]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
-Added 2 builtins to make the hostcache stuff easier extensible.
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index d861278a196c1b384e6822f9fe3aa20e869a020a..a1a9d129ac587f20359b4bd23692fe9adeb16cf2 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"
 
 /*
 
@@ -65,10 +67,8 @@ 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"};
@@ -112,7 +112,7 @@ void Host_Error (const char *error, ...)
        va_list argptr;
 
        va_start (argptr,error);
-       vsprintf (hosterrorstring1,error,argptr);
+       vsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
        va_end (argptr);
 
        Con_Printf("Host_Error: %s\n", hosterrorstring1);
@@ -235,8 +235,7 @@ void Host_InitLocal (void)
        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);
 
@@ -352,7 +351,7 @@ void SV_BroadcastPrint(const char *msg)
        }
 
        if (sv_echobprint.integer && cls.state == ca_dedicated)
-               Sys_Print(msg);
+               Con_Print(msg);
 }
 
 /*
@@ -387,7 +386,7 @@ void Host_ClientCommands(const char *fmt, ...)
        char string[1024];
 
        va_start(argptr,fmt);
-       vsprintf(string, fmt,argptr);
+       vsnprintf(string, sizeof(string), fmt, argptr);
        va_end(argptr);
 
        MSG_WriteByte(&host_client->message, svc_stufftext);
@@ -404,9 +403,12 @@ if (crash = true), don't bother sending signofs
 */
 void SV_DropClient(qboolean crash)
 {
+       int i;
        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)
@@ -416,24 +418,45 @@ 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
-                       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;
-               }
+       // 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)
+       {
+               // 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;
        }
 
+       // 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);
@@ -441,16 +464,16 @@ void SV_DropClient(qboolean crash)
                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));
 
-       // force next SV_UpdateToReliableMessages to update this client's
-       // scoreboard data by plugging in fake old values that don't match the
-       // new empty values
-       strlcpy(host_client->old_name, "nothing", sizeof(host_client->old_name));
-       host_client->old_frags = 1;
-       host_client->old_colors = 1;
-
        // update server listing on the master because player count changed
        // (which the master uses for filtering empty/full servers)
        NetConn_Heartbeat(1);
@@ -533,68 +556,83 @@ 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;
 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 < 0.01 || 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 = (oldrealtime - realtime) + timecap;
+       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;
-       }
+       // apply slowmo scaling
+       host_frametime *= slowmo.value;
 
-       if (host_framerate.value > 0)
+       // 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;
 }
@@ -629,38 +667,60 @@ 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, newtime;
+       if (!sv.active)
                return;
+       newtime = Sys_DoubleTime();
+       // if this is the first frame of a new server, ignore the huge time difference
+       if (!sv.timer)
+               sv.timer = newtime;
+       // if we're already past the new time, don't run a frame
+       // (does not happen if cl.islocalgame)
+       if (sv.timer > newtime)
+               return;
+       // 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 < newtime;framecount++)
+       {
+               if (cl.islocalgame)
+                       advancetime = min(newtime - 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 (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();
+               // check for network packets to the server each world step incase they
+               // come in midframe (particularly if host is running really slow)
+               NetConn_ServerFrame();
 
-// read client messages
-       SV_RunClients();
+               // 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();
+               // move things around and think unless paused
+               if (sv.frametime)
+                       SV_Physics();
 
-// send all messages to the clients
-       SV_SendClientMessages();
+               // send all messages to the clients
+               SV_SendClientMessages();
 
-// send an heartbeat if enough time has passed since the last one
-       NetConn_Heartbeat(0);
+               // 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 < newtime)
+               sv.timer = newtime;
 }
 
 
@@ -677,18 +737,17 @@ 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
@@ -698,14 +757,14 @@ void _Host_Frame (float time)
        IN_Commands();
 
        // Collect input into cmd
-       IN_ProcessMove(&cmd);
+       IN_ProcessMove();
 
        // 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();
 
 //-------------------
 //
@@ -735,7 +794,7 @@ 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();
        }
 
@@ -883,6 +942,7 @@ void Host_Init (void)
        if (cls.state != ca_dedicated)
        {
                VID_Open();
+               CL_InitTEnts ();  // We must wait after sound startup to load tent sounds
                SCR_BeginLoadingPlaque();
                MR_Init();
        }
@@ -894,6 +954,16 @@ void Host_Init (void)
        else
                Cbuf_InsertText("exec quake.rc\n");
 
+       if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
+       {
+               if (gamemode == GAME_TRANSFUSION)
+                       Cbuf_InsertText ("map bb1\n");
+               else if (gamemode == GAME_NEXUIZ)
+                       Cbuf_InsertText ("map nexdm01\n");
+               else
+                       Cbuf_InsertText ("map start\n");
+       }
+
        // 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");
@@ -939,6 +1009,7 @@ void Host_Shutdown(void)
        // AK shutdown PRVM
        // AK hmm, no PRVM_Shutdown(); yet
 
+       CL_Video_Shutdown();
 
        Host_SaveConfig_f();
 
@@ -951,6 +1022,7 @@ void Host_Shutdown(void)
                VID_Shutdown();
        }
 
+       Cmd_Shutdown();
        Sys_Shutdown();
        Log_Close ();
 }