]> 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 8ca544a437d354c33660c6ed7a17f2d6a3a7cb2b..e0883aeb5716e1be59056d202cd2b120f56a79de 100644 (file)
--- a/host.c
+++ b/host.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -19,11 +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 "cdaudio.h"
+#include "cl_video.h"
+#include "progsvm.h"
+#include "csprogs.h"
 
 /*
 
-A server can allways be started, even if the system started out as a client
+A server can always be started, even if the system started out as a client
 to a remote system.
 
 A client can NOT be started if the system started as a dedicated server.
@@ -32,80 +37,66 @@ Memory is cleared / released when a server or client begins, not when they end.
 
 */
 
-quakeparms_t host_parms;
+// how many frames have occurred
+// (checked by Host_Error and Host_SaveConfig_f)
+int host_framecount = 0;
+// LordHavoc: set when quit is executed
+qboolean host_shuttingdown = false;
 
-qboolean       host_initialized;               // true if into command execution
+// the real time since application started, without any slowmo or clamping
+double realtime;
 
-double         host_frametime;
-double         host_time;
-double         realtime;                               // without any filtering or bounding
-double         oldrealtime;                    // last frame run
-int                    host_framecount;
+// current client
+client_t *host_client;
 
-double         sv_frametime;
+jmp_buf host_abortframe;
 
-int                    host_hunklevel;
+// 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"};
+// 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)"};
 
-int                    minimum_memory;
+// print broadcast messages in dedicated mode
+cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
 
-client_t       *host_client;                   // current client
+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)"};
 
-jmp_buf        host_abortserver;
+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 host_framerate = {"host_framerate","0"};        // set for slow motion
-cvar_t host_speeds = {"host_speeds","0"};                      // set for running times
-cvar_t slowmo = {"slowmo", "1.0"};                                     // LordHavoc: framerate independent slowmo
+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 sys_ticrate = {"sys_ticrate","0.05"};
-cvar_t serverprofile = {"serverprofile","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 fraglimit = {"fraglimit","0",false,true};
-cvar_t timelimit = {"timelimit","0",false,true};
-cvar_t teamplay = {"teamplay","0",false,true};
+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 samelevel = {"samelevel","0"};
-cvar_t noexit = {"noexit","0",false,true};
+cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
 
-cvar_t developer = {"developer","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 skill = {"skill","1"};                                          // 0 - 3
-cvar_t deathmatch = {"deathmatch","0"};                        // 0, 1, or 2
-cvar_t coop = {"coop","0"};                    // 0 or 1
-
-cvar_t pausable = {"pausable","1"};
-
-cvar_t temp1 = {"temp1","0"};
-
-cvar_t timestamps = {"timestamps", "0", true};
-cvar_t timeformat = {"timeformat", "[%b %e %X] ", true};
+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_EndGame
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
 ================
 */
-void Host_EndGame (char *message, ...)
+void Host_AbortCurrentFrame(void)
 {
-       va_list         argptr;
-       char            string[1024];
-       
-       va_start (argptr,message);
-       vsprintf (string,message,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);
 }
 
 /*
@@ -115,110 +106,125 @@ Host_Error
 This shuts down both the client and server
 ================
 */
-char           hosterrorstring[1024];
-void Host_Error (char *error, ...)
+void Host_Error (const char *error, ...)
 {
-       va_list         argptr;
-       static  qboolean inerror = false;
-       
-       if (inerror)
-       {
-               char string[1024];
-               va_start (argptr,error);
-               vsprintf (string,error,argptr);
-               va_end (argptr);
-               Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring, string);
-       }
-       inerror = true;
-       
-       SCR_EndLoadingPlaque ();                // reenable screen updates
+       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);
-       vsprintf (hosterrorstring,error,argptr);
+       dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
        va_end (argptr);
-       Con_Printf ("Host_Error: %s\n",hosterrorstring);
-       
-       if (sv.active)
-               Host_ShutdownServer (false);
+
+       Con_Printf("Host_Error: %s\n", hosterrorstring1);
+
+       // 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)
+               Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
+       hosterror = true;
+
+       strcpy(hosterrorstring2, hosterrorstring1);
+
+       CL_Parse_DumpPacket();
+
+       CL_Parse_ErrorCleanUp();
+
+       //PR_Crash();
+
+       // print out where the crash happened, if it was caused by QC (and do a cleanup)
+       PRVM_Crash();
+
+
+       Host_ShutdownServer ();
 
        if (cls.state == ca_dedicated)
-               Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
+               Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
 
        CL_Disconnect ();
        cls.demonum = -1;
 
-       inerror = false;
+       hosterror = false;
 
-       longjmp (host_abortserver, 1);
+       Host_AbortCurrentFrame();
 }
 
-/*
-================
-Host_FindMaxClients
-================
-*/
-void   Host_FindMaxClients (void)
+void Host_ServerOptions (void)
 {
-       int             i;
+       int i;
+
+       // general default
+       svs.maxclients = 8;
 
-       svs.maxclients = 1;
-               
+// 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)
+       if (i || !cl_available)
        {
                cls.state = ca_dedicated;
-               if (i != (com_argc - 1))
-               {
+               // 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]);
-               }
-               else
-                       svs.maxclients = 8;
+               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
-               cls.state = ca_disconnected;
-
-       i = COM_CheckParm ("-listen");
-       if (i)
+       else if (cl_available)
        {
-               if (cls.state == ca_dedicated)
-                       Sys_Error ("Only one of -dedicated or -listen can be specified");
-               if (i != (com_argc - 1))
-                       svs.maxclients = atoi (com_argv[i+1]);
+               // client exists and not dedicated, check if -listen is specified
+               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
-                       svs.maxclients = 8;
+               {
+                       // default players in some games, singleplayer in most
+                       if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+                               svs.maxclients = 1;
+               }
        }
-       if (svs.maxclients < 1)
-               svs.maxclients = 8;
-       else if (svs.maxclients > MAX_SCOREBOARD)
-               svs.maxclients = MAX_SCOREBOARD;
-
-       svs.maxclientslimit = svs.maxclients;
-       if (svs.maxclientslimit < MAX_SCOREBOARD) // LordHavoc: upped listen mode limit from 4 to MAX_SCOREBOARD
-               svs.maxclientslimit = MAX_SCOREBOARD;
-       svs.clients = Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients");
-
-       if (svs.maxclients > 1)
-               Cvar_SetValue ("deathmatch", 1.0);
-       else
-               Cvar_SetValue ("deathmatch", 0.0);
-}
 
+       svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
+
+       svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
+
+       if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
+               Cvar_SetValueQuick(&deathmatch, 1);
+}
 
 /*
 =======================
 Host_InitLocal
 ======================
 */
-void Host_InitLocal (void)
+void Host_SaveConfig_f(void);
+static void Host_InitLocal (void)
 {
-       Host_InitCommands ();
-       
+       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
        Cvar_RegisterVariable (&slowmo);
+       Cvar_RegisterVariable (&cl_maxfps);
+
+       Cvar_RegisterVariable (&sv_echobprint);
 
        Cvar_RegisterVariable (&sys_ticrate);
-       Cvar_RegisterVariable (&serverprofile);
+       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
 
        Cvar_RegisterVariable (&fraglimit);
        Cvar_RegisterVariable (&timelimit);
@@ -227,6 +233,7 @@ void Host_InitLocal (void)
        Cvar_RegisterVariable (&noexit);
        Cvar_RegisterVariable (&skill);
        Cvar_RegisterVariable (&developer);
+       Cvar_RegisterVariable (&developer_entityparsing);
        Cvar_RegisterVariable (&deathmatch);
        Cvar_RegisterVariable (&coop);
 
@@ -236,87 +243,119 @@ void Host_InitLocal (void)
 
        Cvar_RegisterVariable (&timestamps);
        Cvar_RegisterVariable (&timeformat);
-
-       Host_FindMaxClients ();
-       
-       host_time = 1.0;                // so a think at time 0 won't get called
 }
 
 
 /*
 ===============
-Host_WriteConfiguration
+Host_SaveConfig_f
 
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_WriteConfiguration (void)
+void Host_SaveConfig_f(void)
 {
-       FILE    *f;
+       qfile_t *f;
 
 // dedicated servers initialize the host but don't parse and set the
 // config.cfg cvars
-       if (host_initialized & !isDedicated)
+       // LordHavoc: don't save a config if it crashed in startup
+       if (host_framecount >= 3 && cls.state != ca_dedicated)
        {
-               f = fopen (va("%s/config.cfg",com_gamedir), "w");
+               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;
                }
-               
+
                Key_WriteBindings (f);
                Cvar_WriteVariables (f);
 
-               fclose (f);
+               FS_Close (f);
        }
 }
 
 
+/*
+=================
+SV_ClientPrint
+
+Sends text across to be displayed
+FIXME: make this just a stuffed echo?
+=================
+*/
+void SV_ClientPrint(const char *msg)
+{
+       if (host_client->netconnection)
+       {
+               MSG_WriteByte(&host_client->netconnection->message, svc_print);
+               MSG_WriteString(&host_client->netconnection->message, msg);
+       }
+}
+
 /*
 =================
 SV_ClientPrintf
 
-Sends text across to be displayed 
+Sends text across to be displayed
 FIXME: make this just a stuffed echo?
 =================
 */
-void SV_ClientPrintf (char *fmt, ...)
+void SV_ClientPrintf(const char *fmt, ...)
 {
-       va_list         argptr;
-       char            string[1024];
-       
-       va_start (argptr,fmt);
-       vsprintf (string, fmt,argptr);
-       va_end (argptr);
-       
-       MSG_WriteByte (&host_client->message, svc_print);
-       MSG_WriteString (&host_client->message, string);
+       va_list argptr;
+       char msg[MAX_INPUTLINE];
+
+       va_start(argptr,fmt);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+       va_end(argptr);
+
+       SV_ClientPrint(msg);
 }
 
 /*
 =================
-SV_BroadcastPrintf
+SV_BroadcastPrint
 
 Sends text to all active clients
 =================
 */
-void SV_BroadcastPrintf (char *fmt, ...)
+void SV_BroadcastPrint(const char *msg)
 {
-       va_list         argptr;
-       char            string[1024];
-       int                     i;
-       
-       va_start (argptr,fmt);
-       vsprintf (string, fmt,argptr);
-       va_end (argptr);
-       
-       for (i=0 ; i<svs.maxclients ; i++)
-               if (svs.clients[i].active && svs.clients[i].spawned)
+       int i;
+       client_t *client;
+
+       for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+       {
+               if (client->spawned && client->netconnection)
                {
-                       MSG_WriteByte (&svs.clients[i].message, svc_print);
-                       MSG_WriteString (&svs.clients[i].message, string);
+                       MSG_WriteByte(&client->netconnection->message, svc_print);
+                       MSG_WriteString(&client->netconnection->message, msg);
                }
+       }
+
+       if (sv_echobprint.integer && cls.state == ca_dedicated)
+               Con_Print(msg);
+}
+
+/*
+=================
+SV_BroadcastPrintf
+
+Sends text to all active clients
+=================
+*/
+void SV_BroadcastPrintf(const char *fmt, ...)
+{
+       va_list argptr;
+       char msg[MAX_INPUTLINE];
+
+       va_start(argptr,fmt);
+       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+       va_end(argptr);
+
+       SV_BroadcastPrint(msg);
 }
 
 /*
@@ -326,17 +365,20 @@ Host_ClientCommands
 Send text over to the client to be executed
 =================
 */
-void Host_ClientCommands (char *fmt, ...)
+void Host_ClientCommands(const char *fmt, ...)
 {
-       va_list         argptr;
-       char            string[1024];
-       
-       va_start (argptr,fmt);
-       vsprintf (string, fmt,argptr);
-       va_end (argptr);
-       
-       MSG_WriteByte (&host_client->message, svc_stufftext);
-       MSG_WriteString (&host_client->message, string);
+       va_list argptr;
+       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->netconnection->message, svc_stufftext);
+       MSG_WriteString(&host_client->netconnection->message, string);
 }
 
 /*
@@ -347,59 +389,90 @@ Called when the player is getting totally kicked off the host
 if (crash = true), don't bother sending signofs
 =====================
 */
-void SV_DropClient (qboolean crash)
+void SV_DropClient(qboolean crash)
 {
-       int             saveSelf;
-       int             i;
-       client_t *client;
+       int i;
+       Con_Printf("Client \"%s\" dropped\n", host_client->name);
+
+       // make sure edict is not corrupt (from a level change for example)
+       host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
 
-       if (!crash)
+       if (host_client->netconnection)
        {
-               // send any final messages (don't check for errors)
-               if (NET_CanSendMessage (host_client->netconnection))
+               // free the client (the body stays around)
+               if (!crash)
                {
-                       MSG_WriteByte (&host_client->message, svc_disconnect);
-                       NET_SendMessage (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);
                }
-       
-               if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
-               {
+               // break the net connection
+               NetConn_Close(host_client->netconnection);
+               host_client->netconnection = NULL;
+       }
+
+       // 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)
+       {
                // 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);
-                       pr_global_struct->self = saveSelf;
-               }
-
-               Sys_Printf ("Client %s removed\n",host_client->name);
+               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;
        }
 
-// break the net connection
-       NET_Close (host_client->netconnection);
-       host_client->netconnection = NULL;
-
-// free the client (the body stays around)
-       host_client->active = 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->old_frags = -999999;
-       net_activeconnections--;
+       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);
 
-// send notification to all clients
-       for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
+       if (sv.active)
        {
-               if (!client->active)
-                       continue;
-               MSG_WriteByte (&client->message, svc_updatename);
-               MSG_WriteByte (&client->message, host_client - svs.clients);
-               MSG_WriteString (&client->message, "");
-               MSG_WriteByte (&client->message, svc_updatefrags);
-               MSG_WriteByte (&client->message, host_client - svs.clients);
-               MSG_WriteShort (&client->message, 0);
-               MSG_WriteByte (&client->message, svc_updatecolors);
-               MSG_WriteByte (&client->message, host_client - svs.clients);
-               MSG_WriteByte (&client->message, 0);
+               // 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);
 }
 
 /*
@@ -409,124 +482,38 @@ 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;
-       int             count;
-       sizebuf_t       buf;
-       char            message[4];
-       double  start;
+       int i;
+
+       Con_DPrintf("Host_ShutdownServer\n");
 
        if (!sv.active)
                return;
 
-       sv.active = false;
-
-// stop all client sounds immediately
-       if (cls.state == ca_connected)
-               CL_Disconnect ();
-
-// flush any pending messages - like the score!!!
-       start = Sys_FloatTime();
-       do
-       {
-               count = 0;
-               for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
-               {
-                       if (host_client->active && host_client->message.cursize)
-                       {
-                               if (NET_CanSendMessage (host_client->netconnection))
-                               {
-                                       NET_SendMessage(host_client->netconnection, &host_client->message);
-                                       SZ_Clear (&host_client->message);
-                               }
-                               else
-                               {
-                                       NET_GetMessage(host_client->netconnection);
-                                       count++;
-                               }
-                       }
-               }
-               if ((Sys_FloatTime() - start) > 3.0)
-                       break;
-       }
-       while (count);
+       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 = NET_SendToAll(&buf, 5);
-       if (count)
-               Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
-
-       for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
+       SV_VM_Begin();
+       for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
-                       SV_DropClient(crash);
+                       SV_DropClient(false); // server shutdown
+       SV_VM_End();
+
+       NetConn_CloseServerPorts();
 
+       sv.active = false;
 //
 // clear structures
 //
-       memset (&sv, 0, sizeof(sv));
-       memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
-}
-
-
-/*
-================
-Host_ClearMemory
-
-This clears all the memory used by both the client and server, but does
-not reinitialize anything.
-================
-*/
-void Host_ClearMemory (void)
-{
-       Con_DPrintf ("Clearing memory\n");
-       Mod_ClearAll ();
-       if (host_hunklevel)
-               Hunk_FreeToLowMark (host_hunklevel);
-
-       cls.signon = 0;
-       memset (&sv, 0, sizeof(sv));
-       memset (&cl, 0, sizeof(cl));
+       memset(&sv, 0, sizeof(sv));
+       memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
 }
 
 
 //============================================================================
 
-/*
-===================
-Host_FilterTime
-
-Returns false if the time is too short to run a frame
-===================
-*/
-qboolean Host_FilterTime (float time)
-{
-       realtime += time;
-
-//     if (!cls.timedemo && realtime - oldrealtime < (1.0 / 72.0))
-//             return false;           // framerate is too high
-
-       host_frametime = (realtime - oldrealtime) * slowmo.value; // LordHavoc: slowmo cvar
-       oldrealtime = realtime;
-
-       if (host_framerate.value > 0)
-               host_frametime = host_framerate.value;
-       else
-       {       // don't allow really long or short frames
-               if (host_frametime > 0.1)
-                       host_frametime = 0.1;
-               if (host_frametime < 0.001)
-                       host_frametime = 0.001;
-       }
-       
-       return true;
-}
-
-
 /*
 ===================
 Host_GetConsoleCommands
@@ -536,7 +523,7 @@ Add them exactly as if they had been typed at the console
 */
 void Host_GetConsoleCommands (void)
 {
-       char    *cmd;
+       char *cmd;
 
        while (1)
        {
@@ -547,322 +534,507 @@ void Host_GetConsoleCommands (void)
        }
 }
 
-
 /*
 ==================
-Host_ServerFrame
+Host_Frame
 
+Runs all active servers
 ==================
 */
-double frametimetotal = 0, lastservertime = 0;
-void Host_ServerFrame (void)
+static void Host_Init(void);
+void Host_Main(void)
 {
-       frametimetotal += host_frametime;
-       // LordHavoc: cap server at sys_ticrate in listen games
-       if (!isDedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
-               return;
-// run the world state
-       sv_frametime = pr_global_struct->frametime = frametimetotal;
-       frametimetotal = 0;
-//     pr_global_struct->frametime = host_frametime;
-
-// set the time and clear the general datagram
-       SV_ClearDatagram ();
-       
-// check for new clients
-       SV_CheckForNewClients ();
-
-// read client messages
-       SV_RunClients ();
-       
-// move things around and think
-// always pause in single player if in console or menus
-       if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
-               SV_Physics ();
-
-// send all messages to the clients
-       SV_SendClientMessages ();
-}
+       static double time1 = 0;
+       static double time2 = 0;
+       static double time3 = 0;
+       // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
+       static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
 
+       Host_Init();
 
-/*
-==================
-Host_Frame
+       cl_timer = 0;
+       sv_timer = 0;
 
-Runs all active servers
-==================
-*/
-void _Host_Frame (float time)
-{
-       static double           time1 = 0;
-       static double           time2 = 0;
-       static double           time3 = 0;
-       int                     pass1, pass2, pass3;
+       framenewtime = Sys_DoubleTime();
+       for (;;)
+       {
+               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;
+               }
 
-       if (setjmp (host_abortserver) )
-               return;                 // something bad happened, or the server disconnected
+               // keep the random time dependent
+               rand();
 
-// keep the random time dependent
-       rand ();
-       
-// decide the simulation time
-       if (!Host_FilterTime (time))
-               return;                 // don't run too fast, or packets will flood out
-               
-// get new key events
-       Sys_SendKeyEvents ();
+               cl.islocalgame = NetConn_IsLocalGame();
 
-// allow mice or other external controllers to add commands
-       IN_Commands ();
+               // get new key events
+               Sys_SendKeyEvents();
 
-// process console commands
-       Cbuf_Execute ();
+               // 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();
+               }
 
-       NET_Poll();
+               NetConn_UpdateSockets();
 
-// if running the server locally, make intentions now
-       if (sv.active)
-               CL_SendCmd ();
-       
-//-------------------
-//
-// server operations
-//
-//-------------------
+       //-------------------
+       //
+       // server operations
+       //
+       //-------------------
 
-// check for commands typed to the host
-       Host_GetConsoleCommands ();
-       
-       if (sv.active)
-               Host_ServerFrame ();
+               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);
 
-//-------------------
-//
-// client operations
-//
-//-------------------
+                               // 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;
 
-// if running the server remotely, send intentions now after
-// the incoming messages have been read
-       if (!sv.active)
-               CL_SendCmd ();
+                               // setup the VM frame
+                               SV_VM_Begin();
 
-       host_time += host_frametime;
+                               for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+                               {
+                                       sv_timer -= advancetime;
 
-// fetch results from server
-       if (cls.state == ca_connected)
-       {
-               CL_ReadFromServer ();
-       }
+                                       // move things around and think unless paused
+                                       if (sv.frametime)
+                                               SV_Physics();
 
-// update video
-       if (host_speeds.value)
-               time1 = Sys_FloatTime ();
-               
-       SCR_UpdateScreen ();
-
-       if (host_speeds.value)
-               time2 = Sys_FloatTime ();
-               
-// update audio
-       if (cls.signon == SIGNONS)
-       {
-               S_Update (r_origin, vpn, vright, vup);
-               CL_DecayLights ();
-       }
-       else
-               S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
-       
-       CDAudio_Update();
+                                       // send all messages to the clients
+                                       SV_SendClientMessages();
 
-       if (host_speeds.value)
-       {
-               pass1 = (time1 - time3)*1000;
-               time3 = Sys_FloatTime ();
-               pass2 = (time2 - time1)*1000;
-               pass3 = (time3 - time2)*1000;
-               Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
-                                       pass1+pass2+pass3, pass1, pass2, pass3);
-       }
-       
-       host_framecount++;
-}
+                                       // clear the general datagram
+                                       SV_ClearDatagram();
 
-void Host_Frame (float time)
-{
-       double  time1, time2;
-       static double   timetotal;
-       static int              timecount;
-       int             i, c, m;
+                                       // if this server frame took too long, break out of the loop
+                                       if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+                                               break;
+                               }
 
-       if (!serverprofile.value)
-       {
-               _Host_Frame (time);
-               return;
-       }
-       
-       time1 = Sys_FloatTime ();
-       _Host_Frame (time);
-       time2 = Sys_FloatTime ();       
-       
-       timetotal += time2 - time1;
-       timecount++;
-       
-       if (timecount < 1000)
-               return;
+                               // end the server VM frame
+                               SV_VM_End();
 
-       m = timetotal*1000/timecount;
-       timecount = 0;
-       timetotal = 0;
-       c = 0;
-       for (i=0 ; i<svs.maxclients ; i++)
-       {
-               if (svs.clients[i].active)
-                       c++;
-       }
+                               // send an heartbeat if enough time has passed since the last one
+                               NetConn_Heartbeat(0);
+                       }
+               }
 
-       Con_Printf ("serverprofile: %2i clients %2i msec\n",  c,  m);
-}
+       //-------------------
+       //
+       // client operations
+       //
+       //-------------------
 
-//============================================================================
+               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;
+                               }
 
-extern int vcrFile;
-#define        VCR_SIGNATURE   0x56435231
-// "VCR1"
+                               cl.oldtime = cl.time;
+                               cl.time += frametime;
 
-void Host_InitVCR ()
-{
-       int             i, len, n;
-       char    *p;
-       
-       if (COM_CheckParm("-playback"))
-       {
-               if (com_argc != 2)
-                       Sys_Error("No other parameters allowed with -playback\n");
+                               // Collect input into cmd
+                               CL_Move();
 
-               Sys_FileOpenRead("quake.vcr", &vcrFile);
-               if (vcrFile == -1)
-                       Sys_Error("playback file not found\n");
+                               NetConn_ClientFrame();
 
-               Sys_FileRead (vcrFile, &i, sizeof(int));
-               if (i != VCR_SIGNATURE)
-                       Sys_Error("Invalid signature in vcr file\n");
+                               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();
+                               }
 
-               Sys_FileRead (vcrFile, &com_argc, sizeof(int));
-               com_argv = qmalloc(com_argc * sizeof(char *));
-               com_argv[0] = host_parms.argv[0];
-               for (i = 0; i < com_argc; i++)
-               {
-                       Sys_FileRead (vcrFile, &len, sizeof(int));
-                       p = qmalloc(len);
-                       Sys_FileRead (vcrFile, p, len);
-                       com_argv[i+1] = p;
-               }
-               com_argc++; /* add one for arg[0] */
-               host_parms.argc = com_argc;
-               host_parms.argv = com_argv;
-       }
+                               // update video
+                               if (host_speeds.integer)
+                                       time1 = Sys_DoubleTime();
 
-       if ( (n = COM_CheckParm("-record")) != 0)
-       {
-               vcrFile = Sys_FileOpenWrite("quake.vcr");
+                               //ui_update();
 
-               i = VCR_SIGNATURE;
-               Sys_FileWrite(vcrFile, &i, sizeof(int));
-               i = com_argc - 1;
-               Sys_FileWrite(vcrFile, &i, sizeof(int));
-               for (i = 1; i < com_argc; i++)
-               {
-                       if (i == n)
+                               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 (host_speeds.integer)
                        {
-                               len = 10;
-                               Sys_FileWrite(vcrFile, &len, sizeof(int));
-                               Sys_FileWrite(vcrFile, "-playback", len);
-                               continue;
+                               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);
                        }
-                       len = strlen(com_argv[i]) + 1;
-                       Sys_FileWrite(vcrFile, &len, sizeof(int));
-                       Sys_FileWrite(vcrFile, com_argv[i], len);
                }
+
+               host_framecount++;
+       }
+}
+
+//============================================================================
+
+qboolean vid_opened = false;
+void Host_StartVideo(void)
+{
+       if (!vid_opened && cls.state != ca_dedicated)
+       {
+               vid_opened = true;
+               VID_Start();
+               CDAudio_Startup();
        }
-       
 }
 
-void Render_Init();
+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;
 
 /*
 ====================
 Host_Init
 ====================
 */
-void Host_Init ()
+static void Host_Init (void)
 {
-       /*
-       if (standard_quake)
-               minimum_memory = MINIMUM_MEMORY;
-       else
-               minimum_memory = MINIMUM_MEMORY_LEVELPAK;
-
-       if (COM_CheckParm ("-minmemory"))
-               host_parms.memsize = minimum_memory;
-
-       if (host_parms.memsize < minimum_memory)
-               Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms.memsize / (float)0x100000);
-       */
-
-       com_argc = host_parms.argc;
-       com_argv = host_parms.argv;
-
-       Memory_Init (host_parms.membase, host_parms.memsize);
-       Cbuf_Init ();
-       Cmd_Init ();    
-       V_Init ();
-       Chase_Init ();
-       Host_InitVCR ();
-       COM_Init (host_parms.basedir);
-       Host_InitLocal ();
-       W_LoadWadFile ("gfx.wad");
-       Key_Init ();
-       Con_Init ();    
-       M_Init ();      
-       PR_Init ();
-       Mod_Init ();
-       NET_Init ();
-       SV_Init ();
-
-       Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
-       Con_Printf ("%4.1f megabyte heap\n",host_parms.memsize/(1024*1024.0));
-       
-       R_InitTextures ();              // needed even for dedicated servers
-       if (cls.state != ca_dedicated)
+       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"))
        {
-               Palette_Init("gfx/palette.lmp");
+               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";
+       }
 
-#ifndef _WIN32 // on non win32, mouse comes before video for security reasons
-               IN_Init ();
+       // 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";
+#elif defined(__MORPHOS__)
+       os = "MorphOS";
+#else
+       os = "Unknown";
 #endif
-               VID_Init ();
+       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();
+
+       // initialize ixtable
+       Mathlib_Init();
+
+       NetConn_Init();
+       //PR_Init();
+       //PR_Cmd_Init();
+       PRVM_Init();
+       Mod_Init();
+       SV_Init();
+       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 ();
-               Sbar_Init ();
-               CL_Init ();
-#ifdef _WIN32 // on non win32, mouse comes before video for security reasons
-               IN_Init ();
-#endif
+               S_Init();
+               CDAudio_Init();
+               Key_Init();
+               V_Init();
+               CL_Init();
        }
 
-       Cbuf_InsertText ("exec quake.rc\n");
+       // 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_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();
 
-       Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
-       host_hunklevel = Hunk_LowMark ();
+       // 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();
+       }
+
+       // 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)
+       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();
+       }
 
-       host_initialized = true;
-       
-       Sys_Printf ("========Quake Initialized=========\n");    
+       Con_DPrint("========Initialized=========\n");
+
+       //Host_StartVideo();
 }
 
 
@@ -877,28 +1049,50 @@ to run quit through here before the final handoff to the sys code.
 void Host_Shutdown(void)
 {
        static qboolean isdown = false;
-       
+
        if (isdown)
        {
-               printf ("recursive shutdown\n");
+               Con_Print("recursive shutdown\n");
                return;
        }
        isdown = true;
 
-// keep Con_Printf from trying to update the screen
-       scr_disabled_for_loading = true;
+       // be quiet while shutting down
+       S_StopAllSounds();
+
+       // disconnect client from server if active
+       CL_Disconnect();
+
+       // shut down local server if active
+       Host_ShutdownServer ();
 
-       Host_WriteConfiguration (); 
+       // Shutdown menu
+       if(MR_Shutdown)
+               MR_Shutdown();
+
+       // AK shutdown PRVM
+       // AK hmm, no PRVM_Shutdown(); yet
+
+       CL_Video_Shutdown();
+
+       Host_SaveConfig_f();
 
        CDAudio_Shutdown ();
-       NET_Shutdown ();
-       S_Shutdown();
-       IN_Shutdown ();
+       S_Terminate ();
+       NetConn_Shutdown ();
+       //PR_Shutdown ();
 
        if (cls.state != ca_dedicated)
        {
-               R_ShutdownModules();
+               R_Modules_Shutdown();
                VID_Shutdown();
        }
+
+       Cmd_Shutdown();
+       CL_Shutdown();
+       Sys_Shutdown();
+       Log_Close();
+       FS_Shutdown();
+       Memory_Shutdown();
 }