]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
major cleanup of input code - CL_Move replaces most of IN_Move, IN_Commands, many...
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index a432abdb20c966caa2eb2abd0f89188f09606e79..0300386c20d9c472b89518e0fe8a9c4c3e3a88bb 100644 (file)
--- a/host.c
+++ b/host.c
@@ -21,7 +21,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <time.h>
 #include "quakedef.h"
+#include "cdaudio.h"
 #include "cl_video.h"
+#include "progsvm.h"
 
 /*
 
@@ -34,10 +36,9 @@ 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;
+// 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;
 
@@ -48,8 +49,6 @@ double host_realframetime;
 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;
@@ -65,10 +64,8 @@ cvar_t host_framerate = {0, "host_framerate","0"};
 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"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
 
 // print broadcast messages in dedicated mode
 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
@@ -112,14 +109,14 @@ void Host_Error (const char *error, ...)
        va_list argptr;
 
        va_start (argptr,error);
-       vsprintf (hosterrorstring1,error,argptr);
+       dpvsnprintf (hosterrorstring1,sizeof(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)
+       // 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)
@@ -152,15 +149,15 @@ void Host_Error (const char *error, ...)
        longjmp (host_abortserver, 1);
 }
 
-mempool_t *sv_clients_mempool = NULL;
-
 void Host_ServerOptions (void)
 {
-       int i, numplayers;
+       int i;
 
        // general default
-       numplayers = 8;
+       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 (cl_available)
        {
                // client exists, check what mode the user wants
@@ -169,8 +166,8 @@ void Host_ServerOptions (void)
                {
                        cls.state = ca_dedicated;
                        // default players unless specified
-                       if (i != (com_argc - 1))
-                               numplayers = atoi (com_argv[i+1]);
+                       if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+                               svs.maxclients = atoi (com_argv[i+1]);
                        if (COM_CheckParm ("-listen"))
                                Sys_Error ("Only one of -dedicated or -listen can be specified");
                }
@@ -181,14 +178,14 @@ void Host_ServerOptions (void)
                        if (i)
                        {
                                // default players unless specified
-                               if (i != (com_argc - 1))
-                                       numplayers = atoi (com_argv[i+1]);
+                               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_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
-                                       numplayers = 1;
+                               if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+                                       svs.maxclients = 1;
                        }
                }
        }
@@ -201,21 +198,16 @@ void Host_ServerOptions (void)
                // 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 (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+                       svs.maxclients = atoi (com_argv[i+1]);
        }
 
-       if (numplayers < 1)
-               numplayers = 8;
+       svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
 
-       numplayers = bound(1, numplayers, MAX_SCOREBOARD);
+       svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
 
-       if (numplayers > 1 && !deathmatch.integer)
+       if (svs.maxclients > 1 && !deathmatch.integer)
                Cvar_SetValueQuick(&deathmatch, 1);
-
-       svs.maxclients = numplayers;
-       sv_clients_mempool = Mem_AllocPool("server clients");
-       svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
 }
 
 /*
@@ -226,15 +218,12 @@ 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 (&cl_maxfps);
 
        Cvar_RegisterVariable (&sv_echobprint);
 
@@ -259,8 +248,6 @@ void Host_InitLocal (void)
 
        Cvar_RegisterVariable (&timestamps);
        Cvar_RegisterVariable (&timeformat);
-
-       Host_ServerOptions ();
 }
 
 
@@ -277,9 +264,10 @@ void Host_SaveConfig_f(void)
 
 // dedicated servers initialize the host but don't parse and set the
 // config.cfg cvars
-       if (host_initialized && cls.state != ca_dedicated)
+       // LordHavoc: don't save a config if it crashed in startup
+       if (host_framecount >= 3 && cls.state != ca_dedicated)
        {
-               f = FS_Open ("config.cfg", "w", false);
+               f = FS_Open ("config.cfg", "wb", false, false);
                if (!f)
                {
                        Con_Print("Couldn't write config.cfg.\n");
@@ -322,7 +310,7 @@ void SV_ClientPrintf(const char *fmt, ...)
        char msg[4096];
 
        va_start(argptr,fmt);
-       vsnprintf(msg,sizeof(msg),fmt,argptr);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
        va_end(argptr);
 
        SV_ClientPrint(msg);
@@ -350,7 +338,7 @@ void SV_BroadcastPrint(const char *msg)
        }
 
        if (sv_echobprint.integer && cls.state == ca_dedicated)
-               Sys_Print(msg);
+               Con_Print(msg);
 }
 
 /*
@@ -366,7 +354,7 @@ void SV_BroadcastPrintf(const char *fmt, ...)
        char msg[4096];
 
        va_start(argptr,fmt);
-       vsnprintf(msg,sizeof(msg),fmt,argptr);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
        va_end(argptr);
 
        SV_BroadcastPrint(msg);
@@ -385,7 +373,7 @@ void Host_ClientCommands(const char *fmt, ...)
        char string[1024];
 
        va_start(argptr,fmt);
-       vsprintf(string, fmt,argptr);
+       dpvsnprintf(string, sizeof(string), fmt, argptr);
        va_end(argptr);
 
        MSG_WriteByte(&host_client->message, svc_stufftext);
@@ -402,13 +390,12 @@ 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)
+       // make sure edict is not corrupt (from a level change for example)
+       host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+
        if (host_client->netconnection)
        {
                // free the client (the body stays around)
@@ -418,47 +405,65 @@ void SV_DropClient(qboolean crash)
                        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++)
+       // 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->active && sv.active && host_client->edict && host_client->spawned)
        {
-               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);
+               // call the prog function for removing a client
+               // this will set the body to a dead frame, among other things
+               int 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;
        }
 
-       NetConn_Heartbeat(1);
+       // remove leaving player from scoreboard
+       //host_client->edict->v->netname = PR_SetString(host_client->name);
+       //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+       //      val->_float = 0;
+       //host_client->edict->v->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
+               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);
 }
 
 /*
@@ -538,68 +543,87 @@ Host_FilterTime
 Returns false if the time is too short to run a frame
 ===================
 */
-extern cvar_t cl_avidemo;
+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 (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);
+       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);
 
-       // check if framerate is too high
-       if (!cls.timedemo)
+       if (cls.timedemo)
        {
-               // default to sys_ticrate (server framerate - presumably low) unless we
-               // have a good reason to run faster
+               // 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 (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 (cl_avidemo.value >= 0.1f)
-                               timecap = 1.0 / (double)cl_avidemo.value;
-                       else if (vid_activewindow)
-                               timecap = 1.0 / host_maxfps.value;
+                       // 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);
                }
-
-               timeleft = oldrealtime + timecap - realtime;
-               if (timeleft > 0)
+               else
                {
-                       // don't totally hog the CPU
-                       if (timeleft >= 0.02)
-                               Sys_Sleep((int)(timeleft * 1000) - 5);
-                       return false;
+                       // 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 (cls.timedemo)
-       {
-               // disable time effects
-               cl.frametime = host_frametime;
-               return true;
-       }
+       if (cl_capturevideo_active && !cl_capturevideo_soundfile)
+               host_frametime = timecap;
 
-       if (host_framerate.value > 0)
+       // apply slowmo scaling
+       host_frametime *= slowmo.value;
+
+       // host_framerate overrides all else
+       if (host_framerate.value)
                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
+       // never run a frame longer than 1 second
+       if (host_frametime > 1)
+               host_frametime = 1;
+
+       cl.frametime = host_frametime;
 
        return true;
 }
@@ -634,38 +658,58 @@ 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))
+       // 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++)
+       {
+               if (cl.islocalgame)
+                       advancetime = min(sv.timer, sys_ticrate.value);
+               else
+                       advancetime = sys_ticrate.value;
+               sv.timer -= advancetime;
 
-       NetConn_ServerFrame();
+               // 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;
 
-// 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;
+               pr_global_struct->frametime = sv.frametime;
 
-// set the time and clear the general datagram
-       SV_ClearDatagram();
+               // set the time and clear the general datagram
+               SV_ClearDatagram();
 
-// read client messages
-       SV_RunClients();
+               // 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
-// always pause in single player if in console or menus
-       if (sv.frametime)
-               SV_Physics();
+               // read client messages
+               SV_RunClients();
 
-// send all messages to the clients
-       SV_SendClientMessages();
+               // move things around and think unless paused
+               if (sv.frametime)
+                       SV_Physics();
 
-// send an heartbeat if enough time has passed since the last one
-       NetConn_Heartbeat(0);
+               // send all messages to the clients
+               SV_SendClientMessages();
+
+               // send an heartbeat if enough time has passed since the last one
+               NetConn_Heartbeat(0);
+       }
+       // if we fell behind too many frames just don't worry about it
+       if (sv.timer > 0)
+               sv.timer = 0;
 }
 
 
@@ -682,35 +726,31 @@ void _Host_Frame (float time)
        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;
 
+       // keep the random time dependent
+       rand();
+
        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);
+       CL_Move();
 
        // process console commands
        Cbuf_Execute();
 
        // if running the server locally, make intentions now
        if (cls.state == ca_connected && sv.active)
-               CL_SendCmd(&cmd);
+               CL_SendCmd();
 
 //-------------------
 //
@@ -740,7 +780,7 @@ void _Host_Frame (float time)
                // if running the server remotely, send intentions now after
                // the incoming messages have been read
                if (!sv.active)
-                       CL_SendCmd(&cmd);
+                       CL_SendCmd();
                CL_ReadFromServer();
        }
 
@@ -752,22 +792,19 @@ void _Host_Frame (float time)
        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)
+       if (cls.signon == SIGNONS && cl_entities[cl.viewentity].state_current.active)
        {
                // LordHavoc: this used to use renderer variables (eww)
-               vec3_t forward, left, up, origin;
-               Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, left, up, origin);
-               S_Update(origin, forward, left, up);
+               S_Update(&cl_entities[cl.viewentity].render.matrix);
        }
        else
-               S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+               S_Update(&identitymatrix);
 
        CDAudio_Update();
 
@@ -782,8 +819,6 @@ void _Host_Frame (float time)
        }
 
        host_framecount++;
-       host_loopactive = true;
-
 }
 
 void Host_Frame (float time)
@@ -824,7 +859,32 @@ void Host_Frame (float time)
 
 //============================================================================
 
-void Render_Init(void);
+qboolean vid_opened = false;
+void Host_StartVideo(void)
+{
+       if (!vid_opened && cls.state != ca_dedicated)
+       {
+               vid_opened = true;
+               VID_Start();
+               CDAudio_Startup();
+               CL_InitTEnts();  // We must wait after sound startup to load tent sounds
+               MR_Init();
+       }
+}
+
+char engineversion[128];
+
+qboolean sys_nostdout = false;
+
+extern void Render_Init(void);
+extern void Mathlib_Init(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 void COM_CheckRegistered(void);
+extern qboolean host_stuffcmdsrun;
 
 /*
 ====================
@@ -834,11 +894,55 @@ Host_Init
 void Host_Init (void)
 {
        int i;
+       const char* os;
 
        // LordHavoc: quake never seeded the random number generator before... heh
        srand(time(NULL));
 
+       // used by everything
+       Memory_Init();
+
+       // initialize console and logging
+       Con_Init();
+
+       // initialize console command/cvar/alias/command execution systems
+       Cmd_Init();
+
+       // parse commandline
+       COM_InitArgv();
+
+       // initialize console window (only used by sys_win.c)
+       Sys_InitConsole();
+
+       // detect gamemode from commandline options or executable name
+       COM_InitGameType();
+
+       // construct a version string for the corner of the console
+#if defined(__linux__)
+       os = "Linux";
+#elif defined(WIN32)
+       os = "Windows";
+#elif defined(__FreeBSD__)
+       os = "FreeBSD";
+#elif defined(__NetBSD__)
+       os = "NetBSD";
+#elif defined(__OpenBSD__)
+       os = "OpenBSD";
+#elif defined(MACOSX)
+       os = "Mac OS X";
+#else
+       os = "Unknown";
+#endif
+       dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+       if (COM_CheckParm("-nostdout"))
+               sys_nostdout = 1;
+       else
+               Con_Printf("%s\n", engineversion);
+
        // FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
        if (COM_CheckParm("-developer"))
        {
                forcedeveloper = true;
@@ -846,66 +950,101 @@ void Host_Init (void)
                developer.value = 1;
        }
 
-       Cmd_Init();
+       // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
+       FS_Init();
+
+       // initialize various cvars that could not be initialized earlier
        Memory_Init_Commands();
-       R_Modules_Init();
-       Cbuf_Init();
-       V_Init();
-       COM_Init();
-       Host_InitLocal();
-       Key_Init();
-       Con_Init();
+       Con_Init_Commands();
+       Cmd_Init_Commands();
+       Sys_Init_Commands();
+       COM_Init_Commands();
+       FS_Init_Commands();
+       COM_CheckRegistered();
+
+       // initialize ixtable
+       Mathlib_Init();
+
+       NetConn_Init();
        PR_Init();
+       PR_Cmd_Init();
        PRVM_Init();
        Mod_Init();
-       NetConn_Init();
        SV_Init();
-
-       Con_Printf("Builddate: %s\n", buildstring);
+       Host_InitCommands();
+       Host_InitLocal();
+       Host_ServerOptions();
 
        if (cls.state != ca_dedicated)
        {
+               Con_Printf("Initializing client\n");
+
+               R_Modules_Init();
                Palette_Init();
+               MR_Init_Commands();
                VID_Shared_Init();
                VID_Init();
-
                Render_Init();
                S_Init();
                CDAudio_Init();
+               Key_Init();
+               V_Init();
                CL_Init();
        }
 
-       // only cvars are executed when host_initialized == false
-       if (gamemode == GAME_TEU)
-               Cbuf_InsertText("exec teu.rc\n");
+       // 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_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
+       else if (gamemode == GAME_TRANSFUSION)
+               Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
+       else if (gamemode == GAME_NEXUIZ)
+               Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\nexec quake.rc\n");
+       else if (gamemode == GAME_TEU)
+               Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
        else
-               Cbuf_InsertText("exec quake.rc\n");
+               Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
        Cbuf_Execute();
 
-       host_initialized = true;
-
-       Con_DPrint("========Initialized=========\n");
-
-       if (cls.state != ca_dedicated)
+       // if stuffcmds wasn't run, then quake.rc is probably missing, use default
+       if (!host_stuffcmdsrun)
        {
-               VID_Open();
-               SCR_BeginLoadingPlaque();
-               MR_Init();
+               Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+               Cbuf_Execute();
        }
 
-       // stuff it again so the first host frame will execute it again, this time
-       // in its entirety
-       if (gamemode == GAME_TEU)
-               Cbuf_InsertText("exec teu.rc\n");
-       else
-               Cbuf_InsertText("exec quake.rc\n");
+       // save console log up to this point to log_file if it was set by configs
+       Log_Start();
 
        // check for special benchmark mode
+// COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
        i = COM_CheckParm("-benchmark");
        if (i && i + 1 < com_argc)
-               Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
+               Cbuf_Execute();
+       }
 
-       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();
 }
 
 
@@ -928,6 +1067,12 @@ void Host_Shutdown(void)
        }
        isdown = true;
 
+       // disconnect client from server if active
+       CL_Disconnect();
+
+       // shut down local server if active
+       Host_ShutdownServer (false);
+
        // Shutdown menu
        if(MR_Shutdown)
                MR_Shutdown();
@@ -935,16 +1080,26 @@ void Host_Shutdown(void)
        // 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();
 }