/* 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 "cdaudio.h" #include "cl_video.h" #include "progsvm.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; // 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; // used for -developer commandline parameter, hacky hacky int forcedeveloper; // current client client_t *host_client; jmp_buf host_abortframe; // 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: framerate upper cap cvar_t cl_maxfps = {CVAR_SAVE, "cl_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_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[4096]; static char hosterrorstring2[4096]; static qboolean hosterror = false; va_list argptr; 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; strcpy(hosterrorstring2, hosterrorstring1); CL_Parse_DumpPacket(); //PR_Crash(); // print out where the crash happened, if it was caused by QC (and do a cleanup) PRVM_Crash(); 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; 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"); // 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_BATTLEMECH) svs.maxclients = 1; } } svs.maxclients = 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) Cvar_SetValueQuick(&deathmatch, 1); } /* ======================= Host_InitLocal ====================== */ void Host_SaveConfig_f(void); void Host_InitLocal (void) { Cmd_AddCommand("saveconfig", Host_SaveConfig_f); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&slowmo); Cvar_RegisterVariable (&cl_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_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 // LordHavoc: don't save a config if it crashed in startup if (host_framecount >= 3 && cls.state != ca_dedicated) { f = FS_Open ("config.cfg", "wb", false, 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); 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->spawned) { MSG_WriteByte(&client->message, svc_print); MSG_WriteString(&client->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[4096]; 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[1024]; va_start(argptr,fmt); dpvsnprintf(string, sizeof(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 i; Con_Printf("Client \"%s\" dropped\n", host_client->name); // 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 MSG_WriteByte(&host_client->message, svc_disconnect); NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); } // 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; } // remove leaving player from scoreboard //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name); //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors))) // val->_float = 0; //host_client->edict->fields.server->frags = 0; 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); } /* ================== 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; qbyte message[4]; Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; SV_VM_Begin(); 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)); SV_VM_End(); } /* ================ 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 qboolean cl_capturevideo_active; extern double cl_capturevideo_framerate; extern qfile_t *cl_capturevideo_soundfile; qboolean Host_FilterTime (double time) { double timecap, timeleft; realtime += time; if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001) Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1)); if (slowmo.value < 0) Cvar_SetValue("slowmo", 0); if (host_framerate.value < 0.00001 && host_framerate.value != 0) Cvar_SetValue("host_framerate", 0); if (cl_maxfps.value < 1) Cvar_SetValue("cl_maxfps", 1); if (cls.timedemo) { // disable time effects during timedemo cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime; oldrealtime = realtime; return true; } // check if framerate is too high // default to sys_ticrate (server framerate - presumably low) unless we // have a good reason to run faster timecap = host_framerate.value; if (!timecap) timecap = sys_ticrate.value; if (cls.state != ca_dedicated) { if (cl_capturevideo_active) timecap = 1.0 / cl_capturevideo_framerate; else if (vid_activewindow) timecap = 1.0 / cl_maxfps.value; } timeleft = timecap - (realtime - oldrealtime); if (timeleft > 0) { int msleft; // don't totally hog the CPU if (cls.state == ca_dedicated) { // if dedicated, try to use as little cpu as possible by waiting // just a little longer than necessary // (yes this means it doesn't quite keep up with the framerate) msleft = (int)ceil(timeleft * 1000); } else { // if not dedicated, try to hit exactly a steady framerate by not // sleeping the full amount msleft = (int)floor(timeleft * 1000); } if (msleft > 0) Sys_Sleep(msleft); return false; } // LordHavoc: copy into host_realframetime as well host_realframetime = host_frametime = realtime - oldrealtime; oldrealtime = realtime; if (cl_capturevideo_active && !cl_capturevideo_soundfile) host_frametime = timecap; // apply slowmo scaling host_frametime *= slowmo.value; // host_framerate overrides all else if (host_framerate.value) host_frametime = host_framerate.value; // never run a frame longer than 1 second if (host_frametime > 1) host_frametime = 1; cl.frametime = host_frametime; 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) { // never run more than 5 frames at a time as a sanity limit int framecount, framelimit = 5; double advancetime; if (!sv.active) { sv.timer = 0; return; } sv.timer += host_realframetime; // run the world state // don't allow simulation to run too fast or too slow or logic glitches can occur for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++) { // setup the VM frame SV_VM_Begin(); if (cl.islocalgame) advancetime = min(sv.timer, sys_ticrate.value); else advancetime = sys_ticrate.value; sv.timer -= advancetime; // 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))) sv.frametime = 0; // set the time and clear the general datagram SV_ClearDatagram(); // check for network packets to the server each world step incase they // come in midframe (particularly if host is running really slow) NetConn_ServerFrame(); // move things around and think unless paused 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); // end the server VM frame SV_VM_End(); } // if we fell behind too many frames just don't worry about it if (sv.timer > 0) sv.timer = 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_abortframe)) return; // something bad happened, or the server disconnected // decide the simulation time if (!Host_FilterTime(time)) return; // keep the random time dependent rand(); cl.islocalgame = NetConn_IsLocalGame(); // get new key events Sys_SendKeyEvents(); // Collect input into cmd CL_Move(); // process console commands Cbuf_Execute(); // if running the server locally, make intentions now if (cls.state == ca_connected && sv.active) CL_SendCmd(); //------------------- // // 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(); 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 S_Update(&r_refdef.viewentitymatrix); 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++; } 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 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(); } // check for special demolooponly mode // COMMANDLINEOPTION: Client: -demolooponly runs a playdemo and quits i = COM_CheckParm("-demolooponly"); 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(); } 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) { if (gamemode == GAME_NEXUIZ) Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n"); else 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; } 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 (false); // Shutdown menu if(MR_Shutdown) MR_Shutdown(); // AK shutdown PRVM // AK hmm, no PRVM_Shutdown(); yet CL_Video_Shutdown(); Host_SaveConfig_f(); CDAudio_Shutdown (); S_Terminate (); NetConn_Shutdown (); //PR_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); } Cmd_Shutdown(); CL_Shutdown(); Sys_Shutdown(); Log_Close(); FS_Shutdown(); Memory_Shutdown(); }