]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 90778069bff07192b652a736f9b787807ecb3631..e02d6cceb57f987c30855789db9ba32ba7ecbc2d 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;
@@ -57,7 +56,7 @@ int forcedeveloper;
 // current client
 client_t *host_client;
 
-jmp_buf host_abortserver;
+jmp_buf host_abortframe;
 
 // pretend frames take this amount of time (in seconds), 0 = realtime
 cvar_t host_framerate = {0, "host_framerate","0"};
@@ -65,15 +64,14 @@ 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"};
 
 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0"};
 cvar_t serverprofile = {0, "serverprofile","0"};
 
 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
@@ -98,31 +96,14 @@ cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
 
 /*
 ================
-Host_EndGame
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
 ================
 */
-void Host_EndGame (const char *format, ...)
+void Host_AbortCurrentFrame(void)
 {
-       va_list argptr;
-       char string[1024];
-
-       va_start (argptr,format);
-       vsprintf (string,format,argptr);
-       va_end (argptr);
-       Con_DPrintf ("Host_EndGame: %s\n",string);
-
-       if (sv.active)
-               Host_ShutdownServer (false);
-
-       if (cls.state == ca_dedicated)
-               Sys_Error ("Host_EndGame: %s\n",string);        // dedicated servers exit
-
-       if (cls.demonum != -1)
-               CL_NextDemo ();
-       else
-               CL_Disconnect ();
-
-       longjmp (host_abortserver, 1);
+       longjmp (host_abortframe, 1);
 }
 
 /*
@@ -132,24 +113,22 @@ Host_Error
 This shuts down both the client and server
 ================
 */
-static char hosterrorstring1[4096];
-static char hosterrorstring2[4096];
-static qboolean hosterror = false;
-extern char sv_spawnmap[MAX_QPATH];
-extern char sv_loadgame[MAX_OSPATH];
 void Host_Error (const char *error, ...)
 {
+       static char hosterrorstring1[4096];
+       static char hosterrorstring2[4096];
+       static qboolean hosterror = false;
        va_list argptr;
 
        va_start (argptr,error);
-       vsprintf (hosterrorstring1,error,argptr);
+       dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
        va_end (argptr);
 
-       Con_Printf ("Host_Error: %s\n", hosterrorstring1);
+       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)
@@ -158,21 +137,15 @@ void Host_Error (const char *error, ...)
 
        strcpy(hosterrorstring2, hosterrorstring1);
 
-       // make sure we don't get in a loading loop
-       sv_loadgame[0] = 0;
-       sv_spawnmap[0] = 0;
-
        CL_Parse_DumpPacket();
 
-       PR_Crash();
+       //PR_Crash();
 
-       //PRVM_Crash(); // crash current prog
+       // print out where the crash happened, if it was caused by QC (and do a cleanup)
+       PRVM_Crash();
 
-       // crash all prvm progs
-       PRVM_CrashAll();
 
-       if (sv.active)
-               Host_ShutdownServer (false);
+       Host_ShutdownServer (false);
 
        if (cls.state == ca_dedicated)
                Sys_Error ("Host_Error: %s\n",hosterrorstring2);        // dedicated servers exit
@@ -182,73 +155,57 @@ void Host_Error (const char *error, ...)
 
        hosterror = false;
 
-       longjmp (host_abortserver, 1);
+       Host_AbortCurrentFrame();
 }
 
-mempool_t *sv_clients_mempool = NULL;
-
 void Host_ServerOptions (void)
 {
-       int i, numplayers;
+       int i;
 
        // general default
-       numplayers = 8;
-
-       if (cl_available)
+       svs.maxclients = 8;
+
+// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
+// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
+       // if no client is in the executable or -dedicated is specified on
+       // commandline, start a dedicated server
+       i = COM_CheckParm ("-dedicated");
+       if (i || !cl_available)
+       {
+               cls.state = ca_dedicated;
+               // check for -dedicated specifying how many players
+               if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+                       svs.maxclients = atoi (com_argv[i+1]);
+               if (COM_CheckParm ("-listen"))
+                       Con_Printf ("Only one of -dedicated or -listen can be specified");
+               // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
+               Cvar_SetValue("sv_public", 1);
+       }
+       else if (cl_available)
        {
-               // client exists, check what mode the user wants
-               i = COM_CheckParm ("-dedicated");
+               // client exists and not dedicated, check if -listen is specified
+               cls.state = ca_disconnected;
+               i = COM_CheckParm ("-listen");
                if (i)
                {
-                       cls.state = ca_dedicated;
                        // default players unless specified
-                       if (i != (com_argc - 1))
-                               numplayers = atoi (com_argv[i+1]);
-                       if (COM_CheckParm ("-listen"))
-                               Sys_Error ("Only one of -dedicated or -listen can be specified");
+                       if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+                               svs.maxclients = atoi (com_argv[i+1]);
                }
                else
                {
-                       cls.state = ca_disconnected;
-                       i = COM_CheckParm ("-listen");
-                       if (i)
-                       {
-                               // default players unless specified
-                               if (i != (com_argc - 1))
-                                       numplayers = 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;
-                       }
+                       // default players in some games, singleplayer in most
+                       if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+                               svs.maxclients = 1;
                }
        }
-       else
-       {
-               // no client in the executable, always start dedicated server
-               if (COM_CheckParm ("-listen"))
-                       Sys_Error ("-listen not available in a dedicated server executable");
-               cls.state = ca_dedicated;
-               // 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 (numplayers < 1)
-               numplayers = 8;
+       svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
 
-       numplayers = bound(1, numplayers, MAX_SCOREBOARD);
+       svs.clients = (client_t *)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);
 }
 
 /*
@@ -256,19 +213,20 @@ void Host_ServerOptions (void)
 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);
 
        Cvar_RegisterVariable (&sys_ticrate);
+       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
        Cvar_RegisterVariable (&serverprofile);
 
        Cvar_RegisterVariable (&fraglimit);
@@ -289,30 +247,29 @@ void Host_InitLocal (void)
 
        Cvar_RegisterVariable (&timestamps);
        Cvar_RegisterVariable (&timeformat);
-
-       Host_ServerOptions ();
 }
 
 
 /*
 ===============
-Host_WriteConfiguration
+Host_SaveConfig_f
 
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_WriteConfiguration (void)
+void Host_SaveConfig_f(void)
 {
        qfile_t *f;
 
 // 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");
+                       Con_Print("Couldn't write config.cfg.\n");
                        return;
                }
 
@@ -324,6 +281,20 @@ void Host_WriteConfiguration (void)
 }
 
 
+/*
+=================
+SV_ClientPrint
+
+Sends text across to be displayed
+FIXME: make this just a stuffed echo?
+=================
+*/
+void SV_ClientPrint(const char *msg)
+{
+       MSG_WriteByte(&host_client->message, svc_print);
+       MSG_WriteString(&host_client->message, msg);
+}
+
 /*
 =================
 SV_ClientPrintf
@@ -335,45 +306,57 @@ FIXME: make this just a stuffed echo?
 void SV_ClientPrintf(const char *fmt, ...)
 {
        va_list argptr;
-       char string[1024];
+       char msg[4096];
 
-       va_start (argptr,fmt);
-       vsprintf (string, fmt,argptr);
-       va_end (argptr);
+       va_start(argptr,fmt);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+       va_end(argptr);
 
-       MSG_WriteByte (&host_client->message, svc_print);
-       MSG_WriteString (&host_client->message, string);
+       SV_ClientPrint(msg);
 }
 
 /*
 =================
-SV_BroadcastPrintf
+SV_BroadcastPrint
 
 Sends text to all active clients
 =================
 */
-void SV_BroadcastPrintf(const char *fmt, ...)
+void SV_BroadcastPrint(const char *msg)
 {
-       va_list argptr;
-       char string[4096];
        int i;
        client_t *client;
 
-       va_start(argptr,fmt);
-       vsnprintf(string, sizeof(string), fmt,argptr);
-       va_end(argptr);
-
        for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
        {
                if (client->spawned)
                {
                        MSG_WriteByte(&client->message, svc_print);
-                       MSG_WriteString(&client->message, string);
+                       MSG_WriteString(&client->message, msg);
                }
        }
 
        if (sv_echobprint.integer && cls.state == ca_dedicated)
-               Sys_Printf("%s", string);
+               Con_Print(msg);
+}
+
+/*
+=================
+SV_BroadcastPrintf
+
+Sends text to all active clients
+=================
+*/
+void SV_BroadcastPrintf(const char *fmt, ...)
+{
+       va_list argptr;
+       char msg[4096];
+
+       va_start(argptr,fmt);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+       va_end(argptr);
+
+       SV_BroadcastPrint(msg);
 }
 
 /*
@@ -389,7 +372,7 @@ 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);
@@ -406,63 +389,83 @@ 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 = PRVM_EDICT_NUM(host_client - svs.clients + 1);
+
        if (host_client->netconnection)
        {
                // free the client (the body stays around)
                if (!crash)
                {
-                       // LordHavoc: no opportunity for resending, so use unreliable
+                       // LordHavoc: no opportunity for resending, so use unreliable 3 times
                        MSG_WriteByte(&host_client->message, svc_disconnect);
                        NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
                }
-
                // break the net connection
                NetConn_Close(host_client->netconnection);
                host_client->netconnection = NULL;
-
-               // 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->clientconnectcalled && sv.active && host_client->edict)
        {
-               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 = prog->globals.server->self;
+               host_client->clientconnectcalled = false;
+               prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
+               PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
+               prog->globals.server->self = saveSelf;
        }
 
-       NetConn_Heartbeat(1);
+       // remove leaving player from scoreboard
+       //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
+       //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+       //      val->_float = 0;
+       //host_client->edict->fields.server->frags = 0;
+       host_client->name[0] = 0;
+       host_client->colors = 0;
+       host_client->frags = 0;
+       // send notification to all clients
+       // get number of client manually just to make sure we get it right...
+       i = host_client - svs.clients;
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteString (&sv.reliable_datagram, host_client->name);
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
 
        // free the client now
+       if (host_client->entitydatabase)
+               EntityFrame_FreeDatabase(host_client->entitydatabase);
        if (host_client->entitydatabase4)
                EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+       if (host_client->entitydatabase5)
+               EntityFrame5_FreeDatabase(host_client->entitydatabase5);
+
+       if (sv.active)
+       {
+               // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
+               PRVM_ED_ClearEdict(host_client->edict);
+       }
+
        // clear the client struct (this sets active to false)
        memset(host_client, 0, sizeof(*host_client));
+
+       // update server listing on the master because player count changed
+       // (which the master uses for filtering empty/full servers)
+       NetConn_Heartbeat(1);
 }
 
 /*
@@ -476,18 +479,14 @@ void Host_ShutdownServer(qboolean crash)
 {
        int i, count;
        sizebuf_t buf;
-       char message[4];
+       unsigned char message[4];
+
+       Con_DPrintf("Host_ShutdownServer\n");
 
        if (!sv.active)
                return;
 
-       // print out where the crash happened, if it was caused by QC
-       PR_Crash();
-
-       sv.active = false;
-
-// stop all client sounds immediately
-       CL_Disconnect();
+       SV_VM_Begin();
 
        NetConn_Heartbeat(2);
        NetConn_Heartbeat(2);
@@ -502,16 +501,20 @@ void Host_ShutdownServer(qboolean crash)
                Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
 
        for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
-               if (host_client->active)
+               if (host_client->active) {
                        SV_DropClient(crash); // server shutdown
+               }
 
        NetConn_CloseServerPorts();
 
+       sv.active = false;
 //
 // clear structures
 //
        memset(&sv, 0, sizeof(sv));
        memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+       SV_VM_End();
 }
 
 
@@ -525,7 +528,7 @@ not reinitialize anything.
 */
 void Host_ClearMemory (void)
 {
-       Con_DPrint("Clearing memory\n");
+       Con_DPrint("Clearing memory\n");
        Mod_ClearAll ();
 
        cls.signon = 0;
@@ -543,65 +546,81 @@ 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 (cl_avidemo.value >= 0.1f)
-                       timecap = 1.0 / (double)cl_avidemo.value;
-               else if (vid_activewindow && !scr_con_current)
-                       timecap = 1.0 / host_maxfps.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 = oldrealtime + timecap - realtime;
-               if (timeleft > 0)
-               {
-                       // don't totally hog the CPU
-                       if (timeleft >= 0.02)
-                               Sys_Sleep();
-                       return false;
-               }
+       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 (cls.timedemo)
-       {
-               // disable time effects
-               cl.frametime = host_frametime;
-               return true;
-       }
+       if (cl_capturevideo_active && !cl_capturevideo_soundfile)
+               host_frametime = timecap;
+
+       // 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;
 }
@@ -627,7 +646,6 @@ void Host_GetConsoleCommands (void)
        }
 }
 
-
 /*
 ==================
 Host_ServerFrame
@@ -636,38 +654,63 @@ 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;
 
-       NetConn_ServerFrame();
 
-// 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;
+       // run the world state
+       // don't allow simulation to run too fast or too slow or logic glitches can occur
+       for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
+       {
+               // setup the VM frame
+               SV_VM_Begin();
+
+               if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+                       advancetime = min(sv.timer, sys_ticrate.value);
+               else
+                       advancetime = sys_ticrate.value;
+               sv.timer -= advancetime;
+
+               // only advance time if not paused
+               // the game also pauses in singleplayer when menu or console is used
+               sv.frametime = advancetime * slowmo.value;
+               if (host_framerate.value)
+                       sv.frametime = host_framerate.value;
+               if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+                       sv.frametime = 0;
 
-// set the time and clear the general datagram
-       SV_ClearDatagram();
+               // 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();
+               // 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);
+
+               // end the server VM frame
+               SV_VM_End();
+       }
+
+
+       // if we fell behind too many frames just don't worry about it
+       if (sv.timer > 0)
+               sv.timer = 0;
 }
 
 
@@ -685,30 +728,27 @@ void _Host_Frame (float time)
        static double time3 = 0;
        int pass1, pass2, pass3;
 
-       if (setjmp(host_abortserver))
+       if (setjmp(host_abortframe))
                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
+       CL_Move();
 
        // process console commands
        Cbuf_Execute();
 
-       // LordHavoc: map and load are delayed until video is initialized
-       Host_PerformSpawnServerAndLoadGame();
-
        // if running the server locally, make intentions now
        if (cls.state == ca_connected && sv.active)
                CL_SendCmd();
@@ -745,7 +785,7 @@ void _Host_Frame (float time)
                CL_ReadFromServer();
        }
 
-       ui_update();
+       //ui_update();
 
        CL_VideoFrame();
 
@@ -759,15 +799,7 @@ void _Host_Frame (float time)
                time2 = Sys_DoubleTime();
 
        // update audio
-       if (cls.signon == SIGNONS)
-       {
-               // LordHavoc: this used to use renderer variables (eww)
-               vec3_t forward, right, up;
-               AngleVectors(cl.viewangles, forward, right, up);
-               S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up);
-       }
-       else
-               S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+       S_Update(&r_refdef.viewentitymatrix);
 
        CDAudio_Update();
 
@@ -782,7 +814,6 @@ void _Host_Frame (float time)
        }
 
        host_framecount++;
-       host_loopactive = true;
 }
 
 void Host_Frame (float time)
@@ -818,13 +849,35 @@ void Host_Frame (float time)
                        c++;
        }
 
-       Con_Printf ("serverprofile: %2i clients %2i msec\n",  c,  m);
+       Con_Printf("serverprofile: %2i clients %2i msec\n",  c,  m);
 }
 
 //============================================================================
 
-void Render_Init(void);
-void M_Scipt_Init ();
+qboolean vid_opened = false;
+void Host_StartVideo(void)
+{
+       if (!vid_opened && cls.state != ca_dedicated)
+       {
+               vid_opened = true;
+               VID_Start();
+               CDAudio_Startup();
+       }
+}
+
+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;
 
 /*
 ====================
@@ -833,10 +886,56 @@ 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;
@@ -844,52 +943,135 @@ 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();
-       Chase_Init();
-       PR_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();
-       MR_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();
        }
 
-       Cbuf_InsertText ("exec quake.rc\n");
-       Cbuf_Execute();
-       Cbuf_Execute();
-       Cbuf_Execute();
+       // 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_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
        Cbuf_Execute();
 
-       host_initialized = true;
+       // if stuffcmds wasn't run, then quake.rc is probably missing, use default
+       if (!host_stuffcmdsrun)
+       {
+               Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+               Cbuf_Execute();
+       }
+
+       // save console log up to this point to log_file if it was set by configs
+       Log_Start();
 
-       Con_DPrintf ("========Initialized=========\n");
+       // FIXME: put this into some neat design, but the menu should be allowed to crash
+       // without crashing the whole game, so this should just be a short-time solution
+       Host_StartVideo();
+
+       // here comes the not so critical stuff
+       if (setjmp(host_abortframe)) {
+               return;
+       }
 
        if (cls.state != ca_dedicated)
        {
-               VID_Open();
-               SCR_BeginLoadingPlaque();
+               MR_Init();
+       }
+
+       // 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)
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
+               Cbuf_Execute();
+       }
+
+       // check for special demo mode
+// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
+       i = COM_CheckParm("-demo");
+       if (i && i + 1 < com_argc)
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+               Cbuf_Execute();
+       }
+
+       // check for special demolooponly mode
+// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
+       i = COM_CheckParm("-demolooponly");
+       if (i && i + 1 < com_argc)
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+               Cbuf_Execute();
+       }
+
+       if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText("startmap_dm\n");
+               Cbuf_Execute();
        }
+
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               if (gamemode == GAME_NEXUIZ)
+                       Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
+               else
+                       Cbuf_AddText("togglemenu\n");
+               Cbuf_Execute();
+       }
+
+       Con_DPrint("========Initialized=========\n");
+
+       Host_StartVideo();
 }
 
 
@@ -907,28 +1089,47 @@ void Host_Shutdown(void)
 
        if (isdown)
        {
-               Con_Print("recursive shutdown\n");
+               Con_Print("recursive shutdown\n");
                return;
        }
        isdown = true;
 
+       // be quiet while shutting down
+       S_StopAllSounds();
+
+       // disconnect client from server if active
+       CL_Disconnect();
+
+       // shut down local server if active
+       Host_ShutdownServer (false);
+
        // Shutdown menu
-       MR_Shutdown();
+       if(MR_Shutdown)
+               MR_Shutdown();
 
        // AK shutdown PRVM
        // AK hmm, no PRVM_Shutdown(); yet
-       
 
-       Host_WriteConfiguration ();
+       CL_Video_Shutdown();
+
+       Host_SaveConfig_f();
 
        CDAudio_Shutdown ();
+       S_Terminate ();
        NetConn_Shutdown ();
-       S_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();
 }