/* 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_EndGame ================ */ void Host_EndGame (const char *format, ...) { va_list argptr; char string[1024]; va_start (argptr,format); vsprintf (string,format,argptr); va_end (argptr); Con_DPrintf ("Host_EndGame: %s\n",string); if (sv.active) Host_ShutdownServer (false); if (cls.state == ca_dedicated) Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit if (cls.demonum != -1) CL_NextDemo (); else CL_Disconnect (); longjmp (host_abortserver, 1); } /* ================ Host_Error This shuts down both the client and server ================ */ char hosterrorstring[4096]; extern char sv_spawnmap[MAX_QPATH]; extern char sv_loadgame[MAX_OSPATH]; void Host_Error (const char *error, ...) { va_list argptr; static qboolean inerror = false; // make sure we don't get in a loading loop sv_loadgame[0] = 0; sv_spawnmap[0] = 0; // LordHavoc: if first frame has not been shown, or currently shutting // down, do Sys_Error instead if (!host_loopactive || host_shuttingdown) { char string[4096]; va_start (argptr,error); vsprintf (string,error,argptr); va_end (argptr); Sys_Error ("%s", string); } if (inerror) { char string[4096]; va_start (argptr,error); vsprintf (string,error,argptr); va_end (argptr); Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string); } inerror = true; va_start (argptr,error); vsprintf (hosterrorstring,error,argptr); va_end (argptr); Con_Printf ("Host_Error: %s\n",hosterrorstring); CL_Parse_DumpPacket(); PR_Crash(); if (sv.active) Host_ShutdownServer (false); if (cls.state == ca_dedicated) Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; // unload any partially loaded models Mod_ClearErrorModels(); inerror = false; longjmp (host_abortserver, 1); } void Host_ServerOptions (void) { int i, numplayers; if (cl_available) { // client exists, check what mode the user wants i = COM_CheckParm ("-dedicated"); if (i) { cls.state = ca_dedicated; numplayers = 8; 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 { numplayers = 1; cls.state = ca_disconnected; i = COM_CheckParm ("-listen"); if (i) { numplayers = 8; if (i != (com_argc - 1)) numplayers = atoi (com_argv[i+1]); } } } else { // no client in the executable, start dedicated server if (COM_CheckParm ("-listen")) Sys_Error ("-listen not available in a dedicated server executable"); numplayers = 8; cls.state = ca_dedicated; // check for -dedicated specifying how many players i = COM_CheckParm ("-dedicated"); if (i && i != (com_argc - 1)) numplayers = atoi (com_argv[i+1]); } if (numplayers < 1) numplayers = 8; if (numplayers > MAX_SCOREBOARD) numplayers = MAX_SCOREBOARD; // Transfusion doesn't support single player games if (gamemode == GAME_TRANSFUSION && numplayers < 4) numplayers = 4; if (numplayers > 1) Cvar_SetValueQuick (&deathmatch, 1); else Cvar_SetValueQuick (&deathmatch, 0); svs.maxclients = 0; SV_SetMaxClients(numplayers); } static mempool_t *clients_mempool; void SV_SetMaxClients(int n) { if (sv.active) return; n = bound(1, n, MAX_SCOREBOARD); if (svs.maxclients == n) return; svs.maxclients = n; if (!clients_mempool) clients_mempool = Mem_AllocPool("clients"); if (svs.clients) Mem_Free(svs.clients); svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t)); } /* ======================= Host_InitLocal ====================== */ void Host_InitLocal (void) { Host_InitCommands (); 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_WriteConfiguration Writes key bindings and archived cvars to config.cfg =============== */ void Host_WriteConfiguration (void) { QFile *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars if (host_initialized && cls.state != ca_dedicated) { f = Qopen (va("%s/config.cfg",com_gamedir), "w"); if (!f) { Con_Printf ("Couldn't write config.cfg.\n"); return; } Key_WriteBindings (f); Cvar_WriteVariables (f); Qclose (f); } } /* ================= 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 string[1024]; va_start (argptr,fmt); vsprintf (string, fmt,argptr); va_end (argptr); MSG_WriteByte (&host_client->message, svc_print); MSG_WriteString (&host_client->message, string); } /* ================= SV_BroadcastPrintf Sends text to all active clients ================= */ void SV_BroadcastPrintf (const char *fmt, ...) { va_list argptr; char string[1024]; int i; va_start (argptr,fmt); vsprintf (string, fmt,argptr); va_end (argptr); for (i=0 ; imessage, 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; if (!crash) { // send any final messages (don't check for errors) if (NET_CanSendMessage (host_client->netconnection)) { MSG_WriteByte (&host_client->message, svc_disconnect); NET_SendMessage (host_client->netconnection, &host_client->message); } if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts) { // 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; } Sys_Printf ("Client %s removed\n",host_client->name); } // break the net connection NET_Close (host_client->netconnection); host_client->netconnection = NULL; // free the client (the body stays around) host_client->active = false; host_client->name[0] = 0; host_client->old_frags = -999999; net_activeconnections--; // send notification to all clients for (i=0, client = svs.clients ; iactive) continue; MSG_WriteByte (&client->message, svc_updatename); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteString (&client->message, ""); MSG_WriteByte (&client->message, svc_updatefrags); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteShort (&client->message, 0); MSG_WriteByte (&client->message, svc_updatecolors); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteByte (&client->message, 0); } NET_Heartbeat (1); } /* ================== 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]; double start; if (!sv.active) return; // print out where the crash happened, if it was caused by QC PR_Crash(); sv.active = false; // stop all client sounds immediately CL_Disconnect (); NET_Heartbeat (2); NET_Heartbeat (2); // flush any pending messages - like the score!!! start = Sys_DoubleTime(); do { count = 0; for (i=0, host_client = svs.clients ; iactive && host_client->message.cursize) { if (NET_CanSendMessage (host_client->netconnection)) { NET_SendMessage(host_client->netconnection, &host_client->message); SZ_Clear (&host_client->message); } else { NET_GetMessage(host_client->netconnection); count++; } } } if ((Sys_DoubleTime() - start) > 3.0) break; } while (count); // make sure all the clients know we're disconnecting buf.data = message; buf.maxsize = 4; buf.cursize = 0; MSG_WriteByte(&buf, svc_disconnect); count = NET_SendToAll(&buf, 5); if (count) Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count); for (i=0, host_client = svs.clients ; iactive) SV_DropClient(crash); // // 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_DPrintf ("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; 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 (cl_avidemo.value >= 0.1f) { timecap = 1.0 / (double)cl_avidemo.value; if ((realtime - oldrealtime) < timecap) return false; } else if (!cls.timedemo) { // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video timecap = sys_ticrate.value; if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying)) timecap = 1.0 / host_maxfps.value; if ((realtime - oldrealtime) < timecap) 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 listen games if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value)) return; // run the world state if (!sv.paused && (svs.maxclients > 1 || (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 (); // check for new clients SV_CheckForNewClients (); // 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 NET_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; 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)) { // if time was rejected, don't totally hog the CPU Sys_Sleep(); return; } // get new key events Sys_SendKeyEvents (); // allow mice or other external controllers to add commands IN_Commands (); // process console commands Cbuf_Execute (); // LordHavoc: map and load are delayed until video is initialized Host_PerformSpawnServerAndLoadGame(); NET_Poll(); // if running the server locally, make intentions now if (sv.active) CL_SendCmd (); //------------------- // // server operations // //------------------- // check for commands typed to the host Host_GetConsoleCommands (); if (sv.active) Host_ServerFrame (); //------------------- // // client operations // //------------------- // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) CL_SendCmd (); // fetch results from server if (cls.state == ca_connected) CL_ReadFromServer (); ui_update(); CL_VideoFrame(); // update video if (host_speeds.integer) time1 = Sys_DoubleTime (); CL_UpdateScreen (); if (host_speeds.integer) time2 = Sys_DoubleTime (); // update audio if (cls.signon == SIGNONS) { // LordHavoc: this used to use renderer variables (eww) vec3_t forward, right, up; AngleVectors(cl.viewangles, forward, right, up); S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up); } else S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin); 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