va_start(argptr,fmt);
412         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
413         va_end(argptr);
414
415         SV_BroadcastPrint(msg);
416 }
417
418 /*
419 =================
420 Host_ClientCommands
421
422 Send text over to the client to be executed
423 =================
424 */
425 void Host_ClientCommands(const char *fmt, ...)
426 {
427         va_list argptr;
428         char string[MAX_INPUTLINE];
429
430         if (!host_client->netconnection)
431                 return;
432
433         va_start(argptr,fmt);
434         dpvsnprintf(string, sizeof(string), fmt, argptr);
435         va_end(argptr);
436
437         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
438         MSG_WriteString(&host_client->netconnection->message, string);
439 }
440
441 /*
442 =====================
443 SV_DropClient
444
445 Called when the player is getting totally kicked off the host
446 if (crash = true), don't bother sending signofs
447 =====================
448 */
449 void SV_DropClient(qboolean crash)
450 {
451         prvm_prog_t *prog = SVVM_prog;
452         int i;
453         Con_Printf("Client \"%s\" dropped\n", host_client->name);
454
455         SV_StopDemoRecording(host_client);
456
457         // make sure edict is not corrupt (from a level change for example)
458         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
459
460         if (host_client->netconnection)
461         {
462                 // tell the client to be gone
463                 if (!crash)
464                 {
465                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
466                         unsigned char bufdata[8];
467                         sizebuf_t buf;
468                         memset(&buf, 0, sizeof(buf));
469                         buf.data = bufdata;
470                         buf.maxsize = sizeof(bufdata);
471                         MSG_WriteByte(&buf, svc_disconnect);
472                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
473                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
474                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
475                 }
476         }
477
478         // call qc ClientDisconnect function
479         // LordHavoc: don't call QC if server is dead (avoids recursive
480         // Host_Error in some mods when they run out of edicts)
481         if (host_client->clientconnectcalled && sv.active && host_client->edict)
482         {
483                 // call the prog function for removing a client
484                 // this will set the body to a dead frame, among other things
485                 int saveSelf = PRVM_serverglobaledict(self);
486                 host_client->clientconnectcalled = false;
487                 PRVM_serverglobalfloat(time) = sv.time;
488                 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
489                 prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
490                 PRVM_serverglobaledict(self) = saveSelf;
491         }
492
493         if (host_client->netconnection)
494         {
495                 // break the net connection
496                 NetConn_Close(host_client->netconnection);
497                 host_client->netconnection = NULL;
498         }
499
500         // if a download is active, close it
501         if (host_client->download_file)
502         {
503                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
504                 FS_Close(host_client->download_file);
505                 host_client->download_file = NULL;
506                 host_client->download_name[0] = 0;
507                 host_client->download_expectedposition = 0;
508                 host_client->download_started = false;
509         }
510
511         // remove leaving player from scoreboard
512         host_client->name[0] = 0;
513         host_client->colors = 0;
514         host_client->frags = 0;
515         // send notification to all clients
516         // get number of client manually just to make sure we get it right...
517         i = host_client - svs.clients;
518         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
519         MSG_WriteByte (&sv.reliable_datagram, i);
520         MSG_WriteString (&sv.reliable_datagram, host_client->name);
521         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
522         MSG_WriteByte (&sv.reliable_datagram, i);
523         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
524         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
525         MSG_WriteByte (&sv.reliable_datagram, i);
526         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
527
528         // free the client now
529         if (host_client->entitydatabase)
530                 EntityFrame_FreeDatabase(host_client->entitydatabase);
531         if (host_client->entitydatabase4)
532                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
533         if (host_client->entitydatabase5)
534                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
535
536         if (sv.active)
537         {
538                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
539                 PRVM_ED_ClearEdict(prog, host_client->edict);
540         }
541
542         // clear the client struct (this sets active to false)
543         memset(host_client, 0, sizeof(*host_client));
544
545         // update server listing on the master because player count changed
546         // (which the master uses for filtering empty/full servers)
547         NetConn_Heartbeat(1);
548
549         if (sv.loadgame)
550         {
551                 for (i = 0;i < svs.maxclients;i++)
552                         if (svs.clients[i].active && !svs.clients[i].spawned)
553                                 break;
554                 if (i == svs.maxclients)
555                 {
556                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
557                         sv.paused = sv.loadgame = false; // we're basically done with loading now
558                 }
559         }
560 }
561
562 /*
563 ==================
564 Host_ShutdownServer
565
566 This only happens at the end of a game, not between levels
567 ==================
568 */
569 void Host_ShutdownServer(void)
570 {
571         prvm_prog_t *prog = SVVM_prog;
572         int i;
573
574         Con_DPrintf("Host_ShutdownServer\n");
575
576         if (!sv.active)
577                 return;
578
579         NetConn_Heartbeat(2);
580         NetConn_Heartbeat(2);
581
582 // make sure all the clients know we're disconnecting
583         World_End(&sv.world);
584         if(prog->loaded)
585         {
586                 if(PRVM_serverfunction(SV_Shutdown))
587                 {
588                         func_t s = PRVM_serverfunction(SV_Shutdown);
589                         PRVM_serverglobalfloat(time) = sv.time;
590                         PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
591                         prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
592                 }
593         }
594         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
595                 if (host_client->active)
596                         SV_DropClient(false); // server shutdown
597
598         NetConn_CloseServerPorts();
599
600         sv.active = false;
601 //
602 // clear structures
603 //
604         memset(&sv, 0, sizeof(sv));
605         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
606
607         cl.islocalgame = false;
608 }
609
610
611 //============================================================================
612
613 /*
614 ===================
615 Host_GetConsoleCommands
616
617 Add them exactly as if they had been typed at the console
618 ===================
619 */
620 static void Host_GetConsoleCommands (void)
621 {
622         char *cmd;
623
624         while (1)
625         {
626                 cmd = Sys_ConsoleInput ();
627                 if (!cmd)
628                         break;
629                 Cbuf_AddText (cmd);
630         }
631 }
632
633 /*
634 ==================
635 Host_TimeReport
636
637 Returns a time report string, for example for
638 ==================
639 */
640 const char *Host_TimingReport(char *buf, size_t buflen)
641 {
642         return va(buf, buflen, "%.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);
643 }
644
645 /*
646 ==================
647 Host_Frame
648
649 Runs all active servers
650 ==================
651 */
652 static void Host_Init(void);
653 void Host_Main(void)
654 {
655         double time1 = 0;
656         double time2 = 0;
657         double time3 = 0;
658         double cl_timer = 0, sv_timer = 0;
659         double clframetime, deltacleantime, olddirtytime, dirtytime;
660         double wait;
661         int pass1, pass2, pass3, i;
662         char vabuf[1024];
663
664         Host_Init();
665
666         realtime = 0;
667         dirtytime = Sys_DirtyTime();
668         for (;;)
669         {
670                 if (setjmp(host_abortframe))
671                 {
672                         SCR_ClearLoadingScreen(false);
673                         continue;                       // something bad happened, or the server disconnected
674                 }
675
676                 olddirtytime = host_dirtytime;
677                 dirtytime = Sys_DirtyTime();
678                 deltacleantime = dirtytime - olddirtytime;
679                 if (deltacleantime < 0)
680                 {
681                         // warn if it's significant
682                         if (deltacleantime < -0.01)
683                                 Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
684                         deltacleantime = 0;
685                 }
686                 else if (deltacleantime >= 1800)
687                 {
688                         Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
689                         deltacleantime = 0;
690                 }
691                 realtime += deltacleantime;
692                 host_dirtytime = dirtytime;
693
694                 cl_timer += deltacleantime;
695                 sv_timer += deltacleantime;
696
697                 if (!svs.threaded)
698                 {
699                         svs.perf_acc_realtime += deltacleantime;
700
701                         // Look for clients who have spawned
702                         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
703                                 if(host_client->spawned)
704                                         if(host_client->netconnection)
705                                                 break;
706                         if(i == svs.maxclients)
707                         {
708                                 // Nobody is looking? Then we won't do timing...
709                                 // Instead, reset it to zero
710                                 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;
711                         }
712                         else if(svs.perf_acc_realtime > 5)
713                         {
714                                 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
715                                 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
716                                 if(svs.perf_acc_offset_samples > 0)
717                                 {
718                                         svs.perf_offset_max = svs.perf_acc_offset_max;
719                                         svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
720                                         svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
721                                 }
722                                 if(svs.perf_lost > 0 && developer_extra.integer)
723                                         Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
724                                 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;
725                         }
726                 }
727
728                 if (slowmo.value < 0.00001 && slowmo.value != 0)
729                         Cvar_SetValue("slowmo", 0);
730                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
731                         Cvar_SetValue("host_framerate", 0);
732
733                 // keep the random time dependent, but not when playing demos/benchmarking
734                 if(!*sv_random_seed.string && !cls.demoplayback)
735                         rand();
736
737                 // get new key events
738                 Key_EventQueue_Unblock();
739                 SndSys_SendKeyEvents();
740                 Sys_SendKeyEvents();
741
742                 NetConn_UpdateSockets();
743
744                 Log_DestBuffer_Flush();
745
746                 // receive packets on each main loop iteration, as the main loop may
747                 // be undersleeping due to select() detecting a new packet
748                 if (sv.active && !svs.threaded)
749                         NetConn_ServerFrame();
750
751                 Curl_Run();
752
753                 // check for commands typed to the host
754                 Host_GetConsoleCommands();
755
756                 // when a server is running we only execute console commands on server frames
757                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
758                 // otherwise we execute them on client frames
759                 if (sv.active ? sv_timer > 0 : cl_timer > 0)
760                 {
761                         // process console commands
762 //                      R_TimeReport("preconsole");
763                         CL_VM_PreventInformationLeaks();
764                         Cbuf_Frame();
765 //                      R_TimeReport("console");
766                 }
767
768                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
769
770                 // if the accumulators haven't become positive yet, wait a while
771                 if (cls.state == ca_dedicated)
772                         wait = sv_timer * -1000000.0;
773                 else if (!sv.active || svs.threaded)
774                         wait = cl_timer * -1000000.0;
775                 else
776                         wait = max(cl_timer, sv_timer) * -1000000.0;
777
778                 if (!cls.timedemo && wait >= 1)
779                 {
780                         double time0, delta;
781
782                         if(host_maxwait.value <= 0)
783                                 wait = min(wait, 1000000.0);
784                         else
785                                 wait = min(wait, host_maxwait.value * 1000.0);
786                         if(wait < 1)
787                                 wait = 1; // because we cast to int
788
789                         time0 = Sys_DirtyTime();
790                         if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
791                                 NetConn_SleepMicroseconds((int)wait);
792                         else
793                                 Sys_Sleep((int)wait);
794                         delta = Sys_DirtyTime() - time0;
795                         if (delta < 0 || delta >= 1800) delta = 0;
796                         if (!svs.threaded)
797                                 svs.perf_acc_sleeptime += delta;
798 //                      R_TimeReport("sleep");
799                         continue;
800                 }
801
802                 // limit the frametime steps to no more than 100ms each
803                 if (cl_timer > 0.1)
804                         cl_timer = 0.1;
805                 if (sv_timer > 0.1)
806                 {
807                         if (!svs.threaded)
808                                 svs.perf_acc_lost += (sv_timer - 0.1);
809                         sv_timer = 0.1;
810                 }
811
812                 R_TimeReport("---");
813
814         //-------------------
815         //
816         // server operations
817         //
818         //-------------------
819
820                 // limit the frametime steps to no more than 100ms each
821                 if (sv.active && sv_timer > 0 && !svs.threaded)
822                 {
823                         // execute one or more server frames, with an upper limit on how much
824                         // execution time to spend on server frames to avoid freezing the game if
825                         // the server is overloaded, this execution time limit means the game will
826                         // slow down if the server is taking too long.
827                         int framecount, framelimit = 1;
828                         double advancetime, aborttime = 0;
829                         float offset;
830                         prvm_prog_t *prog = SVVM_prog;
831
832                         // run the world state
833                         // don't allow simulation to run too fast or too slow or logic glitches can occur
834
835                         // stop running server frames if the wall time reaches this value
836                         if (sys_ticrate.value <= 0)
837                                 advancetime = sv_timer;
838                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
839                         {
840                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
841                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
842                                 framelimit = cl_maxphysicsframesperserverframe.integer;
843                                 aborttime = realtime + 0.1;
844                         }
845                         else
846                         {
847                                 advancetime = sys_ticrate.value;
848                                 // listen servers can run multiple server frames per client frame
849                                 if (cls.state == ca_connected)
850                                 {
851                                         framelimit = cl_maxphysicsframesperserverframe.integer;
852                                         aborttime = realtime + 0.1;
853                                 }
854                         }
855                         if(slowmo.value > 0 && slowmo.value < 1)
856                                 advancetime = min(advancetime, 0.1 / slowmo.value);
857                         else
858                                 advancetime = min(advancetime, 0.1);
859
860                         if(advancetime > 0)
861                         {
862                                 offset = Sys_DirtyTime() - realtime;if (offset < 0 || offset >= 1800) offset = 0;
863                                 offset += sv_timer;
864                                 ++svs.perf_acc_offset_samples;
865                                 svs.perf_acc_offset += offset;
866                                 svs.perf_acc_offset_squared += offset * offset;
867                                 if(svs.perf_acc_offset_max < offset)
868                                         svs.perf_acc_offset_max = offset;
869                         }
870
871                         // only advance time if not paused
872                         // the game also pauses in singleplayer when menu or console is used
873                         sv.frametime = advancetime * slowmo.value;
874                         if (host_framerate.value)
875                                 sv.frametime = host_framerate.value;
876                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
877                                 sv.frametime = 0;
878
879                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
880                         {
881                                 sv_timer -= advancetime;
882
883                                 // move things around and think unless paused
884                                 if (sv.frametime)
885                                         SV_Physics();
886
887                                 // if this server frame took too long, break out of the loop
888                                 if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
889                                         break;
890                         }
891                         R_TimeReport("serverphysics");
892
893                         // send all messages to the clients
894                         SV_SendClientMessages();
895
896                         if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
897                                 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
898                                 PRVM_serverglobalfloat(time) = sv.time;
899                                 prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
900                         }
901
902                         // send an heartbeat if enough time has passed since the last one
903                         NetConn_Heartbeat(0);
904                         R_TimeReport("servernetwork");
905                 }
906                 else if (!svs.threaded)
907                 {
908                         // don't let r_speeds display jump around
909                         R_TimeReport("serverphysics");
910                         R_TimeReport("servernetwork");
911                 }
912
913         //-------------------
914         //
915         // client operations
916         //
917         //-------------------
918
919                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
920                 {
921                         R_TimeReport("---");
922                         Collision_Cache_NewFrame();
923                         R_TimeReport("collisioncache");
924                         // decide the simulation time
925                         if (cls.capturevideo.active)
926                         {
927                                 //***
928                                 if (cls.capturevideo.realtime)
929                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
930                                 else
931                                 {
932                                         clframetime = 1.0 / cls.capturevideo.framerate;
933                                         cl.realframetime = max(cl_timer, clframetime);
934                                 }
935                         }
936                         else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
937                         {
938                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
939                                 // when running slow, we need to sleep to keep input responsive
940                                 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
941                                 if (wait > 0)
942                                         Sys_Sleep((int)wait);
943                         }
944                         else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
945                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
946                         else
947                                 clframetime = cl.realframetime = cl_timer;
948
949                         // apply slowmo scaling
950                         clframetime *= cl.movevars_timescale;
951                         // scale playback speed of demos by slowmo cvar
952                         if (cls.demoplayback)
953                         {
954                                 clframetime *= slowmo.value;
955                                 // if demo playback is paused, don't advance time at all
956                                 if (cls.demopaused)
957                                         clframetime = 0;
958                         }
959
960                         // host_framerate overrides all else
961                         if (host_framerate.value)
962                                 clframetime = host_framerate.value;
963
964                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
965                                 clframetime = 0;
966
967                         if (cls.timedemo)
968                                 clframetime = cl.realframetime = cl_timer;
969
970                         // deduct the frame time from the accumulator
971                         cl_timer -= cl.realframetime;
972
973                         cl.oldtime = cl.time;
974                         cl.time += clframetime;
975
976                         // update video
977                         if (host_speeds.integer)
978                                 time1 = Sys_DirtyTime();
979                         R_TimeReport("pre-input");
980
981                         // Collect input into cmd
982                         CL_Input();
983
984                         R_TimeReport("input");
985
986                         // check for new packets
987                         NetConn_ClientFrame();
988
989                         // read a new frame from a demo if needed
990                         CL_ReadDemoMessage();
991                         R_TimeReport("clientnetwork");
992
993                         // now that packets have been read, send input to server
994                         CL_SendMove();
995                         R_TimeReport("sendmove");
996
997                         // update client world (interpolate entities, create trails, etc)
998                         CL_UpdateWorld();
999                         R_TimeReport("lerpworld");
1000
1001                         CL_Video_Frame();
1002
1003                         R_TimeReport("client");
1004
1005                         CL_UpdateScreen();
1006                         R_TimeReport("render");
1007
1008                         if (host_speeds.integer)
1009                                 time2 = Sys_DirtyTime();
1010
1011                         // update audio
1012                         if(cl.csqc_usecsqclistener)
1013                         {
1014                                 S_Update(&cl.csqc_listenermatrix);
1015                                 cl.csqc_usecsqclistener = false;
1016                         }
1017                         else
1018                                 S_Update(&r_refdef.view.matrix);
1019
1020                         CDAudio_Update();
1021                         R_TimeReport("audio");
1022
1023                         // reset gathering of mouse input
1024                         in_mouse_x = in_mouse_y = 0;
1025
1026                         if (host_speeds.integer)
1027                         {
1028                                 pass1 = (int)((time1 - time3)*1000000);
1029                                 time3 = Sys_DirtyTime();
1030                                 pass2 = (int)((time2 - time1)*1000000);
1031                                 pass3 = (int)((time3 - time2)*1000000);
1032                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1033                                                         pass1+pass2+pass3, pass1, pass2, pass3);
1034                         }
1035                 }
1036
1037 #if MEMPARANOIA
1038                 Mem_CheckSentinelsGlobal();
1039 #else
1040                 if (developer_memorydebug.integer)
1041                         Mem_CheckSentinelsGlobal();
1042 #endif
1043
1044                 // if there is some time remaining from this frame, reset the timers
1045                 if (cl_timer >= 0)
1046                         cl_timer = 0;
1047                 if (sv_timer >= 0)
1048                 {
1049                         if (!svs.threaded)
1050                                 svs.perf_acc_lost += sv_timer;
1051                         sv_timer = 0;
1052                 }
1053
1054                 host_framecount++;
1055         }
1056 }
1057
1058 //============================================================================
1059
1060 qboolean vid_opened = false;
1061 void Host_StartVideo(void)
1062 {
1063         if (!vid_opened && cls.state != ca_dedicated)
1064         {
1065                 vid_opened = true;
1066                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1067                 NetConn_UpdateSockets();
1068                 VID_Start();
1069                 CDAudio_Startup();
1070         }
1071 }
1072
1073 char engineversion[128];
1074
1075 qboolean sys_nostdout = false;
1076
1077 extern qboolean host_stuffcmdsrun;
1078
1079 /*
1080 ====================
1081 Host_Init
1082 ====================
1083 */
1084 static void Host_Init (void)
1085 {
1086         int i;
1087         const char* os;
1088         char vabuf[1024];
1089
1090         if (COM_CheckParm("-profilegameonly"))
1091                 Sys_AllowProfiling(false);
1092
1093         // LordHavoc: quake never seeded the random number generator before... heh
1094         if (COM_CheckParm("-benchmark"))
1095                 srand(0); // predictable random sequence for -benchmark
1096         else
1097                 srand((unsigned int)time(NULL));
1098
1099         // FIXME: this is evil, but possibly temporary
1100         // LordHavoc: doesn't seem very temporary...
1101         // LordHavoc: made this a saved cvar
1102 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1103         if (COM_CheckParm("-developer"))
1104         {
1105                 developer.value = developer.integer = 1;
1106                 developer.string = "1";
1107         }
1108
1109         if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1110         {
1111                 developer.value = developer.integer = 1;
1112                 developer.string = "1";
1113                 developer_extra.value = developer_extra.integer = 1;
1114                 developer_extra.string = "1";
1115                 developer_insane.value = developer_insane.integer = 1;
1116                 developer_insane.string = "1";
1117                 developer_memory.value = developer_memory.integer = 1;
1118                 developer_memory.string = "1";
1119                 developer_memorydebug.value = developer_memorydebug.integer = 1;
1120                 developer_memorydebug.string = "1";
1121         }
1122
1123         if (COM_CheckParm("-developer3"))
1124         {
1125                 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1126                 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1127         }
1128
1129 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1130         if (COM_CheckParm("-nostdout"))
1131                 sys_nostdout = 1;
1132
1133         // used by everything
1134         Memory_Init();
1135
1136         // initialize console command/cvar/alias/command execution systems
1137         Cmd_Init();
1138
1139         // initialize memory subsystem cvars/commands
1140         Memory_Init_Commands();
1141
1142         // initialize console and logging and its cvars/commands
1143         Con_Init();
1144
1145         // initialize various cvars that could not be initialized earlier
1146         u8_Init();
1147         Curl_Init_Commands();
1148         Cmd_Init_Commands();
1149         Sys_Init_Commands();
1150         COM_Init_Commands();
1151         FS_Init_Commands();
1152
1153         // initialize console window (only used by sys_win.c)
1154         Sys_InitConsole();
1155
1156         // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1157         FS_Init_SelfPack();
1158
1159         // detect gamemode from commandline options or executable name
1160         COM_InitGameType();
1161
1162         // construct a version string for the corner of the console
1163         os = DP_OS_NAME;
1164         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1165         Con_Printf("%s\n", engineversion);
1166
1167         // initialize process nice level
1168         Sys_InitProcessNice();
1169
1170         // initialize ixtable
1171         Mathlib_Init();
1172
1173         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1174         FS_Init();
1175
1176         // must be after FS_Init
1177         Crypto_Init();
1178         Crypto_Init_Commands();
1179
1180         NetConn_Init();
1181         Curl_Init();
1182         //PR_Init();
1183         //PR_Cmd_Init();
1184         PRVM_Init();
1185         Mod_Init();
1186         World_Init();
1187         SV_Init();
1188         V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1189         Host_InitCommands();
1190         Host_InitLocal();
1191         Host_ServerOptions();
1192
1193         Thread_Init();
1194
1195         if (cls.state == ca_dedicated)
1196                 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1197         else
1198         {
1199                 Con_DPrintf("Initializing client\n");
1200
1201                 R_Modules_Init();
1202                 Palette_Init();
1203                 MR_Init_Commands();
1204                 VID_Shared_Init();
1205                 VID_Init();
1206                 Render_Init();
1207                 S_Init();
1208                 CDAudio_Init();
1209                 Key_Init();
1210                 CL_Init();
1211         }
1212
1213         // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1214         // NOTE: menu commands are freed by Cmd_RestoreInitState
1215         Cmd_SaveInitState();
1216
1217         // FIXME: put this into some neat design, but the menu should be allowed to crash
1218         // without crashing the whole game, so this should just be a short-time solution
1219
1220         // here comes the not so critical stuff
1221         if (setjmp(host_abortframe)) {
1222                 return;
1223         }
1224
1225         Host_AddConfigText();
1226         Cbuf_Execute();
1227
1228         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1229         if (!host_stuffcmdsrun)
1230         {
1231                 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1232                 Cbuf_Execute();
1233         }
1234
1235         // put up the loading image so the user doesn't stare at a black screen...
1236         SCR_BeginLoadingPlaque();
1237
1238         if (cls.state != ca_dedicated)
1239         {
1240                 MR_Init();
1241         }
1242
1243         // check for special benchmark mode
1244 // 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)
1245         i = COM_CheckParm("-benchmark");
1246         if (i && i + 1 < com_argc)
1247         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1248         {
1249                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
1250                 Cbuf_Execute();
1251         }
1252
1253         // check for special demo mode
1254 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1255         i = COM_CheckParm("-demo");
1256         if (i && i + 1 < com_argc)
1257         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1258         {
1259                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
1260                 Cbuf_Execute();
1261         }
1262
1263 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1264         i = COM_CheckParm("-capturedemo");
1265         if (i && i + 1 < com_argc)
1266         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1267         {
1268                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1269                 Cbuf_Execute();
1270         }
1271
1272         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1273         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1274         {
1275                 Cbuf_AddText("startmap_dm\n");
1276                 Cbuf_Execute();
1277         }
1278
1279         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1280         {
1281                 Cbuf_AddText("togglemenu\n");
1282                 Cbuf_Execute();
1283         }
1284
1285         Con_DPrint("========Initialized=========\n");
1286
1287         //Host_StartVideo();
1288
1289         if (cls.state != ca_dedicated)
1290                 SV_StartThread();
1291 }
1292
1293
1294 /*
1295 ===============
1296 Host_Shutdown
1297
1298 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1299 to run quit through here before the final handoff to the sys code.
1300 ===============
1301 */
1302 void Host_Shutdown(void)
1303 {
1304         static qboolean isdown = false;
1305
1306         if (isdown)
1307         {
1308                 Con_Print("recursive shutdown\n");
1309                 return;
1310         }
1311         if (setjmp(host_abortframe))
1312         {
1313                 Con_Print("aborted the quitting frame?!?\n");
1314                 return;
1315         }
1316         isdown = true;
1317
1318         // be quiet while shutting down
1319         S_StopAllSounds();
1320
1321         // end the server thread
1322         if (svs.threaded)
1323                 SV_StopThread();
1324
1325         // disconnect client from server if active
1326         CL_Disconnect();
1327
1328         // shut down local server if active
1329         SV_LockThreadMutex();
1330         Host_ShutdownServer ();
1331         SV_UnlockThreadMutex();
1332
1333         // Shutdown menu
1334         if(MR_Shutdown)
1335                 MR_Shutdown();
1336
1337         // AK shutdown PRVM
1338         // AK hmm, no PRVM_Shutdown(); yet
1339
1340         CL_Video_Shutdown();
1341
1342         Host_SaveConfig();
1343
1344         CDAudio_Shutdown ();
1345         S_Terminate ();
1346         Curl_Shutdown ();
1347         NetConn_Shutdown ();
1348         //PR_Shutdown ();
1349
1350         if (cls.state != ca_dedicated)
1351         {
1352                 R_Modules_Shutdown();
1353                 VID_Shutdown();
1354         }
1355
1356         SV_StopThread();
1357         Thread_Shutdown();
1358         Cmd_Shutdown();
1359         Key_Shutdown();
1360         CL_Shutdown();
1361         Sys_Shutdown();
1362         Log_Close();
1363         Crypto_Shutdown();
1364         FS_Shutdown();
1365         Con_Shutdown();
1366         Memory_Shutdown();
1367 }
1368