]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
significant surface renderer optimizations
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 108db335bd78a31d0a44c0e49ce5297f3b7d6c7b..e0883aeb5716e1be59056d202cd2b120f56a79de 100644 (file)
--- a/host.c
+++ b/host.c
@@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "cdaudio.h"
 #include "cl_video.h"
 #include "progsvm.h"
+#include "csprogs.h"
 
 /*
 
@@ -38,60 +39,65 @@ 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;
-
-// used for -developer commandline parameter, hacky hacky
-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"};
+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"};
 // shows time used by certain subsystems
-cvar_t host_speeds = {0, "host_speeds","0"};
+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"};
+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"};
+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"};
+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"};
-cvar_t serverprofile = {0, "serverprofile","0"};
+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 fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+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 = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+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","0"};
+cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+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"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
+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"};
+cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
 
-cvar_t temp1 = {0, "temp1","0"};
+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"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+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"};
+
+/*
+================
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
+================
+*/
+void Host_AbortCurrentFrame(void)
+{
+       longjmp (host_abortframe, 1);
+}
 
 /*
 ================
@@ -100,14 +106,16 @@ Host_Error
 This shuts down both the client and server
 ================
 */
-void PRVM_ProcessError(void);
-static char hosterrorstring1[4096];
-static char hosterrorstring2[4096];
-static qboolean hosterror = false;
 void Host_Error (const char *error, ...)
 {
+       static char hosterrorstring1[MAX_INPUTLINE];
+       static char hosterrorstring2[MAX_INPUTLINE];
+       static qboolean hosterror = false;
        va_list argptr;
 
+       // turn off rcon redirect if it was active when the crash occurred
+       rcon_redirect = false;
+
        va_start (argptr,error);
        dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
        va_end (argptr);
@@ -127,26 +135,25 @@ void Host_Error (const char *error, ...)
 
        CL_Parse_DumpPacket();
 
-       PR_Crash();
+       CL_Parse_ErrorCleanUp();
 
-       //PRVM_Crash(); // crash current prog
+       //PR_Crash();
 
-       // crash all prvm progs
-       PRVM_CrashAll();
+       // print out where the crash happened, if it was caused by QC (and do a cleanup)
+       PRVM_Crash();
 
-       PRVM_ProcessError();
 
-       Host_ShutdownServer (false);
+       Host_ShutdownServer ();
 
        if (cls.state == ca_dedicated)
-               Sys_Error ("Host_Error: %s\n",hosterrorstring2);        // dedicated servers exit
+               Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
 
        CL_Disconnect ();
        cls.demonum = -1;
 
        hosterror = false;
 
-       longjmp (host_abortserver, 1);
+       Host_AbortCurrentFrame();
 }
 
 void Host_ServerOptions (void)
@@ -158,55 +165,44 @@ void Host_ServerOptions (void)
 
 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
-       if (cl_available)
+       // 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)
        {
-               // client exists, check what mode the user wants
-               i = COM_CheckParm ("-dedicated");
+               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\n");
+               // 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 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 + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
                                svs.maxclients = atoi (com_argv[i+1]);
-                       if (COM_CheckParm ("-listen"))
-                               Sys_Error ("Only one of -dedicated or -listen can be specified");
                }
                else
                {
-                       cls.state = ca_disconnected;
-                       i = COM_CheckParm ("-listen");
-                       if (i)
-                       {
-                               // default players unless specified
-                               if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
-                                       svs.maxclients = atoi (com_argv[i+1]);
-                       }
-                       else
-                       {
-                               // default players in some games, singleplayer in most
-                               if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
-                                       svs.maxclients = 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 + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
-                       svs.maxclients = atoi (com_argv[i+1]);
-       }
 
        svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
 
-       svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
+       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);
 }
 
@@ -216,9 +212,9 @@ Host_InitLocal
 ======================
 */
 void Host_SaveConfig_f(void);
-void Host_InitLocal (void)
+static void Host_InitLocal (void)
 {
-       Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
+       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
 
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
@@ -228,7 +224,7 @@ void Host_InitLocal (void)
        Cvar_RegisterVariable (&sv_echobprint);
 
        Cvar_RegisterVariable (&sys_ticrate);
-       Cvar_RegisterVariable (&serverprofile);
+       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
 
        Cvar_RegisterVariable (&fraglimit);
        Cvar_RegisterVariable (&timelimit);
@@ -237,8 +233,7 @@ void Host_InitLocal (void)
        Cvar_RegisterVariable (&noexit);
        Cvar_RegisterVariable (&skill);
        Cvar_RegisterVariable (&developer);
-       if (forcedeveloper) // make it real now that the cvar is registered
-               Cvar_SetValue("developer", 1);
+       Cvar_RegisterVariable (&developer_entityparsing);
        Cvar_RegisterVariable (&deathmatch);
        Cvar_RegisterVariable (&coop);
 
@@ -292,8 +287,11 @@ 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);
+       if (host_client->netconnection)
+       {
+               MSG_WriteByte(&host_client->netconnection->message, svc_print);
+               MSG_WriteString(&host_client->netconnection->message, msg);
+       }
 }
 
 /*
@@ -307,7 +305,7 @@ FIXME: make this just a stuffed echo?
 void SV_ClientPrintf(const char *fmt, ...)
 {
        va_list argptr;
-       char msg[4096];
+       char msg[MAX_INPUTLINE];
 
        va_start(argptr,fmt);
        dpvsnprintf(msg,sizeof(msg),fmt,argptr);
@@ -330,10 +328,10 @@ void SV_BroadcastPrint(const char *msg)
 
        for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
        {
-               if (client->spawned)
+               if (client->spawned && client->netconnection)
                {
-                       MSG_WriteByte(&client->message, svc_print);
-                       MSG_WriteString(&client->message, msg);
+                       MSG_WriteByte(&client->netconnection->message, svc_print);
+                       MSG_WriteString(&client->netconnection->message, msg);
                }
        }
 
@@ -351,7 +349,7 @@ Sends text to all active clients
 void SV_BroadcastPrintf(const char *fmt, ...)
 {
        va_list argptr;
-       char msg[4096];
+       char msg[MAX_INPUTLINE];
 
        va_start(argptr,fmt);
        dpvsnprintf(msg,sizeof(msg),fmt,argptr);
@@ -370,14 +368,17 @@ Send text over to the client to be executed
 void Host_ClientCommands(const char *fmt, ...)
 {
        va_list argptr;
-       char string[1024];
+       char string[MAX_INPUTLINE];
+
+       if (!host_client->netconnection)
+               return;
 
        va_start(argptr,fmt);
        dpvsnprintf(string, sizeof(string), fmt, argptr);
        va_end(argptr);
 
-       MSG_WriteByte(&host_client->message, svc_stufftext);
-       MSG_WriteString(&host_client->message, string);
+       MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
+       MSG_WriteString(&host_client->netconnection->message, string);
 }
 
 /*
@@ -394,16 +395,23 @@ void SV_DropClient(qboolean crash)
        Con_Printf("Client \"%s\" dropped\n", host_client->name);
 
        // make sure edict is not corrupt (from a level change for example)
-       host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+       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
-                       MSG_WriteByte(&host_client->message, svc_disconnect);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+                       // LordHavoc: no opportunity for resending, so use unreliable 3 times
+                       unsigned char bufdata[8];
+                       sizebuf_t buf;
+                       memset(&buf, 0, sizeof(buf));
+                       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);
                }
                // break the net connection
                NetConn_Close(host_client->netconnection);
@@ -413,21 +421,22 @@ void SV_DropClient(qboolean crash)
        // call qc ClientDisconnect function
        // LordHavoc: don't call QC if server is dead (avoids recursive
        // Host_Error in some mods when they run out of edicts)
-       if (host_client->active && sv.active && host_client->edict && host_client->spawned)
+       if (host_client->clientconnectcalled && sv.active && host_client->edict)
        {
                // 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;
+               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;
        }
 
        // remove leaving player from scoreboard
-       //host_client->edict->v->netname = PR_SetString(host_client->name);
-       //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+       //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->v->frags = 0;
+       //host_client->edict->fields.server->frags = 0;
        host_client->name[0] = 0;
        host_client->colors = 0;
        host_client->frags = 0;
@@ -455,7 +464,7 @@ void SV_DropClient(qboolean crash)
        if (sv.active)
        {
                // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
-               ED_ClearEdict(host_client->edict);
+               PRVM_ED_ClearEdict(host_client->edict);
        }
 
        // clear the client struct (this sets active to false)
@@ -473,40 +482,28 @@ Host_ShutdownServer
 This only happens at the end of a game, not between levels
 ==================
 */
-void Host_ShutdownServer(qboolean crash)
+void Host_ShutdownServer(void)
 {
-       int i, count;
-       sizebuf_t buf;
-       char message[4];
+       int i;
 
        Con_DPrintf("Host_ShutdownServer\n");
 
        if (!sv.active)
                return;
 
-       // print out where the crash happened, if it was caused by QC
-       PR_Crash();
-
        NetConn_Heartbeat(2);
        NetConn_Heartbeat(2);
 
 // make sure all the clients know we're disconnecting
-       buf.data = message;
-       buf.maxsize = 4;
-       buf.cursize = 0;
-       MSG_WriteByte(&buf, svc_disconnect);
-       count = NetConn_SendToAll(&buf, 5);
-       if (count)
-               Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
-
+       SV_VM_Begin();
        for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
-                       SV_DropClient(crash); // server shutdown
+                       SV_DropClient(false); // server shutdown
+       SV_VM_End();
 
        NetConn_CloseServerPorts();
 
        sv.active = false;
-
 //
 // clear structures
 //
@@ -515,120 +512,8 @@ void Host_ShutdownServer(qboolean crash)
 }
 
 
-/*
-================
-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)
-       {
-               int msleft;
-               // don't totally hog the CPU
-               if (cls.state == ca_dedicated)
-               {
-                       // 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);
-               }
-               else
-               {
-                       // 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 (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
@@ -649,70 +534,6 @@ void Host_GetConsoleCommands (void)
        }
 }
 
-
-/*
-==================
-Host_ServerFrame
-
-==================
-*/
-void Host_ServerFrame (void)
-{
-       // never run more than 5 frames at a time as a sanity limit
-       int framecount, framelimit = 5;
-       double advancetime;
-       if (!sv.active)
-       {
-               sv.timer = 0;
-               return;
-       }
-       sv.timer += host_realframetime;
-       // run the world state
-       // don't allow simulation to run too fast or too slow or logic glitches can occur
-       for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
-       {
-               if (cl.islocalgame)
-                       advancetime = min(sv.timer, sys_ticrate.value);
-               else
-                       advancetime = sys_ticrate.value;
-               sv.timer -= advancetime;
-
-               // 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;
-
-               pr_global_struct->frametime = sv.frametime;
-
-               // 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();
-
-               // move things around and think unless paused
-               if (sv.frametime)
-                       SV_Physics();
-
-               // send all messages to the clients
-               SV_SendClientMessages();
-
-               // send an heartbeat if enough time has passed since the last one
-               NetConn_Heartbeat(0);
-       }
-       // if we fell behind too many frames just don't worry about it
-       if (sv.timer > 0)
-               sv.timer = 0;
-}
-
-
 /*
 ==================
 Host_Frame
@@ -720,141 +541,270 @@ 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_abortserver))
-               return;                 // something bad happened, or the server disconnected
-
-       // decide the simulation time
-       if (!Host_FilterTime(time))
-               return;
+       // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
+       static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
 
-       // 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();
-
-       // process console commands
-       Cbuf_Execute();
-
-       // if running the server locally, make intentions now
-       if (cls.state == ca_connected && sv.active)
-               CL_SendCmd();
-
-//-------------------
-//
-// server operations
-//
-//-------------------
-
-       // check for commands typed to the host
-       Host_GetConsoleCommands();
-
-       if (sv.active)
-               Host_ServerFrame();
-
-//-------------------
-//
-// client operations
-//
-//-------------------
-
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
-
-       NetConn_ClientFrame();
-
-       if (cls.state == ca_connected)
+       framenewtime = Sys_DoubleTime();
+       for (;;)
        {
-               // if running the server remotely, send intentions now after
-               // the incoming messages have been read
-               if (!sv.active)
-                       CL_SendCmd();
-               CL_ReadFromServer();
-       }
-
-       //ui_update();
-
-       CL_VideoFrame();
+               if (setjmp(host_abortframe))
+                       continue;                       // something bad happened, or the server disconnected
+
+               frameoldtime = framenewtime;
+               framenewtime = Sys_DoubleTime();
+               frametime = framenewtime - frameoldtime;
+               realtime += frametime;
+
+               // if there is some time remaining from last frame, rest the timers
+               if (cl_timer >= 0)
+                       cl_timer = 0;
+               if (sv_timer >= 0)
+                       sv_timer = 0;
+
+               // accumulate the new frametime into the timers
+               cl_timer += frametime;
+               sv_timer += frametime;
+
+               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 the accumulators haven't become positive yet, keep waiting
+               if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
+               {
+                       double wait;
+                       int msleft;
+                       if (cls.state == ca_dedicated)
+                               wait = sv_timer;
+                       else if (!sv.active)
+                               wait = cl_timer;
+                       else
+                               wait = max(cl_timer, sv_timer);
+                       msleft = (int)floor(wait * -1000.0);
+                       if (msleft >= 1)
+                               Sys_Sleep(msleft);
+                       continue;
+               }
 
-       // update video
-       if (host_speeds.integer)
-               time1 = Sys_DoubleTime();
+               // keep the random time dependent
+               rand();
 
-       CL_UpdateScreen();
+               cl.islocalgame = NetConn_IsLocalGame();
 
-       if (host_speeds.integer)
-               time2 = Sys_DoubleTime();
+               // get new key events
+               Sys_SendKeyEvents();
 
-       // update audio
-       if (cls.signon == SIGNONS && cl_entities[cl.viewentity].state_current.active)
-       {
-               // LordHavoc: this used to use renderer variables (eww)
-               S_Update(&cl_entities[cl.viewentity].render.matrix);
-       }
-       else
-               S_Update(&identitymatrix);
-
-       CDAudio_Update();
+               // 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 all frames
+               if (sv_timer > 0 || !sv.active)
+               {
+                       // process console commands
+                       Cbuf_Execute();
+               }
 
-       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);
-       }
+               NetConn_UpdateSockets();
 
-       host_framecount++;
-}
+       //-------------------
+       //
+       // server operations
+       //
+       //-------------------
 
-void Host_Frame (float time)
-{
-       double time1, time2;
-       static double timetotal;
-       static int timecount;
-       int i, c, m;
-
-       if (!serverprofile.integer)
-       {
-               _Host_Frame (time);
-               return;
-       }
+               if (sv_timer > 0)
+               {
+                       if (!sv.active)
+                       {
+                               // if there is no server, run server timing at 10fps
+                               sv_timer -= 0.1;
+                       }
+                       else
+                       {
+                               // 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;
+
+                               // 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();
+
+                               // check for commands typed to the host
+                               Host_GetConsoleCommands();
+
+                               // 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 || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+                                       advancetime = sv_timer;
+                               else
+                               {
+                                       advancetime = sys_ticrate.value;
+                                       // listen servers can run multiple server frames per client frame
+                                       if (cls.state == ca_connected)
+                                       {
+                                               framelimit = 10;
+                                               aborttime = Sys_DoubleTime() + 0.1;
+                                       }
+                               }
+                               advancetime = min(advancetime, 0.1);
+
+                               // only advance time if not paused
+                               // the game also pauses in singleplayer when menu or console is used
+                               sv.frametime = advancetime * 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();
+
+                                       // 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 (framelimit > 1 && 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);
+                       }
+               }
 
-       time1 = Sys_DoubleTime ();
-       _Host_Frame (time);
-       time2 = Sys_DoubleTime ();
+       //-------------------
+       //
+       // client operations
+       //
+       //-------------------
 
-       timetotal += time2 - time1;
-       timecount++;
+               if (cl_timer > 0 || cls.timedemo)
+               {
+                       if (cls.state == ca_dedicated)
+                       {
+                               // if there is no client, run client timing at 10fps
+                               cl_timer -= 0.1;
+                               if (host_speeds.integer)
+                                       time1 = time2 = Sys_DoubleTime();
+                       }
+                       else
+                       {
+                               double frametime;
+                               frametime = cl.realframetime = min(cl_timer, 1);
+
+                               // decide the simulation time
+                               if (!cls.timedemo)
+                               {
+                                       if (cls.capturevideo_active && !cls.capturevideo_soundfile)
+                                       {
+                                               frametime = 1.0 / cls.capturevideo_framerate;
+                                               cl.realframetime = max(cl.realframetime, frametime);
+                                       }
+                                       else if (vid_activewindow)
+                                               frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
+                                       else
+                                               frametime = cl.realframetime = 0.1;
+
+                                       // deduct the frame time from the accumulator
+                                       cl_timer -= cl.realframetime;
+
+                                       // apply slowmo scaling
+                                       frametime *= slowmo.value;
+
+                                       // host_framerate overrides all else
+                                       if (host_framerate.value)
+                                               frametime = host_framerate.value;
+                               }
+
+                               cl.oldtime = cl.time;
+                               cl.time += frametime;
+
+                               // Collect input into cmd
+                               CL_Move();
+
+                               NetConn_ClientFrame();
+
+                               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();
+                               }
+
+                               // update video
+                               if (host_speeds.integer)
+                                       time1 = Sys_DoubleTime();
+
+                               //ui_update();
+
+                               CL_VideoFrame();
+
+                               CL_UpdateScreen();
+
+                               if (host_speeds.integer)
+                                       time2 = Sys_DoubleTime();
+
+                               // update audio
+                               if(csqc_usecsqclistener)
+                               {
+                                       S_Update(&csqc_listenermatrix);
+                                       csqc_usecsqclistener = false;
+                               }
+                               else
+                                       S_Update(&r_refdef.viewentitymatrix);
+
+                               CDAudio_Update();
+                       }
 
-       if (timecount < 1000)
-               return;
+                       if (host_speeds.integer)
+                       {
+                               int pass1, pass2, pass3;
+                               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);
+                       }
+               }
 
-       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);
 }
 
 //============================================================================
@@ -867,8 +817,6 @@ void Host_StartVideo(void)
                vid_opened = true;
                VID_Start();
                CDAudio_Startup();
-               CL_InitTEnts();  // We must wait after sound startup to load tent sounds
-               MR_Init();
        }
 }
 
@@ -891,11 +839,29 @@ extern qboolean host_stuffcmdsrun;
 Host_Init
 ====================
 */
-void Host_Init (void)
+static void Host_Init (void)
 {
        int i;
        const char* os;
 
+       // 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";
+       }
+
+       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";
+       }
+
        // LordHavoc: quake never seeded the random number generator before... heh
        srand(time(NULL));
 
@@ -930,6 +896,8 @@ void Host_Init (void)
        os = "OpenBSD";
 #elif defined(MACOSX)
        os = "Mac OS X";
+#elif defined(__MORPHOS__)
+       os = "MorphOS";
 #else
        os = "Unknown";
 #endif
@@ -941,15 +909,6 @@ void Host_Init (void)
        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;
-               developer.integer = 1;
-               developer.value = 1;
-       }
-
        // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
        FS_Init();
 
@@ -966,8 +925,8 @@ void Host_Init (void)
        Mathlib_Init();
 
        NetConn_Init();
-       PR_Init();
-       PR_Cmd_Init();
+       //PR_Init();
+       //PR_Cmd_Init();
        PRVM_Init();
        Mod_Init();
        SV_Init();
@@ -998,8 +957,6 @@ void Host_Init (void)
                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
@@ -1013,8 +970,21 @@ void Host_Init (void)
                Cbuf_Execute();
        }
 
-       // save console log up to this point to log_file if it was set by configs
-       Log_Start();
+       // put up the loading image so the user doesn't stare at a black screen...
+       SCR_BeginLoadingPlaque();
+
+       // 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
+
+       // here comes the not so critical stuff
+       if (setjmp(host_abortframe)) {
+               return;
+       }
+
+       if (cls.state != ca_dedicated)
+       {
+               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)
@@ -1026,6 +996,26 @@ void Host_Init (void)
                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)
        {
@@ -1044,7 +1034,7 @@ void Host_Init (void)
 
        Con_DPrint("========Initialized=========\n");
 
-       Host_StartVideo();
+       //Host_StartVideo();
 }
 
 
@@ -1074,7 +1064,7 @@ void Host_Shutdown(void)
        CL_Disconnect();
 
        // shut down local server if active
-       Host_ShutdownServer (false);
+       Host_ShutdownServer ();
 
        // Shutdown menu
        if(MR_Shutdown)
@@ -1090,7 +1080,7 @@ void Host_Shutdown(void)
        CDAudio_Shutdown ();
        S_Terminate ();
        NetConn_Shutdown ();
-       PR_Shutdown ();
+       //PR_Shutdown ();
 
        if (cls.state != ca_dedicated)
        {