/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // host.c -- coordinates spawning and killing of local servers #include #include "quakedef.h" #include "cl_video.h" /* A server can always be started, even if the system started out as a client to a remote system. A client can NOT be started if the system started as a dedicated server. Memory is cleared / released when a server or client begins, not when they end. */ // true if into command execution qboolean host_initialized; // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down qboolean host_loopactive = false; // LordHavoc: set when quit is executed qboolean host_shuttingdown = false; double host_frametime; // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling) double host_realframetime; // the real time, without any slowmo or clamping double realtime; // realtime from previous frame double oldrealtime; // how many frames have occurred int host_framecount; // used for -developer commandline parameter, hacky hacky int forcedeveloper; // current client client_t *host_client; jmp_buf host_abortserver; // pretend frames take this amount of time (in seconds), 0 = realtime cvar_t host_framerate = {0, "host_framerate","0"}; // shows time used by certain subsystems cvar_t host_speeds = {0, "host_speeds","0"}; // LordHavoc: framerate independent slowmo cvar_t slowmo = {0, "slowmo", "1.0"}; // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally) cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"}; // LordHavoc: framerate upper cap cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"}; // print broadcast messages in dedicated mode cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"}; cvar_t serverprofile = {0, "serverprofile","0"}; cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"}; cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"}; cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"}; cvar_t samelevel = {0, "samelevel","0"}; cvar_t noexit = {CVAR_NOTIFY, "noexit","0"}; cvar_t developer = {0, "developer","0"}; cvar_t skill = {0, "skill","1"}; cvar_t deathmatch = {0, "deathmatch","0"}; cvar_t coop = {0, "coop","0"}; cvar_t pausable = {0, "pausable","1"}; cvar_t temp1 = {0, "temp1","0"}; cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; /* ================ Host_Error This shuts down both the client and server ================ */ void PRVM_ProcessError(void); static char hosterrorstring1[4096]; static char hosterrorstring2[4096]; static qboolean hosterror = false; void Host_Error (const char *error, ...) { va_list argptr; va_start (argptr,error); vsprintf (hosterrorstring1,error,argptr); va_end (argptr); Con_Printf("Host_Error: %s\n", hosterrorstring1); // LordHavoc: if first frame has not been shown, or currently shutting // down, do Sys_Error instead if (!host_loopactive || host_shuttingdown) Sys_Error ("Host_Error: %s", hosterrorstring1); if (hosterror) Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1); hosterror = true; strcpy(hosterrorstring2, hosterrorstring1); CL_Parse_DumpPacket(); PR_Crash(); //PRVM_Crash(); // crash current prog // crash all prvm progs PRVM_CrashAll(); PRVM_ProcessError(); Host_ShutdownServer (false); if (cls.state == ca_dedicated) Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; hosterror = false; longjmp (host_abortserver, 1); } mempool_t *sv_clients_mempool = NULL; void Host_ServerOptions (void) { int i, numplayers; // general default numplayers = 8; if (cl_available) { // client exists, check what mode the user wants i = COM_CheckParm ("-dedicated"); if (i) { cls.state = ca_dedicated; // default players unless specified if (i != (com_argc - 1)) numplayers = atoi (com_argv[i+1]); if (COM_CheckParm ("-listen")) Sys_Error ("Only one of -dedicated or -listen can be specified"); } else { cls.state = ca_disconnected; i = COM_CheckParm ("-listen"); if (i) { // default players unless specified if (i != (com_argc - 1)) numplayers = atoi (com_argv[i+1]); } else { // default players in some games, singleplayer in most if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) numplayers = 1; } } } else { // no client in the executable, always start dedicated server if (COM_CheckParm ("-listen")) Sys_Error ("-listen not available in a dedicated server executable"); cls.state = ca_dedicated; // check for -dedicated specifying how many players i = COM_CheckParm ("-dedicated"); // default players unless specified if (i && i != (com_argc - 1)) numplayers = atoi (com_argv[i+1]); } if (numplayers < 1) numplayers = 8; numplayers = bound(1, numplayers, MAX_SCOREBOARD); if (numplayers > 1 && !deathmatch.integer) Cvar_SetValueQuick(&deathmatch, 1); svs.maxclients = numplayers; sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL); svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients); } /* ======================= Host_InitLocal ====================== */ void Host_SaveConfig_f(void); void Host_InitLocal (void) { Host_InitCommands (); Cmd_AddCommand("saveconfig", Host_SaveConfig_f); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&slowmo); Cvar_RegisterVariable (&host_minfps); Cvar_RegisterVariable (&host_maxfps); Cvar_RegisterVariable (&sv_echobprint); Cvar_RegisterVariable (&sys_ticrate); Cvar_RegisterVariable (&serverprofile); Cvar_RegisterVariable (&fraglimit); Cvar_RegisterVariable (&timelimit); Cvar_RegisterVariable (&teamplay); Cvar_RegisterVariable (&samelevel); Cvar_RegisterVariable (&noexit); Cvar_RegisterVariable (&skill); Cvar_RegisterVariable (&developer); if (forcedeveloper) // make it real now that the cvar is registered Cvar_SetValue("developer", 1); Cvar_RegisterVariable (&deathmatch); Cvar_RegisterVariable (&coop); Cvar_RegisterVariable (&pausable); Cvar_RegisterVariable (&temp1); Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); Host_ServerOptions (); } /* =============== Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ void Host_SaveConfig_f(void) { qfile_t *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars if (host_initialized && cls.state != ca_dedicated) { f = FS_Open ("config.cfg", "w", false); if (!f) { Con_Print("Couldn't write config.cfg.\n"); return; } Key_WriteBindings (f); Cvar_WriteVariables (f); FS_Close (f); } } /* ================= SV_ClientPrint Sends text across to be displayed FIXME: make this just a stuffed echo? ================= */ void SV_ClientPrint(const char *msg) { MSG_WriteByte(&host_client->message, svc_print); MSG_WriteString(&host_client->message, msg); } /* ================= SV_ClientPrintf Sends text across to be displayed FIXME: make this just a stuffed echo? ================= */ void SV_ClientPrintf(const char *fmt, ...) { va_list argptr; char msg[4096]; va_start(argptr,fmt); vsnprintf(msg,sizeof(msg),fmt,argptr); va_end(argptr); SV_ClientPrint(msg); } /* ================= SV_BroadcastPrint Sends text to all active clients ================= */ void SV_BroadcastPrint(const char *msg) { int i; client_t *client; for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { if (client->spawned) { MSG_WriteByte(&client->message, svc_print); MSG_WriteString(&client->message, msg); } } if (sv_echobprint.integer && cls.state == ca_dedicated) Sys_Print(msg); } /* ================= SV_BroadcastPrintf Sends text to all active clients ================= */ void SV_BroadcastPrintf(const char *fmt, ...) { va_list argptr; char msg[4096]; va_start(argptr,fmt); vsnprintf(msg,sizeof(msg),fmt,argptr); va_end(argptr); SV_BroadcastPrint(msg); } /* ================= Host_ClientCommands Send text over to the client to be executed ================= */ void Host_ClientCommands(const char *fmt, ...) { va_list argptr; char string[1024]; va_start(argptr,fmt); vsprintf(string, fmt,argptr); va_end(argptr); MSG_WriteByte(&host_client->message, svc_stufftext); MSG_WriteString(&host_client->message, string); } /* ===================== SV_DropClient Called when the player is getting totally kicked off the host if (crash = true), don't bother sending signofs ===================== */ void SV_DropClient(qboolean crash) { int saveSelf; int i; client_t *client; Con_Printf("Client \"%s\" dropped\n", host_client->name); // send any final messages (don't check for errors) if (host_client->netconnection) { // free the client (the body stays around) if (!crash) { // LordHavoc: no opportunity for resending, so use unreliable MSG_WriteByte(&host_client->message, svc_disconnect); NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); } // break the net connection NetConn_Close(host_client->netconnection); host_client->netconnection = NULL; // LordHavoc: don't call QC if server is dead (avoids recursive // Host_Error in some mods when they run out of edicts) if (sv.active && host_client->edict && host_client->spawned) { // call the prog function for removing a client // this will set the body to a dead frame, among other things saveSelf = pr_global_struct->self; pr_global_struct->self = EDICT_TO_PROG(host_client->edict); PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing"); pr_global_struct->self = saveSelf; } } // send notification to all clients for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { if (!client->active) continue; MSG_WriteByte(&client->message, svc_updatename); MSG_WriteByte(&client->message, host_client->number); MSG_WriteString(&client->message, ""); MSG_WriteByte(&client->message, svc_updatefrags); MSG_WriteByte(&client->message, host_client->number); MSG_WriteShort(&client->message, 0); MSG_WriteByte(&client->message, svc_updatecolors); MSG_WriteByte(&client->message, host_client->number); MSG_WriteByte(&client->message, 0); } NetConn_Heartbeat(1); // free the client now if (host_client->entitydatabase) EntityFrame_FreeDatabase(host_client->entitydatabase); if (host_client->entitydatabase4) EntityFrame4_FreeDatabase(host_client->entitydatabase4); if (host_client->entitydatabase5) EntityFrame5_FreeDatabase(host_client->entitydatabase5); // clear the client struct (this sets active to false) memset(host_client, 0, sizeof(*host_client)); } /* ================== Host_ShutdownServer This only happens at the end of a game, not between levels ================== */ void Host_ShutdownServer(qboolean crash) { int i, count; sizebuf_t buf; char message[4]; Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; // print out where the crash happened, if it was caused by QC PR_Crash(); NetConn_Heartbeat(2); NetConn_Heartbeat(2); // make sure all the clients know we're disconnecting buf.data = message; buf.maxsize = 4; buf.cursize = 0; MSG_WriteByte(&buf, svc_disconnect); count = NetConn_SendToAll(&buf, 5); if (count) Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count); for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) if (host_client->active) SV_DropClient(crash); // server shutdown NetConn_CloseServerPorts(); sv.active = false; // // clear structures // memset(&sv, 0, sizeof(sv)); memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); } /* ================ Host_ClearMemory This clears all the memory used by both the client and server, but does not reinitialize anything. ================ */ void Host_ClearMemory (void) { Con_DPrint("Clearing memory\n"); Mod_ClearAll (); cls.signon = 0; memset (&sv, 0, sizeof(sv)); memset (&cl, 0, sizeof(cl)); } //============================================================================ /* =================== Host_FilterTime Returns false if the time is too short to run a frame =================== */ extern cvar_t cl_avidemo; qboolean Host_FilterTime (double time) { double timecap, timeleft; realtime += time; if (slowmo.value < 0.0f) Cvar_SetValue("slowmo", 0.0f); if (host_minfps.value < 10.0f) Cvar_SetValue("host_minfps", 10.0f); if (host_maxfps.value < host_minfps.value) Cvar_SetValue("host_maxfps", host_minfps.value); if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f) Cvar_SetValue("cl_avidemo", 0.0f); // check if framerate is too high if (!cls.timedemo) { // default to sys_ticrate (server framerate - presumably low) unless we // have a good reason to run faster timecap = sys_ticrate.value; if (cls.state != ca_dedicated) { if (cl_avidemo.value >= 0.1f) timecap = 1.0 / (double)cl_avidemo.value; else if (vid_activewindow) timecap = 1.0 / host_maxfps.value; } timeleft = oldrealtime + timecap - realtime; if (timeleft > 0) { // don't totally hog the CPU if (timeleft >= 0.02) Sys_Sleep((int)(timeleft * 1000) - 5); return false; } } // LordHavoc: copy into host_realframetime as well host_realframetime = host_frametime = realtime - oldrealtime; oldrealtime = realtime; if (cls.timedemo) { // disable time effects cl.frametime = host_frametime; return true; } if (host_framerate.value > 0) host_frametime = host_framerate.value; else if (cl_avidemo.value >= 0.1f) host_frametime = (1.0 / cl_avidemo.value); else { // don't allow really short frames if (host_frametime > (1.0 / host_minfps.value)) host_frametime = (1.0 / host_minfps.value); } cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps return true; } /* =================== Host_GetConsoleCommands Add them exactly as if they had been typed at the console =================== */ void Host_GetConsoleCommands (void) { char *cmd; while (1) { cmd = Sys_ConsoleInput (); if (!cmd) break; Cbuf_AddText (cmd); } } /* ================== Host_ServerFrame ================== */ void Host_ServerFrame (void) { static double frametimetotal = 0, lastservertime = 0; frametimetotal += host_frametime; // LordHavoc: cap server at sys_ticrate in networked games if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value)) return; NetConn_ServerFrame(); // run the world state if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive))) sv.frametime = pr_global_struct->frametime = frametimetotal; else sv.frametime = 0; frametimetotal = 0; lastservertime = realtime; // set the time and clear the general datagram SV_ClearDatagram(); // read client messages SV_RunClients(); // move things around and think // always pause in single player if in console or menus if (sv.frametime) SV_Physics(); // send all messages to the clients SV_SendClientMessages(); // send an heartbeat if enough time has passed since the last one NetConn_Heartbeat(0); } /* ================== Host_Frame Runs all active servers ================== */ void _Host_Frame (float time) { static double time1 = 0; static double time2 = 0; static double time3 = 0; int pass1, pass2, pass3; usercmd_t cmd; // Used for receiving input if (setjmp(host_abortserver)) return; // something bad happened, or the server disconnected // keep the random time dependent rand(); // decide the simulation time if (!Host_FilterTime(time)) return; cl.islocalgame = NetConn_IsLocalGame(); // get new key events Sys_SendKeyEvents(); // allow mice or other external controllers to add commands IN_Commands(); // Collect input into cmd IN_ProcessMove(&cmd); // process console commands Cbuf_Execute(); // if running the server locally, make intentions now if (cls.state == ca_connected && sv.active) CL_SendCmd(&cmd); //------------------- // // server operations // //------------------- // check for commands typed to the host Host_GetConsoleCommands(); if (sv.active) Host_ServerFrame(); //------------------- // // client operations // //------------------- cl.oldtime = cl.time; cl.time += cl.frametime; NetConn_ClientFrame(); if (cls.state == ca_connected) { // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) CL_SendCmd(&cmd); CL_ReadFromServer(); } //ui_update(); CL_VideoFrame(); // update video if (host_speeds.integer) time1 = Sys_DoubleTime(); R_UpdateWorld(); CL_UpdateScreen(); if (host_speeds.integer) time2 = Sys_DoubleTime(); // update audio if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) { // LordHavoc: this used to use renderer variables (eww) S_Update(&cl_entities[cl.viewentity].render.matrix); } else S_Update(&identitymatrix); CDAudio_Update(); if (host_speeds.integer) { pass1 = (time1 - time3)*1000000; time3 = Sys_DoubleTime(); pass2 = (time2 - time1)*1000000; pass3 = (time3 - time2)*1000000; Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } host_framecount++; host_loopactive = true; } void Host_Frame (float time) { double time1, time2; static double timetotal; static int timecount; int i, c, m; if (!serverprofile.integer) { _Host_Frame (time); return; } time1 = Sys_DoubleTime (); _Host_Frame (time); time2 = Sys_DoubleTime (); timetotal += time2 - time1; timecount++; if (timecount < 1000) return; m = timetotal*1000/timecount; timecount = 0; timetotal = 0; c = 0; for (i=0 ; i