]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
changed a lot of Con_DPrint/Con_DPrintf calls to Con_Print/Con_Printf (non-technical...
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 1c8a00a219cc780c94ecc8af817632b33ad10a88..e6b2084093a8cf4219975f02e13afe788b9bec05 100644 (file)
--- a/host.c
+++ b/host.c
@@ -21,7 +21,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <time.h>
 #include "quakedef.h"
+#include "cdaudio.h"
 #include "cl_video.h"
+#include "progsvm.h"
 
 /*
 
@@ -65,10 +67,8 @@ cvar_t host_framerate = {0, "host_framerate","0"};
 cvar_t host_speeds = {0, "host_speeds","0"};
 // LordHavoc: framerate independent slowmo
 cvar_t slowmo = {0, "slowmo", "1.0"};
-// LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
-cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
 // LordHavoc: framerate upper cap
-cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
 
 // print broadcast messages in dedicated mode
 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
@@ -96,35 +96,6 @@ cvar_t temp1 = {0, "temp1","0"};
 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
 
-/*
-================
-Host_EndGame
-================
-*/
-void Host_EndGame (const char *format, ...)
-{
-       va_list argptr;
-       char string[1024];
-
-       va_start (argptr,format);
-       vsprintf (string,format,argptr);
-       va_end (argptr);
-       Con_DPrintf ("Host_EndGame: %s\n",string);
-
-       if (sv.active)
-               Host_ShutdownServer (false);
-
-       if (cls.state == ca_dedicated)
-               Sys_Error ("Host_EndGame: %s\n",string);        // dedicated servers exit
-
-       if (cls.demonum != -1)
-               CL_NextDemo ();
-       else
-               CL_Disconnect ();
-
-       longjmp (host_abortserver, 1);
-}
-
 /*
 ================
 Host_Error
@@ -132,11 +103,10 @@ 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;
-extern char sv_spawnmap[MAX_QPATH];
-extern char sv_loadgame[MAX_OSPATH];
 void Host_Error (const char *error, ...)
 {
        va_list argptr;
@@ -145,7 +115,7 @@ void Host_Error (const char *error, ...)
        vsprintf (hosterrorstring1,error,argptr);
        va_end (argptr);
 
-       Con_Printf ("Host_Error: %s\n", hosterrorstring1);
+       Con_Printf("Host_Error: %s\n", hosterrorstring1);
 
        // LordHavoc: if first frame has not been shown, or currently shutting
        // down, do Sys_Error instead
@@ -158,16 +128,18 @@ void Host_Error (const char *error, ...)
 
        strcpy(hosterrorstring2, hosterrorstring1);
 
-       // make sure we don't get in a loading loop
-       sv_loadgame[0] = 0;
-       sv_spawnmap[0] = 0;
-
        CL_Parse_DumpPacket();
 
        PR_Crash();
 
-       if (sv.active)
-               Host_ShutdownServer (false);
+       //PRVM_Crash(); // crash current prog
+
+       // crash all prvm progs
+       PRVM_CrashAll();
+
+       PRVM_ProcessError();
+
+       Host_ShutdownServer (false);
 
        if (cls.state == ca_dedicated)
                Sys_Error ("Host_Error: %s\n",hosterrorstring2);        // dedicated servers exit
@@ -180,10 +152,17 @@ void Host_Error (const char *error, ...)
        longjmp (host_abortserver, 1);
 }
 
+mempool_t *sv_clients_mempool = NULL;
+
 void Host_ServerOptions (void)
 {
        int i, numplayers;
 
+       // general default
+       numplayers = 8;
+
+// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
+// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
        if (cl_available)
        {
                // client exists, check what mode the user wants
@@ -191,7 +170,7 @@ void Host_ServerOptions (void)
                if (i)
                {
                        cls.state = ca_dedicated;
-                       numplayers = 8;
+                       // default players unless specified
                        if (i != (com_argc - 1))
                                numplayers = atoi (com_argv[i+1]);
                        if (COM_CheckParm ("-listen"))
@@ -199,79 +178,64 @@ void Host_ServerOptions (void)
                }
                else
                {
-                       numplayers = 1;
                        cls.state = ca_disconnected;
                        i = COM_CheckParm ("-listen");
                        if (i)
                        {
-                               numplayers = 8;
+                               // default players unless specified
                                if (i != (com_argc - 1))
                                        numplayers = atoi (com_argv[i+1]);
                        }
+                       else
+                       {
+                               // default players in some games, singleplayer in most
+                               if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+                                       numplayers = 1;
+                       }
                }
        }
        else
        {
-               // no client in the executable, start dedicated server
+               // no client in the executable, always start dedicated server
                if (COM_CheckParm ("-listen"))
                        Sys_Error ("-listen not available in a dedicated server executable");
-               numplayers = 8;
                cls.state = ca_dedicated;
                // check for -dedicated specifying how many players
                i = COM_CheckParm ("-dedicated");
+               // default players unless specified
                if (i && i != (com_argc - 1))
                        numplayers = atoi (com_argv[i+1]);
        }
 
        if (numplayers < 1)
                numplayers = 8;
-       if (numplayers > MAX_SCOREBOARD)
-               numplayers = MAX_SCOREBOARD;
 
-       // Transfusion doesn't support single player games
-       if (gamemode == GAME_TRANSFUSION && numplayers < 4)
-               numplayers = 4;
+       numplayers = bound(1, numplayers, MAX_SCOREBOARD);
 
-       if (numplayers > 1)
-               Cvar_SetValueQuick (&deathmatch, 1);
-       else
-               Cvar_SetValueQuick (&deathmatch, 0);
+       if (numplayers > 1 && !deathmatch.integer)
+               Cvar_SetValueQuick(&deathmatch, 1);
 
-       svs.maxclients = 0;
-       SV_SetMaxClients(numplayers);
-}
-
-static mempool_t *clients_mempool;
-void SV_SetMaxClients(int n)
-{
-       if (sv.active)
-               return;
-       n = bound(1, n, MAX_SCOREBOARD);
-       if (svs.maxclients == n)
-               return;
-       svs.maxclients = n;
-       if (!clients_mempool)
-               clients_mempool = Mem_AllocPool("clients");
-       if (svs.clients)
-               Mem_Free(svs.clients);
-       svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
+       svs.maxclients = numplayers;
+       sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
+       svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
 }
 
-
 /*
 =======================
 Host_InitLocal
 ======================
 */
+void Host_SaveConfig_f(void);
 void Host_InitLocal (void)
 {
        Host_InitCommands ();
+       
+       Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
 
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
        Cvar_RegisterVariable (&slowmo);
-       Cvar_RegisterVariable (&host_minfps);
-       Cvar_RegisterVariable (&host_maxfps);
+       Cvar_RegisterVariable (&cl_maxfps);
 
        Cvar_RegisterVariable (&sv_echobprint);
 
@@ -303,12 +267,12 @@ void Host_InitLocal (void)
 
 /*
 ===============
-Host_WriteConfiguration
+Host_SaveConfig_f
 
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_WriteConfiguration (void)
+void Host_SaveConfig_f(void)
 {
        qfile_t *f;
 
@@ -319,7 +283,7 @@ void Host_WriteConfiguration (void)
                f = FS_Open ("config.cfg", "w", false);
                if (!f)
                {
-                       Con_Print("Couldn't write config.cfg.\n");
+                       Con_Print("Couldn't write config.cfg.\n");
                        return;
                }
 
@@ -331,6 +295,20 @@ void Host_WriteConfiguration (void)
 }
 
 
+/*
+=================
+SV_ClientPrint
+
+Sends text across to be displayed
+FIXME: make this just a stuffed echo?
+=================
+*/
+void SV_ClientPrint(const char *msg)
+{
+       MSG_WriteByte(&host_client->message, svc_print);
+       MSG_WriteString(&host_client->message, msg);
+}
+
 /*
 =================
 SV_ClientPrintf
@@ -342,14 +320,38 @@ FIXME: make this just a stuffed echo?
 void SV_ClientPrintf(const char *fmt, ...)
 {
        va_list argptr;
-       char string[1024];
+       char msg[4096];
 
-       va_start (argptr,fmt);
-       vsprintf (string, fmt,argptr);
-       va_end (argptr);
+       va_start(argptr,fmt);
+       vsnprintf(msg,sizeof(msg),fmt,argptr);
+       va_end(argptr);
 
-       MSG_WriteByte (&host_client->message, svc_print);
-       MSG_WriteString (&host_client->message, string);
+       SV_ClientPrint(msg);
+}
+
+/*
+=================
+SV_BroadcastPrint
+
+Sends text to all active clients
+=================
+*/
+void SV_BroadcastPrint(const char *msg)
+{
+       int i;
+       client_t *client;
+
+       for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+       {
+               if (client->spawned)
+               {
+                       MSG_WriteByte(&client->message, svc_print);
+                       MSG_WriteString(&client->message, msg);
+               }
+       }
+
+       if (sv_echobprint.integer && cls.state == ca_dedicated)
+               Con_Print(msg);
 }
 
 /*
@@ -362,22 +364,13 @@ Sends text to all active clients
 void SV_BroadcastPrintf(const char *fmt, ...)
 {
        va_list argptr;
-       char string[1024];
-       int i;
+       char msg[4096];
 
        va_start(argptr,fmt);
-       vsprintf(string, fmt,argptr);
+       vsnprintf(msg,sizeof(msg),fmt,argptr);
        va_end(argptr);
 
-       for (i=0 ; i<svs.maxclients ; i++)
-               if (svs.clients[i].active && svs.clients[i].spawned)
-               {
-                       MSG_WriteByte(&svs.clients[i].message, svc_print);
-                       MSG_WriteString(&svs.clients[i].message, string);
-               }
-
-       if (sv_echobprint.integer && cls.state == ca_dedicated)
-               Sys_Printf("%s", string);
+       SV_BroadcastPrint(msg);
 }
 
 /*
@@ -410,62 +403,79 @@ if (crash = true), don't bother sending signofs
 */
 void SV_DropClient(qboolean crash)
 {
-       int saveSelf;
        int i;
-       client_t *client;
-
        Con_Printf("Client \"%s\" dropped\n", host_client->name);
 
-       // send any final messages (don't check for errors)
+       // make sure edict is not corrupt (from a level change for example)
+       host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+
        if (host_client->netconnection)
        {
                // free the client (the body stays around)
-               host_client->active = false;
-
                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);
                }
-
                // break the net connection
                NetConn_Close(host_client->netconnection);
                host_client->netconnection = NULL;
+       }
 
-               // LordHavoc: don't call QC if server is dead (avoids recursive
-               // Host_Error in some mods when they run out of edicts)
-               if (sv.active && host_client->edict && host_client->spawned)
-               {
-                       // call the prog function for removing a client
-                       // this will set the body to a dead frame, among other things
-                       saveSelf = pr_global_struct->self;
-                       pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
-                       PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
-                       pr_global_struct->self = saveSelf;
-               }
+       // call qc ClientDisconnect function
+       // LordHavoc: don't call QC if server is dead (avoids recursive
+       // Host_Error in some mods when they run out of edicts)
+       if (host_client->active && sv.active && host_client->edict && host_client->spawned)
+       {
+               // call the prog function for removing a client
+               // this will set the body to a dead frame, among other things
+               int saveSelf = pr_global_struct->self;
+               pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
+               PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
+               pr_global_struct->self = saveSelf;
        }
 
-       // now clear name (after ClientDisconnect was called)
+       // remove leaving player from scoreboard
+       //host_client->edict->v->netname = PR_SetString(host_client->name);
+       //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+       //      val->_float = 0;
+       //host_client->edict->v->frags = 0;
        host_client->name[0] = 0;
-       host_client->old_frags = -999999;
-
+       host_client->colors = 0;
+       host_client->frags = 0;
        // send notification to all clients
-       for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+       // get number of client manually just to make sure we get it right...
+       i = host_client - svs.clients;
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteString (&sv.reliable_datagram, host_client->name);
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
+       MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
+       MSG_WriteByte (&sv.reliable_datagram, i);
+       MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
+
+       // free the client now
+       if (host_client->entitydatabase)
+               EntityFrame_FreeDatabase(host_client->entitydatabase);
+       if (host_client->entitydatabase4)
+               EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+       if (host_client->entitydatabase5)
+               EntityFrame5_FreeDatabase(host_client->entitydatabase5);
+       
+       if (sv.active)
        {
-               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
+               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);
 }
 
@@ -481,7 +491,8 @@ void Host_ShutdownServer(qboolean crash)
        int i, count;
        sizebuf_t buf;
        char message[4];
-       double start;
+
+       Con_DPrintf("Host_ShutdownServer\n");
 
        if (!sv.active)
                return;
@@ -489,39 +500,9 @@ void Host_ShutdownServer(qboolean crash)
        // print out where the crash happened, if it was caused by QC
        PR_Crash();
 
-       sv.active = false;
-
-// stop all client sounds immediately
-       CL_Disconnect();
-
        NetConn_Heartbeat(2);
        NetConn_Heartbeat(2);
 
-// flush any pending messages - like the score!!!
-       start = Sys_DoubleTime();
-       do
-       {
-               count = 0;
-               NetConn_ClientFrame();
-               NetConn_ServerFrame();
-               for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
-               {
-                       if (host_client->active && host_client->message.cursize)
-                       {
-                               if (NetConn_CanSendMessage(host_client->netconnection))
-                               {
-                                       NetConn_SendReliableMessage(host_client->netconnection, &host_client->message);
-                                       SZ_Clear(&host_client->message);
-                               }
-                               else
-                                       count++;
-                       }
-               }
-               if ((Sys_DoubleTime() - start) > 3.0)
-                       break;
-       }
-       while(count);
-
 // make sure all the clients know we're disconnecting
        buf.data = message;
        buf.maxsize = 4;
@@ -531,17 +512,19 @@ void Host_ShutdownServer(qboolean crash)
        if (count)
                Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
 
-       for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
+       for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
                        SV_DropClient(crash); // server shutdown
 
        NetConn_CloseServerPorts();
 
+       sv.active = false;
+
 //
 // clear structures
 //
        memset(&sv, 0, sizeof(sv));
-       memset(svs.clients, 0, svs.maxclients * sizeof(client_t));
+       memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
 }
 
 
@@ -555,7 +538,7 @@ not reinitialize anything.
 */
 void Host_ClearMemory (void)
 {
-       Con_DPrint("Clearing memory\n");
+       Con_DPrint("Clearing memory\n");
        Mod_ClearAll ();
 
        cls.signon = 0;
@@ -573,62 +556,83 @@ Host_FilterTime
 Returns false if the time is too short to run a frame
 ===================
 */
-extern cvar_t cl_avidemo;
+extern qboolean cl_capturevideo_active;
+extern double cl_capturevideo_framerate;
 qboolean Host_FilterTime (double time)
 {
-       double timecap;
+       double timecap, timeleft;
        realtime += time;
 
-       if (slowmo.value < 0.0f)
-               Cvar_SetValue("slowmo", 0.0f);
-       if (host_minfps.value < 10.0f)
-               Cvar_SetValue("host_minfps", 10.0f);
-       if (host_maxfps.value < host_minfps.value)
-               Cvar_SetValue("host_maxfps", host_minfps.value);
-       if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
-               Cvar_SetValue("cl_avidemo", 0.0f);
+       if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.1)
+               Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
+       if (slowmo.value < 0)
+               Cvar_SetValue("slowmo", 0);
+       if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+               Cvar_SetValue("host_framerate", 0);
+       if (cl_maxfps.value < 1)
+               Cvar_SetValue("cl_maxfps", 1);
 
-       // check if framerate is too high
-       if (cl_avidemo.value >= 0.1f)
+       if (cls.timedemo)
        {
-               timecap = 1.0 / (double)cl_avidemo.value;
-               if ((realtime - oldrealtime) < timecap)
-                       return false;
+               // disable time effects during timedemo
+               cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
+               oldrealtime = realtime;
+               return true;
        }
-       else if (!cls.timedemo)
-       {
-               // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
+
+       // 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 (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
-                       timecap = 1.0 / host_maxfps.value;
+       if (cls.state != ca_dedicated)
+       {
+               if (cl_capturevideo_active)
+                       timecap = 1.0 / cl_capturevideo_framerate;
+               else if (vid_activewindow)
+                       timecap = 1.0 / cl_maxfps.value;
+       }
 
-               if ((realtime - oldrealtime) < timecap)
-                       return false;
+       timeleft = (oldrealtime - realtime) + timecap;
+       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 (cls.timedemo)
-       {
-               // disable time effects
-               cl.frametime = host_frametime;
-               return true;
-       }
+       // apply slowmo scaling
+       host_frametime *= slowmo.value;
 
-       if (host_framerate.value > 0)
+       // host_framerate overrides all else
+       if (host_framerate.value)
                host_frametime = host_framerate.value;
-       else if (cl_avidemo.value >= 0.1f)
-               host_frametime = (1.0 / cl_avidemo.value);
-       else
-       {
-               // don't allow really short frames
-               if (host_frametime > (1.0 / host_minfps.value))
-                       host_frametime = (1.0 / host_minfps.value);
-       }
 
-       cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
+       // never run a frame longer than 1 second
+       if (host_frametime > 1)
+               host_frametime = 1;
+
+       cl.frametime = host_frametime;
 
        return true;
 }
@@ -663,38 +667,60 @@ Host_ServerFrame
 */
 void Host_ServerFrame (void)
 {
-       static double frametimetotal = 0, lastservertime = 0;
-       frametimetotal += host_frametime;
-       // LordHavoc: cap server at sys_ticrate in listen games
-       if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
+       // never run more than 5 frames at a time as a sanity limit
+       int framecount, framelimit = 5;
+       double advancetime, newtime;
+       if (!sv.active)
+               return;
+       newtime = Sys_DoubleTime();
+       // if this is the first frame of a new server, ignore the huge time difference
+       if (!sv.timer)
+               sv.timer = newtime;
+       // if we're already past the new time, don't run a frame
+       // (does not happen if cl.islocalgame)
+       if (sv.timer > newtime)
                return;
+       // run the world state
+       // don't allow simulation to run too fast or too slow or logic glitches can occur
+       for (framecount = 0;framecount < framelimit && sv.timer < newtime;framecount++)
+       {
+               if (cl.islocalgame)
+                       advancetime = min(newtime - sv.timer, sys_ticrate.value);
+               else
+                       advancetime = sys_ticrate.value;
+               sv.timer += advancetime;
 
-       NetConn_ServerFrame();
+               // only advance time if not paused
+               // the game also pauses in singleplayer when menu or console is used
+               sv.frametime = advancetime * slowmo.value;
+               if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+                       sv.frametime = 0;
 
-// run the world state
-       if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
-               sv.frametime = pr_global_struct->frametime = frametimetotal;
-       else
-               sv.frametime = 0;
-       frametimetotal = 0;
-       lastservertime = realtime;
+               pr_global_struct->frametime = sv.frametime;
 
-// set the time and clear the general datagram
-       SV_ClearDatagram();
+               // set the time and clear the general datagram
+               SV_ClearDatagram();
 
-// read client messages
-       SV_RunClients();
+               // check for network packets to the server each world step incase they
+               // come in midframe (particularly if host is running really slow)
+               NetConn_ServerFrame();
+
+               // read client messages
+               SV_RunClients();
 
-// move things around and think
-// always pause in single player if in console or menus
-       if (sv.frametime)
-               SV_Physics();
+               // move things around and think unless paused
+               if (sv.frametime)
+                       SV_Physics();
 
-// send all messages to the clients
-       SV_SendClientMessages();
+               // send all messages to the clients
+               SV_SendClientMessages();
 
-// send an heartbeat if enough time has passed since the last one
-       NetConn_Heartbeat(0);
+               // send an heartbeat if enough time has passed since the last one
+               NetConn_Heartbeat(0);
+       }
+       // if we fell behind too many frames just don't worry about it
+       if (sv.timer < newtime)
+               sv.timer = newtime;
 }
 
 
@@ -715,16 +741,14 @@ void _Host_Frame (float time)
        if (setjmp(host_abortserver))
                return;                 // something bad happened, or the server disconnected
 
-       // keep the random time dependent
-       rand();
-
        // decide the simulation time
        if (!Host_FilterTime(time))
-       {
-               // if time was rejected, don't totally hog the CPU
-               Sys_Sleep();
                return;
-       }
+
+       // keep the random time dependent
+       rand();
+
+       cl.islocalgame = NetConn_IsLocalGame();
 
        // get new key events
        Sys_SendKeyEvents();
@@ -732,12 +756,12 @@ void _Host_Frame (float time)
        // allow mice or other external controllers to add commands
        IN_Commands();
 
+       // Collect input into cmd
+       IN_ProcessMove();
+
        // process console commands
        Cbuf_Execute();
 
-       // LordHavoc: map and load are delayed until video is initialized
-       Host_PerformSpawnServerAndLoadGame();
-
        // if running the server locally, make intentions now
        if (cls.state == ca_connected && sv.active)
                CL_SendCmd();
@@ -774,7 +798,7 @@ void _Host_Frame (float time)
                CL_ReadFromServer();
        }
 
-       ui_update();
+       //ui_update();
 
        CL_VideoFrame();
 
@@ -788,15 +812,13 @@ void _Host_Frame (float time)
                time2 = Sys_DoubleTime();
 
        // update audio
-       if (cls.signon == SIGNONS)
+       if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
        {
                // LordHavoc: this used to use renderer variables (eww)
-               vec3_t forward, right, up;
-               AngleVectors(cl.viewangles, forward, right, up);
-               S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up);
+               S_Update(&cl_entities[cl.viewentity].render.matrix);
        }
        else
-               S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+               S_Update(&identitymatrix);
 
        CDAudio_Update();
 
@@ -812,6 +834,7 @@ void _Host_Frame (float time)
 
        host_framecount++;
        host_loopactive = true;
+
 }
 
 void Host_Frame (float time)
@@ -847,7 +870,7 @@ void Host_Frame (float time)
                        c++;
        }
 
-       Con_Printf ("serverprofile: %2i clients %2i msec\n",  c,  m);
+       Con_Printf("serverprofile: %2i clients %2i msec\n",  c,  m);
 }
 
 //============================================================================
@@ -861,10 +884,13 @@ Host_Init
 */
 void Host_Init (void)
 {
+       int i;
+
        // LordHavoc: quake never seeded the random number generator before... heh
        srand(time(NULL));
 
        // FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
        if (COM_CheckParm("-developer"))
        {
                forcedeveloper = true;
@@ -879,21 +905,20 @@ void Host_Init (void)
        V_Init();
        COM_Init();
        Host_InitLocal();
-       W_LoadWadFile("gfx.wad");
        Key_Init();
        Con_Init();
-       Chase_Init();
-       M_Init();
        PR_Init();
+       PRVM_Init();
        Mod_Init();
        NetConn_Init();
        SV_Init();
 
-       Con_Printf ("Builddate: %s\n", buildstring);
+       Con_Printf("Builddate: %s\n", buildstring);
 
        if (cls.state != ca_dedicated)
        {
                Palette_Init();
+               MR_Init_Commands();
                VID_Shared_Init();
                VID_Init();
 
@@ -903,18 +928,52 @@ void Host_Init (void)
                CL_Init();
        }
 
-       Cbuf_InsertText ("exec quake.rc\n");
-       Cbuf_Execute();
-       Cbuf_Execute();
-       Cbuf_Execute();
+       // only cvars are executed when host_initialized == false
+       if (gamemode == GAME_TEU)
+               Cbuf_InsertText("exec teu.rc\n");
+       else
+               Cbuf_InsertText("exec quake.rc\n");
        Cbuf_Execute();
 
        host_initialized = true;
 
-       Con_Printf ("========Quake Initialized=========\n");
+       Con_DPrint("========Initialized=========\n");
 
        if (cls.state != ca_dedicated)
+       {
                VID_Open();
+               CL_InitTEnts ();  // We must wait after sound startup to load tent sounds
+               SCR_BeginLoadingPlaque();
+               MR_Init();
+       }
+
+       // stuff it again so the first host frame will execute it again, this time
+       // in its entirety
+       if (gamemode == GAME_TEU)
+               Cbuf_InsertText("exec teu.rc\n");
+       else
+               Cbuf_InsertText("exec quake.rc\n");
+
+       if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
+       {
+               if (gamemode == GAME_TRANSFUSION)
+                       Cbuf_InsertText ("map bb1\n");
+               else if (gamemode == GAME_NEXUIZ)
+                       Cbuf_InsertText ("map nexdm01\n");
+               else
+                       Cbuf_InsertText ("map start\n");
+       }
+
+       // check for special benchmark mode
+// COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
+       i = COM_CheckParm("-benchmark");
+       if (i && i + 1 < com_argc)
+               Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+
+       Cbuf_Execute();
+
+       // We must wait for the log_file cvar to be initialized to start the log
+       Log_Start ();
 }
 
 
@@ -932,21 +991,37 @@ void Host_Shutdown(void)
 
        if (isdown)
        {
-               Con_Print("recursive shutdown\n");
+               Con_Print("recursive shutdown\n");
                return;
        }
        isdown = true;
 
-       Host_WriteConfiguration ();
+       // disconnect client from server if active
+       CL_Disconnect();
+
+       // shut down local server if active
+       Host_ShutdownServer (false);
+
+       // Shutdown menu
+       if(MR_Shutdown)
+               MR_Shutdown();
+
+       // AK shutdown PRVM
+       // AK hmm, no PRVM_Shutdown(); yet
+
+
+       Host_SaveConfig_f();
 
        CDAudio_Shutdown ();
        NetConn_Shutdown ();
-       S_Shutdown();
 
        if (cls.state != ca_dedicated)
        {
                R_Modules_Shutdown();
                VID_Shutdown();
        }
+
+       Sys_Shutdown();
+       Log_Close ();
 }