/* 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 "quakedef.h" #include #include "libcurl.h" #include "cdaudio.h" #include "cl_gecko.h" #include "cl_video.h" #include "progsvm.h" #include "csprogs.h" #include "sv_demo.h" #include "snd_main.h" #include "thread.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. */ // how many frames have occurred // (checked by Host_Error and Host_SaveConfig_f) int host_framecount = 0; // LordHavoc: set when quit is executed qboolean host_shuttingdown = false; // the real time since application started, without any slowmo or clamping double realtime; // current client client_t *host_client; jmp_buf host_abortframe; double host_starttime = 0; // pretend frames take this amount of time (in seconds), 0 = realtime 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"}; // shows time used by certain subsystems cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"}; 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."}; 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"}; cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"}; cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"}; cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"}; 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"}; cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"}; 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)"}; 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"}; 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"}; 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"}; cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"}; 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!"}; 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)"}; cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"}; cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"}; cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"}; cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; /* ================ Host_AbortCurrentFrame aborts the current host frame and goes on with the next one ================ */ void Host_AbortCurrentFrame(void) { longjmp (host_abortframe, 1); } /* ================ Host_Error This shuts down both the client and server ================ */ void Host_Error (const char *error, ...) { static char hosterrorstring1[MAX_INPUTLINE]; static char hosterrorstring2[MAX_INPUTLINE]; static qboolean hosterror = false; va_list argptr; // turn off rcon redirect if it was active when the crash occurred // to prevent loops when it is a networking problem Con_Rcon_Redirect_Abort(); va_start (argptr,error); dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); Con_Printf("Host_Error: %s\n", hosterrorstring1); // LordHavoc: if crashing very early, or currently shutting down, do // Sys_Error instead if (host_framecount < 3 || 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; strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2)); CL_Parse_DumpPacket(); CL_Parse_ErrorCleanUp(); //PR_Crash(); // print out where the crash happened, if it was caused by QC (and do a cleanup) PRVM_Crash(); Host_ShutdownServer (); if (cls.state == ca_dedicated) Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; hosterror = false; Host_AbortCurrentFrame(); } void Host_ServerOptions (void) { int i; // general default svs.maxclients = 8; // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8 // if no client is in the executable or -dedicated is specified on // commandline, start a dedicated server i = COM_CheckParm ("-dedicated"); if (i || !cl_available) { cls.state = ca_dedicated; // check for -dedicated specifying how many players if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) svs.maxclients = atoi (com_argv[i+1]); if (COM_CheckParm ("-listen")) Con_Printf ("Only one of -dedicated or -listen can be specified\n"); // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users) Cvar_SetValue("sv_public", 1); } else if (cl_available) { // client exists and not dedicated, check if -listen is specified cls.state = ca_disconnected; i = COM_CheckParm ("-listen"); if (i) { // default players unless specified if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) svs.maxclients = atoi (com_argv[i+1]); } else { // default players in some games, singleplayer in most if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH) svs.maxclients = 1; } } svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD); svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer) Cvar_SetValueQuick(&deathmatch, 1); } /* ======================= Host_InitLocal ====================== */ void Host_SaveConfig_f(void); void Host_LoadConfig_f(void); extern cvar_t sv_writepicture_quality; extern cvar_t r_texture_jpeg_fastpicmip; static void Host_InitLocal (void) { Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)"); Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs"); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&host_maxwait); Cvar_RegisterVariable (&cl_minfps); Cvar_RegisterVariable (&cl_minfps_fade); Cvar_RegisterVariable (&cl_minfps_qualitymax); Cvar_RegisterVariable (&cl_minfps_qualitymin); Cvar_RegisterVariable (&cl_minfps_qualitypower); Cvar_RegisterVariable (&cl_minfps_qualityscale); Cvar_RegisterVariable (&cl_maxfps); Cvar_RegisterVariable (&cl_maxfps_alwayssleep); Cvar_RegisterVariable (&cl_maxidlefps); Cvar_RegisterVariable (&developer); Cvar_RegisterVariable (&developer_extra); Cvar_RegisterVariable (&developer_insane); Cvar_RegisterVariable (&developer_loadfile); Cvar_RegisterVariable (&developer_loading); Cvar_RegisterVariable (&developer_entityparsing); Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); Cvar_RegisterVariable (&sv_writepicture_quality); Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip); } /* =============== Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ void Host_SaveConfig_to(const char *file) { qfile_t *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars // LordHavoc: don't save a config if it crashed in startup if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo")) { f = FS_OpenRealFile(file, "wb", false); if (!f) { Con_Printf("Couldn't write %s.\n", file); return; } Key_WriteBindings (f); Cvar_WriteVariables (f); FS_Close (f); } } void Host_SaveConfig(void) { Host_SaveConfig_to(CONFIGFILENAME); } void Host_SaveConfig_f(void) { const char *file = CONFIGFILENAME; if(Cmd_Argc() >= 2) { file = Cmd_Argv(1); Con_Printf("Saving to %s\n", file); } Host_SaveConfig_to(file); } void Host_AddConfigText(void) { // set up the default startmap_sp and startmap_dm aliases (mods can // override these) and then execute the quake.rc startup script if (gamemode == GAME_NEHAHRA) Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n"); else if (gamemode == GAME_TRANSFUSION) Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n"); else if (gamemode == GAME_TEU) Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n"); else Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n"); } /* =============== Host_LoadConfig_f Resets key bindings and cvars to defaults and then reloads scripts =============== */ void Host_LoadConfig_f(void) { // reset all cvars, commands and aliases to init values Cmd_RestoreInitState(); // prepend a menu restart command to execute after the config Cbuf_InsertText("\nmenu_restart\n"); // reset cvars to their defaults, and then exec startup scripts again Host_AddConfigText(); } /* ================= SV_ClientPrint Sends text across to be displayed FIXME: make this just a stuffed echo? ================= */ void SV_ClientPrint(const char *msg) { if (host_client->netconnection) { MSG_WriteByte(&host_client->netconnection->message, svc_print); MSG_WriteString(&host_client->netconnection->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[MAX_INPUTLINE]; va_start(argptr,fmt); dpvsnprintf(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->active && client->netconnection) { MSG_WriteByte(&client->netconnection->message, svc_print); MSG_WriteString(&client->netconnection->message, msg); } } if (sv_echobprint.integer && cls.state == ca_dedicated) Con_Print(msg); } /* ================= SV_BroadcastPrintf Sends text to all active clients ================= */ void SV_BroadcastPrintf(const char *fmt, ...) { va_list argptr; char msg[MAX_INPUTLINE]; va_start(argptr,fmt); dpvsnprintf(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[MAX_INPUTLINE]; if (!host_client->netconnection) return; va_start(argptr,fmt); dpvsnprintf(string, sizeof(string), fmt, argptr); va_end(argptr); MSG_WriteByte(&host_client->netconnection->message, svc_stufftext); MSG_WriteString(&host_client->netconnection->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 i; Con_Printf("Client \"%s\" dropped\n", host_client->name); SV_StopDemoRecording(host_client); // make sure edict is not corrupt (from a level change for example) host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1); if (host_client->netconnection) { // free the client (the body stays around) if (!crash) { // LordHavoc: no opportunity for resending, so use unreliable 3 times unsigned char bufdata[8]; sizebuf_t buf; memset(&buf, 0, sizeof(buf)); buf.data = bufdata; buf.maxsize = sizeof(bufdata); MSG_WriteByte(&buf, svc_disconnect); NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); } // break the net connection NetConn_Close(host_client->netconnection); host_client->netconnection = NULL; } // call qc ClientDisconnect function // LordHavoc: don't call QC if server is dead (avoids recursive // Host_Error in some mods when they run out of edicts) if (host_client->clientconnectcalled && sv.active && host_client->edict) { // call the prog function for removing a client // this will set the body to a dead frame, among other things int saveSelf = prog->globals.server->self; host_client->clientconnectcalled = false; prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict); PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing"); prog->globals.server->self = saveSelf; } // if a download is active, close it if (host_client->download_file) { Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name); FS_Close(host_client->download_file); host_client->download_file = NULL; host_client->download_name[0] = 0; host_client->download_expectedposition = 0; host_client->download_started = false; } // remove leaving player from scoreboard host_client->name[0] = 0; host_client->colors = 0; host_client->frags = 0; // send notification to all clients // get number of client manually just to make sure we get it right... i = host_client - svs.clients; MSG_WriteByte (&sv.reliable_datagram, svc_updatename); MSG_WriteByte (&sv.reliable_datagram, i); MSG_WriteString (&sv.reliable_datagram, host_client->name); MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors); MSG_WriteByte (&sv.reliable_datagram, i); MSG_WriteByte (&sv.reliable_datagram, host_client->colors); MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags); MSG_WriteByte (&sv.reliable_datagram, i); MSG_WriteShort (&sv.reliable_datagram, host_client->frags); // 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); if (sv.active) { // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags PRVM_ED_ClearEdict(host_client->edict); } // clear the client struct (this sets active to false) memset(host_client, 0, sizeof(*host_client)); // update server listing on the master because player count changed // (which the master uses for filtering empty/full servers) NetConn_Heartbeat(1); if (sv.loadgame) { for (i = 0;i < svs.maxclients;i++) if (svs.clients[i].active && !svs.clients[i].spawned) break; if (i == svs.maxclients) { Con_Printf("Loaded game, everyone rejoined - unpausing\n"); sv.paused = sv.loadgame = false; // we're basically done with loading now } } } /* ================== Host_ShutdownServer This only happens at the end of a game, not between levels ================== */ void Host_ShutdownServer(void) { int i; Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; NetConn_Heartbeat(2); NetConn_Heartbeat(2); // make sure all the clients know we're disconnecting SV_VM_Begin(); World_End(&sv.world); if(prog->loaded) if(prog->funcoffsets.SV_Shutdown) { func_t s = prog->funcoffsets.SV_Shutdown; prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again PRVM_ExecuteProgram(s,"SV_Shutdown() required"); } for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) if (host_client->active) SV_DropClient(false); // server shutdown SV_VM_End(); NetConn_CloseServerPorts(); sv.active = false; // // clear structures // memset(&sv, 0, sizeof(sv)); memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); } //============================================================================ /* =================== 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_TimeReport Returns a time report string, for example for ================== */ const char *Host_TimingReport(void) { 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); } /* ================== Host_Frame Runs all active servers ================== */ static void Host_Init(void); void Host_Main(void) { double time1 = 0; double time2 = 0; double time3 = 0; double cl_timer, sv_timer; double clframetime, deltarealtime, oldrealtime; double wait; int pass1, pass2, pass3, i; Host_Init(); cl_timer = 0; sv_timer = 0; realtime = host_starttime = Sys_DoubleTime(); for (;;) { if (setjmp(host_abortframe)) { SCR_ClearLoadingScreen(false); continue; // something bad happened, or the server disconnected } oldrealtime = realtime; realtime = Sys_DoubleTime(); deltarealtime = realtime - oldrealtime; cl_timer += deltarealtime; sv_timer += deltarealtime; svs.perf_acc_realtime += deltarealtime; // Look for clients who have spawned for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) if(host_client->spawned) if(host_client->netconnection) break; if(i == svs.maxclients) { // Nobody is looking? Then we won't do timing... // Instead, reset it to zero 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; } else if(svs.perf_acc_realtime > 5) { svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime; svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime; if(svs.perf_acc_offset_samples > 0) { svs.perf_offset_max = svs.perf_acc_offset_max; svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples; svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg); } if(svs.perf_lost > 0 && developer_extra.integer) Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport()); 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; } if (slowmo.value < 0.00001 && slowmo.value != 0) Cvar_SetValue("slowmo", 0); if (host_framerate.value < 0.00001 && host_framerate.value != 0) Cvar_SetValue("host_framerate", 0); // keep the random time dependent, but not when playing demos/benchmarking if(!*sv_random_seed.string && !cls.demoplayback) rand(); cl.islocalgame = NetConn_IsLocalGame(); // get new key events Key_EventQueue_Unblock(); SndSys_SendKeyEvents(); Sys_SendKeyEvents(); NetConn_UpdateSockets(); Log_DestBuffer_Flush(); // receive packets on each main loop iteration, as the main loop may // be undersleeping due to select() detecting a new packet if (sv.active) NetConn_ServerFrame(); Curl_Run(); // check for commands typed to the host Host_GetConsoleCommands(); // when a server is running we only execute console commands on server frames // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc) // otherwise we execute them on client frames if (sv.active ? sv_timer > 0 : cl_timer > 0) { // process console commands // R_TimeReport("preconsole"); CL_VM_PreventInformationLeaks(); Cbuf_Execute(); // R_TimeReport("console"); } //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); // if the accumulators haven't become positive yet, wait a while if (cls.state == ca_dedicated) wait = sv_timer * -1000000.0; else if (!sv.active) wait = cl_timer * -1000000.0; else wait = max(cl_timer, sv_timer) * -1000000.0; if (!cls.timedemo && wait >= 1) { double time0; if(host_maxwait.value <= 0) wait = min(wait, 1000000.0); else wait = min(wait, host_maxwait.value * 1000.0); if(wait < 1) wait = 1; // because we cast to int time0 = Sys_DoubleTime(); if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer) NetConn_SleepMicroseconds((int)wait); else Sys_Sleep((int)wait); svs.perf_acc_sleeptime += Sys_DoubleTime() - time0; // R_TimeReport("sleep"); continue; } R_TimeReport("---"); //------------------- // // server operations // //------------------- // limit the frametime steps to no more than 100ms each if (cl_timer > 0.1) cl_timer = 0.1; if (sv_timer > 0.1) { svs.perf_acc_lost += (sv_timer - 0.1); sv_timer = 0.1; } if (sv.active && sv_timer > 0) { // execute one or more server frames, with an upper limit on how much // execution time to spend on server frames to avoid freezing the game if // the server is overloaded, this execution time limit means the game will // slow down if the server is taking too long. int framecount, framelimit = 1; double advancetime, aborttime = 0; float offset; if (cls.state == ca_dedicated) Collision_Cache_NewFrame(); // run the world state // don't allow simulation to run too fast or too slow or logic glitches can occur // stop running server frames if the wall time reaches this value if (sys_ticrate.value <= 0) advancetime = sv_timer; else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) { // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate advancetime = bound(0.01, cl_timer, sys_ticrate.value); framelimit = 10; aborttime = realtime + 0.1; } else { advancetime = sys_ticrate.value; // listen servers can run multiple server frames per client frame if (cls.state == ca_connected) { framelimit = 10; aborttime = realtime + 0.1; } } if(slowmo.value > 0 && slowmo.value < 1) advancetime = min(advancetime, 0.1 / slowmo.value); else advancetime = min(advancetime, 0.1); if(advancetime > 0) { offset = sv_timer + (Sys_DoubleTime() - realtime); ++svs.perf_acc_offset_samples; svs.perf_acc_offset += offset; svs.perf_acc_offset_squared += offset * offset; if(svs.perf_acc_offset_max < offset) svs.perf_acc_offset_max = offset; } // only advance time if not paused // the game also pauses in singleplayer when menu or console is used sv.frametime = advancetime * slowmo.value; if (host_framerate.value) sv.frametime = host_framerate.value; if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused))) sv.frametime = 0; // setup the VM frame SV_VM_Begin(); for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) { sv_timer -= advancetime; // move things around and think unless paused if (sv.frametime) SV_Physics(); // if this server frame took too long, break out of the loop if (framelimit > 1 && Sys_DoubleTime() >= aborttime) break; } R_TimeReport("serverphysics"); // send all messages to the clients SV_SendClientMessages(); if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) { prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart; PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing"); } // end the server VM frame SV_VM_End(); // send an heartbeat if enough time has passed since the last one NetConn_Heartbeat(0); R_TimeReport("servernetwork"); } else { // don't let r_speeds display jump around R_TimeReport("serverphysics"); R_TimeReport("servernetwork"); } //------------------- // // client operations // //------------------- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1))) { R_TimeReport("---"); Collision_Cache_NewFrame(); R_TimeReport("collisioncache"); // decide the simulation time if (cls.capturevideo.active) { //*** if (cls.capturevideo.realtime) clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); else { clframetime = 1.0 / cls.capturevideo.framerate; cl.realframetime = max(cl_timer, clframetime); } } else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo) { clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value); // when running slow, we need to sleep to keep input responsive wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000); if (wait > 0) Sys_Sleep((int)wait); } else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo) clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value); else clframetime = cl.realframetime = cl_timer; // apply slowmo scaling clframetime *= cl.movevars_timescale; // scale playback speed of demos by slowmo cvar if (cls.demoplayback) { clframetime *= slowmo.value; // if demo playback is paused, don't advance time at all if (cls.demopaused) clframetime = 0; } // host_framerate overrides all else if (host_framerate.value) clframetime = host_framerate.value; if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused))) clframetime = 0; if (cls.timedemo) clframetime = cl.realframetime = cl_timer; // deduct the frame time from the accumulator cl_timer -= cl.realframetime; cl.oldtime = cl.time; cl.time += clframetime; // update video if (host_speeds.integer) time1 = Sys_DoubleTime(); R_TimeReport("pre-input"); // Collect input into cmd CL_Input(); R_TimeReport("input"); // check for new packets NetConn_ClientFrame(); // read a new frame from a demo if needed CL_ReadDemoMessage(); R_TimeReport("clientnetwork"); // now that packets have been read, send input to server CL_SendMove(); R_TimeReport("sendmove"); // update client world (interpolate entities, create trails, etc) CL_UpdateWorld(); R_TimeReport("lerpworld"); CL_Video_Frame(); CL_Gecko_Frame(); R_TimeReport("client"); CL_UpdateScreen(); R_TimeReport("render"); if (host_speeds.integer) time2 = Sys_DoubleTime(); // update audio if(cl.csqc_usecsqclistener) { S_Update(&cl.csqc_listenermatrix); cl.csqc_usecsqclistener = false; } else S_Update(&r_refdef.view.matrix); CDAudio_Update(); R_TimeReport("audio"); // reset gathering of mouse input in_mouse_x = in_mouse_y = 0; if (host_speeds.integer) { pass1 = (int)((time1 - time3)*1000000); time3 = Sys_DoubleTime(); pass2 = (int)((time2 - time1)*1000000); pass3 = (int)((time3 - time2)*1000000); Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } } #if MEMPARANOIA Mem_CheckSentinelsGlobal(); #else if (developer_memorydebug.integer) Mem_CheckSentinelsGlobal(); #endif // if there is some time remaining from this frame, reset the timers if (cl_timer >= 0) cl_timer = 0; if (sv_timer >= 0) { svs.perf_acc_lost += sv_timer; sv_timer = 0; } host_framecount++; } } //============================================================================ qboolean vid_opened = false; void Host_StartVideo(void) { if (!vid_opened && cls.state != ca_dedicated) { vid_opened = true; // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers NetConn_UpdateSockets(); VID_Start(); CDAudio_Startup(); } } char engineversion[128]; qboolean sys_nostdout = false; extern void u8_Init(void); extern void Render_Init(void); extern void Mathlib_Init(void); extern void FS_Init_SelfPack(void); extern void FS_Init(void); extern void FS_Shutdown(void); extern void PR_Cmd_Init(void); extern void COM_Init_Commands(void); extern void FS_Init_Commands(void); extern qboolean host_stuffcmdsrun; /* ==================== Host_Init ==================== */ static void Host_Init (void) { int i; const char* os; if (COM_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); // LordHavoc: quake never seeded the random number generator before... heh if (COM_CheckParm("-benchmark")) srand(0); // predictable random sequence for -benchmark else srand((unsigned int)time(NULL)); // FIXME: this is evil, but possibly temporary // LordHavoc: doesn't seem very temporary... // LordHavoc: made this a saved cvar // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers) if (COM_CheckParm("-developer")) { developer.value = developer.integer = 1; developer.string = "1"; } if (COM_CheckParm("-developer2")) { developer.value = developer.integer = 1; developer.string = "1"; developer_extra.value = developer_extra.integer = 1; developer_extra.string = "1"; developer_insane.value = developer_insane.integer = 1; developer_insane.string = "1"; developer_memory.value = developer_memory.integer = 1; developer_memory.string = "1"; developer_memorydebug.value = developer_memorydebug.integer = 1; developer_memorydebug.string = "1"; } // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from if (COM_CheckParm("-nostdout")) sys_nostdout = 1; // used by everything Memory_Init(); // initialize console command/cvar/alias/command execution systems Cmd_Init(); // initialize memory subsystem cvars/commands Memory_Init_Commands(); // initialize console and logging and its cvars/commands Con_Init(); // initialize various cvars that could not be initialized earlier u8_Init(); Curl_Init_Commands(); Cmd_Init_Commands(); Sys_Init_Commands(); COM_Init_Commands(); FS_Init_Commands(); // initialize console window (only used by sys_win.c) Sys_InitConsole(); // initialize the self-pack (must be before COM_InitGameType as it may add command line options) FS_Init_SelfPack(); // detect gamemode from commandline options or executable name COM_InitGameType(); // construct a version string for the corner of the console os = DP_OS_NAME; dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring); Con_Printf("%s\n", engineversion); // initialize ixtable Mathlib_Init(); // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) FS_Init(); // must be after FS_Init Crypto_Init(); Crypto_Init_Commands(); NetConn_Init(); Curl_Init(); //PR_Init(); //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); World_Init(); SV_Init(); V_Init(); // some cvars needed by server player physics (cl_rollangle etc) Host_InitCommands(); Host_InitLocal(); Host_ServerOptions(); if (cls.state == ca_dedicated) Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); else { Con_DPrintf("Initializing client\n"); R_Modules_Init(); Palette_Init(); MR_Init_Commands(); Thread_Init(); VID_Shared_Init(); VID_Init(); Render_Init(); S_Init(); CDAudio_Init(); Key_Init(); CL_Init(); } // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called // NOTE: menu commands are freed by Cmd_RestoreInitState Cmd_SaveInitState(); // FIXME: put this into some neat design, but the menu should be allowed to crash // without crashing the whole game, so this should just be a short-time solution // here comes the not so critical stuff if (setjmp(host_abortframe)) { return; } Host_AddConfigText(); Cbuf_Execute(); // if stuffcmds wasn't run, then quake.rc is probably missing, use default if (!host_stuffcmdsrun) { Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n"); Cbuf_Execute(); } // put up the loading image so the user doesn't stare at a black screen... SCR_BeginLoadingPlaque(); if (cls.state != ca_dedicated) { MR_Init(); } // check for special benchmark mode // COMMANDLINEOPTION: Client: -benchmark runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) i = COM_CheckParm("-benchmark"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // check for special demo mode // COMMANDLINEOPTION: Client: -demo runs a playdemo and quits i = COM_CheckParm("-demo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // COMMANDLINEOPTION: Client: -capturedemo captures a playdemo and quits i = COM_CheckParm("-capturedemo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1])); Cbuf_Execute(); } if (cls.state == ca_dedicated || COM_CheckParm("-listen")) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText("startmap_dm\n"); Cbuf_Execute(); } if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText("togglemenu\n"); Cbuf_Execute(); } Con_DPrint("========Initialized=========\n"); //Host_StartVideo(); } /* =============== Host_Shutdown FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better to run quit through here before the final handoff to the sys code. =============== */ void Host_Shutdown(void) { static qboolean isdown = false; if (isdown) { Con_Print("recursive shutdown\n"); return; } if (setjmp(host_abortframe)) { Con_Print("aborted the quitting frame?!?\n"); return; } isdown = true; // be quiet while shutting down S_StopAllSounds(); // disconnect client from server if active CL_Disconnect(); // shut down local server if active Host_ShutdownServer (); // Shutdown menu if(MR_Shutdown) MR_Shutdown(); // AK shutdown PRVM // AK hmm, no PRVM_Shutdown(); yet CL_Gecko_Shutdown(); CL_Video_Shutdown(); Host_SaveConfig(); CDAudio_Shutdown (); S_Terminate (); Curl_Shutdown (); NetConn_Shutdown (); //PR_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); Thread_Shutdown(); } Cmd_Shutdown(); Key_Shutdown(); CL_Shutdown(); Sys_Shutdown(); Log_Close(); Crypto_Shutdown(); FS_Shutdown(); Con_Shutdown(); Memory_Shutdown(); }