]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
ZQ_PAUSE extension patch from GreEn`mArine
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 7d1631db0020026615dc04264d2767b6f37c8958..dbad918f04bd65a6e7dc45bf07853f3c55cd13a9 100644 (file)
--- a/host.c
+++ b/host.c
@@ -19,12 +19,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 // host.c -- coordinates spawning and killing of local servers
 
-#include <time.h>
 #include "quakedef.h"
+
+#include <time.h>
+#include "libcurl.h"
 #include "cdaudio.h"
+#include "cl_gecko.h"
 #include "cl_video.h"
 #include "progsvm.h"
 #include "csprogs.h"
+#include "sv_demo.h"
 
 /*
 
@@ -39,17 +43,12 @@ 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;
+int host_framecount = 0;
 // 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
+// the real time since application started, without any slowmo or clamping
 double realtime;
-// realtime from previous frame
-double oldrealtime;
 
 // current client
 client_t *host_client;
@@ -57,41 +56,25 @@ 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", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
 // shows time used by certain subsystems
 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
-// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
-
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
-cvar_t serverprofile = {0, "serverprofile","0", "print some timings on server code"};
-
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-
-cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-
-cvar_t developer = {0, "developer","100", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
+cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
+cvar_t cl_maxfps = {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_maxidlefps = {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 = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
 
-cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
-cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
-cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-
-cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-
-cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-
 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
 
 /*
 ================
@@ -120,7 +103,8 @@ void Host_Error (const char *error, ...)
        va_list argptr;
 
        // turn off rcon redirect if it was active when the crash occurred
-       rcon_redirect = false;
+       // to prevent loops when it is a networking problem
+       Con_Rcon_Redirect_Abort();
 
        va_start (argptr,error);
        dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
@@ -137,7 +121,7 @@ void Host_Error (const char *error, ...)
                Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
        hosterror = true;
 
-       strcpy(hosterrorstring2, hosterrorstring1);
+       strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
 
        CL_Parse_DumpPacket();
 
@@ -208,7 +192,7 @@ void Host_ServerOptions (void)
 
        svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
 
-       if (svs.maxclients > 1 && !deathmatch.integer)
+       if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
                Cvar_SetValueQuick(&deathmatch, 1);
 }
 
@@ -218,38 +202,33 @@ Host_InitLocal
 ======================
 */
 void Host_SaveConfig_f(void);
-void Host_InitLocal (void)
+void Host_LoadConfig_f(void);
+extern cvar_t sv_writepicture_quality;
+static void Host_InitLocal (void)
 {
-       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
+       Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
 
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
-       Cvar_RegisterVariable (&slowmo);
+       Cvar_RegisterVariable (&cl_minfps);
+       Cvar_RegisterVariable (&cl_minfps_fade);
+       Cvar_RegisterVariable (&cl_minfps_qualitymax);
+       Cvar_RegisterVariable (&cl_minfps_qualitymin);
+       Cvar_RegisterVariable (&cl_minfps_qualitypower);
+       Cvar_RegisterVariable (&cl_minfps_qualityscale);
        Cvar_RegisterVariable (&cl_maxfps);
+       Cvar_RegisterVariable (&cl_maxidlefps);
 
-       Cvar_RegisterVariable (&sv_echobprint);
-
-       Cvar_RegisterVariable (&sys_ticrate);
-       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
-       Cvar_RegisterVariable (&serverprofile);
-
-       Cvar_RegisterVariable (&fraglimit);
-       Cvar_RegisterVariable (&timelimit);
-       Cvar_RegisterVariable (&teamplay);
-       Cvar_RegisterVariable (&samelevel);
-       Cvar_RegisterVariable (&noexit);
-       Cvar_RegisterVariable (&skill);
        Cvar_RegisterVariable (&developer);
+       Cvar_RegisterVariable (&developer_loadfile);
+       Cvar_RegisterVariable (&developer_loading);
        Cvar_RegisterVariable (&developer_entityparsing);
-       Cvar_RegisterVariable (&deathmatch);
-       Cvar_RegisterVariable (&coop);
-
-       Cvar_RegisterVariable (&pausable);
-
-       Cvar_RegisterVariable (&temp1);
 
        Cvar_RegisterVariable (&timestamps);
        Cvar_RegisterVariable (&timeformat);
+
+       Cvar_RegisterVariable (&sv_writepicture_quality);
 }
 
 
@@ -260,19 +239,19 @@ Host_SaveConfig_f
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_SaveConfig_f(void)
+void Host_SaveConfig_to(const char *file)
 {
        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)
+       if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
        {
-               f = FS_Open ("config.cfg", "wb", false, false);
+               f = FS_OpenRealFile(file, "wb", false);
                if (!f)
                {
-                       Con_Print("Couldn't write config.cfg.\n");
+                       Con_Printf("Couldn't write %s.\n", file);
                        return;
                }
 
@@ -282,7 +261,36 @@ void Host_SaveConfig_f(void)
                FS_Close (f);
        }
 }
+void Host_SaveConfig(void)
+{
+       Host_SaveConfig_to("config.cfg");
+}
+void Host_SaveConfig_f(void)
+{
+       const char *file = "config.cfg";
+
+       if(Cmd_Argc() >= 2) {
+               file = Cmd_Argv(1);
+               Con_Printf("Saving to %s\n", file);
+       }
+
+       Host_SaveConfig_to(file);
+}
+
+/*
+===============
+Host_LoadConfig_f
 
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
+*/
+void Host_LoadConfig_f(void)
+{
+       // unlock the cvar default strings so they can be updated by the new default.cfg
+       Cvar_UnlockDefaults();
+       // reset cvars to their defaults, and then exec startup scripts again
+       Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+}
 
 /*
 =================
@@ -335,7 +343,7 @@ void SV_BroadcastPrint(const char *msg)
 
        for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
        {
-               if (client->spawned && client->netconnection)
+               if (client->active && client->netconnection)
                {
                        MSG_WriteByte(&client->netconnection->message, svc_print);
                        MSG_WriteString(&client->netconnection->message, msg);
@@ -401,6 +409,8 @@ void SV_DropClient(qboolean crash)
        int i;
        Con_Printf("Client \"%s\" dropped\n", host_client->name);
 
+       SV_StopDemoRecording(host_client);
+
        // make sure edict is not corrupt (from a level change for example)
        host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
 
@@ -416,9 +426,9 @@ void SV_DropClient(qboolean crash)
                        buf.data = bufdata;
                        buf.maxsize = sizeof(bufdata);
                        MSG_WriteByte(&buf, svc_disconnect);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
                }
                // break the net connection
                NetConn_Close(host_client->netconnection);
@@ -439,11 +449,18 @@ void SV_DropClient(qboolean crash)
                prog->globals.server->self = saveSelf;
        }
 
+       // if a download is active, close it
+       if (host_client->download_file)
+       {
+               Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
+               FS_Close(host_client->download_file);
+               host_client->download_file = NULL;
+               host_client->download_name[0] = 0;
+               host_client->download_expectedposition = 0;
+               host_client->download_started = false;
+       }
+
        // 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;
@@ -480,6 +497,18 @@ void SV_DropClient(qboolean crash)
        // update server listing on the master because player count changed
        // (which the master uses for filtering empty/full servers)
        NetConn_Heartbeat(1);
+
+       if (sv.loadgame)
+       {
+               for (i = 0;i < svs.maxclients;i++)
+                       if (svs.clients[i].active && !svs.clients[i].spawned)
+                               break;
+               if (i == svs.maxclients)
+               {
+                       Con_Printf("Loaded game, everyone rejoined - unpausing\n");
+                       sv.paused = sv.loadgame = false; // we're basically done with loading now
+               }
+       }
 }
 
 /*
@@ -503,6 +532,13 @@ void Host_ShutdownServer(void)
 
 // make sure all the clients know we're disconnecting
        SV_VM_Begin();
+       if(prog->loaded)
+               if(prog->funcoffsets.SV_Shutdown)
+               {
+                       func_t s = prog->funcoffsets.SV_Shutdown;
+                       prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
+                       PRVM_ExecuteProgram(s,"SV_Shutdown() required");
+               }
        for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
                        SV_DropClient(false); // server shutdown
@@ -519,114 +555,8 @@ void Host_ShutdownServer(void)
 }
 
 
-/*
-================
-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)
-       {
-#if 1
-               if (timeleft * 1000 >= 10)
-                       Sys_Sleep(1);
-#else
-               int msleft;
-               // don't totally hog the CPU
-               // try to hit exactly a steady framerate by not sleeping the full amount
-               msleft = (int)floor(timeleft * 1000);
-               if (msleft >= 10)
-                       Sys_Sleep(msleft);
-#endif
-               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
@@ -649,79 +579,16 @@ void Host_GetConsoleCommands (void)
 
 /*
 ==================
-Host_ServerFrame
+Host_TimeReport
 
+Returns a time report string, for example for
 ==================
 */
-void Host_ServerFrame (void)
+const char *Host_TimingReport()
 {
-       // 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 = 100;
-       double advancetime, aborttime;
-       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
-
-       // setup the VM frame
-       SV_VM_Begin();
-       // stop running server frames if the wall time reaches this value
-       aborttime = Sys_DoubleTime() + 0.05;
-       for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
-       {
-               if (sys_ticrate.value <= 0)
-                       advancetime = sv.timer;
-               else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
-                       advancetime = min(sv.timer, sys_ticrate.value);
-               else
-                       advancetime = sys_ticrate.value;
-               advancetime = min(advancetime, 0.1);
-               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;
-
-
-               // move things around and think unless paused
-               if (sv.frametime)
-                       SV_Physics();
-
-               // send all messages to the clients
-               SV_SendClientMessages();
-
-               // clear the general datagram
-               SV_ClearDatagram();
-
-               // if this server frame took too long, break out of the loop
-               if (Sys_DoubleTime() >= aborttime)
-                       break;
-       }
-
-       // end the server VM frame
-       SV_VM_End();
-
-       // 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;
+       return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
 }
 
-
 /*
 ==================
 Host_Frame
@@ -729,146 +596,334 @@ Host_Frame
 Runs all active servers
 ==================
 */
-void _Host_Frame (float time)
+static void Host_Init(void);
+void Host_Main(void)
 {
-       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;
+       double time1 = 0;
+       double time2 = 0;
+       double time3 = 0;
+       double cl_timer, sv_timer;
+       double clframetime, deltarealtime, oldrealtime;
+       double wait;
+       int pass1, pass2, pass3, i;
 
-       // keep the random time dependent
-       rand();
+       Host_Init();
 
-       cl.islocalgame = NetConn_IsLocalGame();
+       cl_timer = 0;
+       sv_timer = 0;
 
-       // get new key events
-       Sys_SendKeyEvents();
-
-       // Collect input into cmd
-       CL_Move();
+       realtime = Sys_DoubleTime();
+       for (;;)
+       {
+               if (setjmp(host_abortframe))
+                       continue;                       // something bad happened, or the server disconnected
 
-       // process console commands
-       Cbuf_Execute();
+               oldrealtime = realtime;
+               realtime = Sys_DoubleTime();
 
-       // if running the server locally, make intentions now
-       //if (cl.islocalgame)
-       //      CL_SendCmd();
+               deltarealtime = realtime - oldrealtime;
+               cl_timer += deltarealtime;
+               sv_timer += deltarealtime;
 
-//-------------------
-//
-// server operations
-//
-//-------------------
+               svs.perf_acc_realtime += deltarealtime;
 
-       // receive server packets now, which might contain rcon commands, which
-       // may change level or other such things we don't want to have happen in
-       // the middle of Host_Frame
-       NetConn_ServerFrame();
+               // Look for clients who have spawned
+               for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+                       if(host_client->spawned)
+                               if(host_client->netconnection)
+                                       break;
+               if(i == svs.maxclients)
+               {
+                       // Nobody is looking? Then we won't do timing...
+                       // Instead, reset it to zero
+                       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)
+                               Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
+                       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;
+               }
 
-       // check for commands typed to the host
-       Host_GetConsoleCommands();
+               if (slowmo.value < 0.00001 && slowmo.value != 0)
+                       Cvar_SetValue("slowmo", 0);
+               if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+                       Cvar_SetValue("host_framerate", 0);
 
-       if (sv.active)
-               Host_ServerFrame();
+               // keep the random time dependent, but not when playing demos/benchmarking
+               if(!*sv_random_seed.string && !cls.demoplayback)
+                       rand();
 
-//-------------------
-//
-// client operations
-//
-//-------------------
+               cl.islocalgame = NetConn_IsLocalGame();
 
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
+               // begin gathering mouse input
+               in_mouse_x = in_mouse_y = 0;
 
-       NetConn_ClientFrame();
+               // get new key events
+               Sys_SendKeyEvents();
 
-       if (cls.state == ca_connected)
-       {
-               CL_ReadFromServer();
-               // if running the server remotely, send intentions now after
-               // the incoming messages have been read
-               //if (!cl.islocalgame)
-               //      CL_SendCmd();
-       }
+               NetConn_UpdateSockets();
 
-       //ui_update();
+               Log_DestBuffer_Flush();
 
-       CL_VideoFrame();
+               // receive packets on each main loop iteration, as the main loop may
+               // be undersleeping due to select() detecting a new packet
+               if (sv.active)
+                       NetConn_ServerFrame();
 
-       // update video
-       if (host_speeds.integer)
-               time1 = Sys_DoubleTime();
+               Curl_Run();
 
-       CL_UpdateScreen();
+               // check for commands typed to the host
+               Host_GetConsoleCommands();
 
-       if (host_speeds.integer)
-               time2 = Sys_DoubleTime();
+               // when a server is running we only execute console commands on server frames
+               // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
+               // otherwise we execute them on client frames
+               if (sv.active ? sv_timer > 0 : cl_timer > 0)
+               {
+                       // process console commands
+                       Cbuf_Execute();
+               }
 
-       // update audio
-       if(csqc_usecsqclistener)
-       {
-               S_Update(&csqc_listenermatrix);
-               csqc_usecsqclistener = false;
-       }
-       else
-               S_Update(&r_refdef.viewentitymatrix);
+               //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
 
-       CDAudio_Update();
+               // 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)
+                       wait = cl_timer * -1000000.0;
+               else
+                       wait = max(cl_timer, sv_timer) * -1000000.0;
+               wait = bound(0, wait, 100000);
 
-       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);
-       }
+               if (!cls.timedemo && wait >= 1)
+               {
+                       double time0 = Sys_DoubleTime();
+                       if (sv_checkforpacketsduringsleep.integer)
+                               NetConn_SleepMicroseconds((int)wait);
+                       else
+                               Sys_Sleep((int)wait);
+                       svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+                       continue;
+               }
 
-       host_framecount++;
-}
+       //-------------------
+       //
+       // server operations
+       //
+       //-------------------
 
-void Host_Frame (float time)
-{
-       double time1, time2;
-       static double timetotal;
-       static int timecount;
-       int i, c, m;
+               // limit the frametime steps to no more than 100ms each
+               if (cl_timer > 0.1)
+                       cl_timer = 0.1;
+               if (sv_timer > 0.1)
+               {
+                       svs.perf_acc_lost += (sv_timer - 0.1);
+                       sv_timer = 0.1;
+               }
 
-       if (!serverprofile.integer)
-       {
-               _Host_Frame (time);
-               return;
-       }
+               if (sv.active && sv_timer > 0)
+               {
+                       // 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;
+
+                       // 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 sys_ticrate
+                               advancetime = bound(0.01, cl_timer, sys_ticrate.value);
+                               framelimit = 10;
+                               aborttime = realtime + 0.1;
+                       }
+                       else
+                       {
+                               advancetime = sys_ticrate.value;
+                               // listen servers can run multiple server frames per client frame
+                               if (cls.state == ca_connected)
+                               {
+                                       framelimit = 10;
+                                       aborttime = realtime + 0.1;
+                               }
+                       }
+                       advancetime = min(advancetime, 0.1);
+
+                       if(advancetime > 0)
+                       {
+                               offset = sv_timer + (Sys_DoubleTime() - realtime);
+                               ++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;
+                       }
+
+                       // 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;
+
+                       // setup the VM frame
+                       SV_VM_Begin();
+
+                       for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+                       {
+                               sv_timer -= advancetime;
+
+                               // move things around and think unless paused
+                               if (sv.frametime)
+                                       SV_Physics();
+
+                               // if this server frame took too long, break out of the loop
+                               if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+                                       break;
+                       }
+
+                       // send all messages to the clients
+                       SV_SendClientMessages();
+                       
+                       if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
+                               prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
+                               PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
+                       }
+
+                       // end the server VM frame
+                       SV_VM_End();
+
+                       // send an heartbeat if enough time has passed since the last one
+                       NetConn_Heartbeat(0);
+               }
 
-       time1 = Sys_DoubleTime ();
-       _Host_Frame (time);
-       time2 = Sys_DoubleTime ();
+       //-------------------
+       //
+       // client operations
+       //
+       //-------------------
 
-       timetotal += time2 - time1;
-       timecount++;
+               if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+               {
+                       // decide the simulation time
+                       if (cls.capturevideo.active)
+                       {
+                               if (cls.capturevideo.realtime)
+                                       clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
+                               else
+                               {
+                                       clframetime = 1.0 / cls.capturevideo.framerate;
+                                       cl.realframetime = max(cl_timer, clframetime);
+                               }
+                       }
+                       else if (vid_activewindow && cl_maxfps.value >= 1)
+                               clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+                       else if (!vid_activewindow && cl_maxidlefps.value >= 1)
+                               clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
+                       else
+                               clframetime = cl.realframetime = cl_timer;
+
+                       // apply slowmo scaling
+                       clframetime *= cl.movevars_timescale;
+                       // scale playback speed of demos by slowmo cvar
+                       if (cls.demoplayback)
+                       {
+                               clframetime *= slowmo.value;
+                               // if demo playback is paused, don't advance time at all
+                               if (cls.demopaused)
+                                       clframetime = 0;
+                       }
+
+                       // host_framerate overrides all else
+                       if (host_framerate.value)
+                               clframetime = host_framerate.value;
+
+                       if (cls.timedemo)
+                               clframetime = cl.realframetime = cl_timer;
+
+                       // deduct the frame time from the accumulator
+                       cl_timer -= cl.realframetime;
+
+                       cl.oldtime = cl.time;
+                       cl.time += clframetime;
+
+                       // Collect input into cmd
+                       CL_Input();
+
+                       // check for new packets
+                       NetConn_ClientFrame();
+
+                       // read a new frame from a demo if needed
+                       CL_ReadDemoMessage();
+
+                       // now that packets have been read, send input to server
+                       CL_SendMove();
+
+                       // update client world (interpolate entities, create trails, etc)
+                       CL_UpdateWorld();
+
+                       // update video
+                       if (host_speeds.integer)
+                               time1 = Sys_DoubleTime();
+
+                       CL_Video_Frame();
+                       CL_Gecko_Frame();
+
+                       CL_UpdateScreen();
+
+                       if (host_speeds.integer)
+                               time2 = Sys_DoubleTime();
+
+                       // update audio
+                       if(cl.csqc_usecsqclistener)
+                       {
+                               S_Update(&cl.csqc_listenermatrix);
+                               cl.csqc_usecsqclistener = false;
+                       }
+                       else
+                               S_Update(&r_refdef.view.matrix);
+
+                       CDAudio_Update();
+
+                       if (host_speeds.integer)
+                       {
+                               pass1 = (int)((time1 - time3)*1000000);
+                               time3 = Sys_DoubleTime();
+                               pass2 = (int)((time2 - time1)*1000000);
+                               pass3 = (int)((time3 - time2)*1000000);
+                               Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
+                                                       pass1+pass2+pass3, pass1, pass2, pass3);
+                       }
+               }
 
-       if (timecount < 1000)
-               return;
+               // if there is some time remaining from this frame, reset the timers
+               if (cl_timer >= 0)
+                       cl_timer = 0;
+               if (sv_timer >= 0)
+               {
+                       svs.perf_acc_lost += sv_timer;
+                       sv_timer = 0;
+               }
 
-       m = timetotal*1000/timecount;
-       timecount = 0;
-       timetotal = 0;
-       c = 0;
-       for (i=0 ; i<svs.maxclients ; i++)
-       {
-               if (svs.clients[i].active)
-                       c++;
+               host_framecount++;
        }
-
-       Con_Printf("serverprofile: %2i clients %2i msec\n",  c,  m);
 }
 
 //============================================================================
@@ -879,6 +934,8 @@ void Host_StartVideo(void)
        if (!vid_opened && cls.state != ca_dedicated)
        {
                vid_opened = true;
+               // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
+               NetConn_UpdateSockets();
                VID_Start();
                CDAudio_Startup();
        }
@@ -895,7 +952,6 @@ 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;
 
 /*
@@ -903,37 +959,60 @@ extern qboolean host_stuffcmdsrun;
 Host_Init
 ====================
 */
-void Host_Init (void)
+static void Host_Init (void)
 {
        int i;
        const char* os;
 
+       if (COM_CheckParm("-profilegameonly"))
+               Sys_AllowProfiling(false);
+
+       // LordHavoc: quake never seeded the random number generator before... heh
+       if (COM_CheckParm("-benchmark"))
+               srand(0); // predictable random sequence for -benchmark
+       else
+               srand(time(NULL));
+
        // FIXME: this is evil, but possibly temporary
 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
        if (COM_CheckParm("-developer"))
-               developer.value = developer.integer = 100;developer.string = "100";
+       {
+               developer.value = developer.integer = 1;
+               developer.string = "1";
+       }
 
        if (COM_CheckParm("-developer2"))
        {
-               developer.value = developer.integer = 100;developer.string = "100";
-               developer_memory.value = developer_memory.integer = 100;developer.string = "100";
-               developer_memorydebug.value = developer_memorydebug.integer = 100;developer_memorydebug.string = "100";
+               developer.value = developer.integer = 100;
+               developer.string = "100";
+               developer_memory.value = developer_memory.integer = 100;
+               developer.string = "100";
+               developer_memorydebug.value = developer_memorydebug.integer = 100;
+               developer_memorydebug.string = "100";
        }
 
-       // LordHavoc: quake never seeded the random number generator before... heh
-       srand(time(NULL));
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+       if (COM_CheckParm("-nostdout"))
+               sys_nostdout = 1;
 
        // 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 memory subsystem cvars/commands
+       Memory_Init_Commands();
+
+       // initialize console and logging and its cvars/commands
+       Con_Init();
+
+       // initialize various cvars that could not be initialized earlier
+       Curl_Init_Commands();
+       Cmd_Init_Commands();
+       Sys_Init_Commands();
+       COM_Init_Commands();
+       FS_Init_Commands();
 
        // initialize console window (only used by sys_win.c)
        Sys_InitConsole();
@@ -942,59 +1021,33 @@ void Host_Init (void)
        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";
-#elif defined(__MORPHOS__)
-       os = "MorphOS";
-#else
-       os = "Unknown";
-#endif
+       os = DP_OS_NAME;
        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);
-
-       // 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();
-       Con_Init_Commands();
-       Cmd_Init_Commands();
-       Sys_Init_Commands();
-       COM_Init_Commands();
-       FS_Init_Commands();
-       COM_CheckRegistered();
+       Con_Printf("%s\n", engineversion);
 
        // initialize ixtable
        Mathlib_Init();
 
+       // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+       FS_Init();
+
        NetConn_Init();
+       Curl_Init();
        //PR_Init();
        //PR_Cmd_Init();
        PRVM_Init();
        Mod_Init();
+       World_Init();
        SV_Init();
        Host_InitCommands();
        Host_InitLocal();
        Host_ServerOptions();
 
-       if (cls.state != ca_dedicated)
+       if (cls.state == ca_dedicated)
+               Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+       else
        {
-               Con_Printf("Initializing client\n");
+               Con_DPrintf("Initializing client\n");
 
                R_Modules_Init();
                Palette_Init();
@@ -1064,13 +1117,12 @@ void Host_Init (void)
                Cbuf_Execute();
        }
 
-       // check for special demolooponly mode
-// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
-       i = COM_CheckParm("-demolooponly");
+// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
+       i = COM_CheckParm("-capturedemo");
        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_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
                Cbuf_Execute();
        }
 
@@ -1083,10 +1135,7 @@ void Host_Init (void)
 
        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_AddText("togglemenu\n");
                Cbuf_Execute();
        }
 
@@ -1113,6 +1162,11 @@ void Host_Shutdown(void)
                Con_Print("recursive shutdown\n");
                return;
        }
+       if (setjmp(host_abortframe))
+       {
+               Con_Print("aborted the quitting frame?!?\n");
+               return;
+       }
        isdown = true;
 
        // be quiet while shutting down
@@ -1131,12 +1185,14 @@ void Host_Shutdown(void)
        // AK shutdown PRVM
        // AK hmm, no PRVM_Shutdown(); yet
 
+       CL_Gecko_Shutdown();
        CL_Video_Shutdown();
 
-       Host_SaveConfig_f();
+       Host_SaveConfig();
 
        CDAudio_Shutdown ();
        S_Terminate ();
+       Curl_Shutdown ();
        NetConn_Shutdown ();
        //PR_Shutdown ();