cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
cvar_t cl_maxfps = {CVAR_CLIENT | 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 = {CVAR_CLIENT, "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_maxfps_alwayssleep = {CVAR_CLIENT | CVAR_SAVE, "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_CLIENT | 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_CLIENT | CVAR_SERVER | 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"};
Host_Init();
host.realtime = 0;
- host.dirtytime = Sys_DirtyTime();
+ host.sleeptime = 0;
+ host.dirtytime = oldtime = Sys_DirtyTime();
while(host.state != host_shutdown)
{
continue; // something bad happened, or the server disconnected
}
- oldtime = host.dirtytime;
- newtime = Sys_DirtyTime();
+ newtime = host.dirtytime = Sys_DirtyTime();
time = newtime - oldtime;
if (time < 0)
{
time = 0;
}
host.realtime += time;
- host.dirtytime = newtime;
-
- cl_timer += time;
- sv_timer += time;
-
- if (!svs.threaded)
- {
- svs.perf_acc_realtime += time;
-
- // Look for clients who have spawned
- playing = false;
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->begun)
- if(host_client->netconnection)
- playing = true;
- if(sv.time < 10)
- {
- // don't accumulate time for the first 10 seconds of a match
- // so things can settle
- 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)
- if(playing) // only complain if anyone is looking
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
- 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 (host_framerate.value < 0.00001 && host_framerate.value != 0)
Cvar_SetValueQuick(&host_framerate, 0);
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 && !svs.threaded)
- NetConn_ServerFrame();
-
Curl_Run();
// check for commands typed to the host
//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 || svs.threaded)
- wait = cl_timer * -1000000.0;
- else
- wait = max(cl_timer, sv_timer) * -1000000.0;
-
- if (!host.restless && wait >= 1)
- {
- double time0, delta;
-
- 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
+ R_TimeReport("---");
- time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)wait);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)wait);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800) delta = 0;
- if (!svs.threaded)
- svs.perf_acc_sleeptime += delta;
-// R_TimeReport("sleep");
- continue;
- }
+ //-------------------
+ //
+ // 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)
{
if (!svs.threaded)
sv_timer = 0.1;
}
- R_TimeReport("---");
-
- //-------------------
- //
- // server operations
- //
- //-------------------
-
- // limit the frametime steps to no more than 100ms each
- if (sv.active && sv_timer > 0 && !svs.threaded)
+ if (!svs.threaded)
{
- // 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;
- prvm_prog_t *prog = SVVM_prog;
-
- // 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)
+ svs.perf_acc_sleeptime = host.sleeptime;
+ svs.perf_acc_realtime += time;
+
+ // Look for clients who have spawned
+ playing = false;
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->begun)
+ if(host_client->netconnection)
+ playing = true;
+ if(sv.time < 10)
{
- // synchronize to the client frametime, but no less than 10ms and no more than 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
+ // don't accumulate time for the first 10 seconds of a match
+ // so things can settle
+ 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 = host.sleeptime = 0;
}
- else
+ else if(svs.perf_acc_realtime > 5)
{
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = Sys_DirtyTime() + 0.1;
+ 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)
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ 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 = host.sleeptime = 0;
}
- if(host_timescale.value > 0 && host_timescale.value < 1)
- advancetime = min(advancetime, 0.1 / host_timescale.value);
- else
- advancetime = min(advancetime, 0.1);
- if(advancetime > 0)
+ if (sv.active && sv_timer > 0)
{
- offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
- offset += sv_timer;
- ++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;
- }
+ // 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;
+ prvm_prog_t *prog = SVVM_prog;
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active && !svs.threaded)
+ NetConn_ServerFrame();
+ // 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 100ms
+ advancetime = bound(0.01, cl_timer, 0.1);
+ }
+ else
+ {
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = Sys_DirtyTime() + 0.1;
+ }
+ if(host_timescale.value > 0 && host_timescale.value < 1)
+ advancetime = min(advancetime, 0.1 / host_timescale.value);
+ else
+ advancetime = min(advancetime, 0.1);
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * host_timescale.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;
+ if(advancetime > 0)
+ {
+ offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
+ offset += sv_timer;
+ ++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;
+ }
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * host_timescale.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || host.paused)
+ sv.frametime = 0;
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
- break;
- }
- R_TimeReport("serverphysics");
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
- // send all messages to the clients
- SV_SendClientMessages();
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
+ break;
+ }
+ R_TimeReport("serverphysics");
- if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
- PRVM_serverglobalfloat(time) = sv.time;
- prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
- }
+ // send all messages to the clients
+ SV_SendClientMessages();
+
+ if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
+ prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
+ PRVM_serverglobalfloat(time) = sv.time;
+ prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
+ }
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- R_TimeReport("servernetwork");
+ // 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");
+ }
}
- else if (!svs.threaded)
+ // if there is some time remaining from this frame, reset the timer
+ if (sv_timer >= 0)
{
- // don't let r_speeds display jump around
- R_TimeReport("serverphysics");
- R_TimeReport("servernetwork");
+ if (!svs.threaded)
+ svs.perf_acc_lost += sv_timer;
+ sv_timer = 0;
}
+ sv_timer += time;
+
//-------------------
//
// client operations
//
//-------------------
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+
// get new key events
Key_EventQueue_Unblock();
SndSys_SendKeyEvents();
if (host_framerate.value)
clframetime = host_framerate.value;
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ if (cl.paused || host.paused)
clframetime = 0;
}
}
}
+ // if there is some time remaining from this frame, reset the timer
+ if (cl_timer >= 0)
+ cl_timer = 0;
+
+ cl_timer += time;
+
#if MEMPARANOIA
Mem_CheckSentinelsGlobal();
#else
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)
+ // if the accumulators haven't become positive yet, wait a while
+ wait = max(cl_timer, sv_timer) * -1000000.0;
+
+ if (!host.restless && wait >= 1)
{
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
+ double time0, delta;
+
+ 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_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
+ NetConn_SleepMicroseconds((int)wait);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
+ }
+ else
+ Sys_Sleep((int)wait);
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800)
+ delta = 0;
+ host.sleeptime += delta;
+// R_TimeReport("sleep");
}
host.framecount++;
+ oldtime = newtime;
}
Sys_Quit(0);
}
isdown = true;
- // be quiet while shutting down
- S_StopAllSounds();
+ if(cls.state != ca_dedicated)
+ CL_Shutdown();
// end the server thread
if (svs.threaded)
SV_StopThread();
- // disconnect client from server if active
- CL_Disconnect();
-
// shut down local server if active
SV_LockThreadMutex();
SV_Shutdown ();
SV_UnlockThreadMutex();
-#ifdef CONFIG_MENU
- // Shutdown menu
- if(MR_Shutdown)
- MR_Shutdown();
-#endif
-
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
- CL_Video_Shutdown();
-
Host_SaveConfig();
- CDAudio_Shutdown ();
- S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
- if (cls.state != ca_dedicated)
- {
- R_Modules_Shutdown();
- VID_Shutdown();
- }
-
SV_StopThread();
TaskQueue_Shutdown();
Thread_Shutdown();
Cmd_Shutdown();
- Key_Shutdown();
- CL_Shutdown();
Sys_Shutdown();
Log_Close();
Crypto_Shutdown();
Host_UnlockSession();
- S_Shutdown();
Con_Shutdown();
Memory_Shutdown();
}