]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
reworked progs loading so that entvars_t and globalvars_t are no longer
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 455f55d5b4e9b5093a8df0fe1d8635e28af9bd2b..e7a37d9bea54788470e245d92d35c7e2708b67ef 100644 (file)
--- a/host.c
+++ b/host.c
@@ -19,13 +19,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 // host.c -- coordinates spawning and killing of local servers
 
-#include <time.h>
 #include "quakedef.h"
+
+#include <time.h>
 #include "libcurl.h"
 #include "cdaudio.h"
+#include "cl_gecko.h"
 #include "cl_video.h"
 #include "progsvm.h"
 #include "csprogs.h"
+#include "sv_demo.h"
+#include "snd_main.h"
+#include "thread.h"
 
 /*
 
@@ -51,48 +56,33 @@ double realtime;
 client_t *host_client;
 
 jmp_buf host_abortframe;
-
-// random seed
-cvar_t sv_random_seed = {0, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"};
+double host_starttime = 0;
 
 // 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 cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
 // shows time used by certain subsystems
 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
-// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
-
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
-
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-
-cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-
-cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
+cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
+cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
+cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
+
+cvar_t developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
+cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc.  Not recommended!"};
+cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
 
-cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
-cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
-cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-
-cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-
-cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-
 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
 
-cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
-
 /*
 ================
 Host_AbortCurrentFrame
@@ -120,7 +110,8 @@ void Host_Error (const char *error, ...)
        va_list argptr;
 
        // turn off rcon redirect if it was active when the crash occurred
-       rcon_redirect = false;
+       // to prevent loops when it is a networking problem
+       Con_Rcon_Redirect_Abort();
 
        va_start (argptr,error);
        dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
@@ -199,12 +190,12 @@ void Host_ServerOptions (void)
                else
                {
                        // default players in some games, singleplayer in most
-                       if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+                       if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
                                svs.maxclients = 1;
                }
        }
 
-       svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
+       svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
 
        svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
 
@@ -219,41 +210,38 @@ Host_InitLocal
 */
 void Host_SaveConfig_f(void);
 void Host_LoadConfig_f(void);
+extern cvar_t sv_writepicture_quality;
+extern cvar_t r_texture_jpeg_fastpicmip;
 static void Host_InitLocal (void)
 {
-       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+       Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
        Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
 
-       Cvar_RegisterVariable (&sv_random_seed);
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
-       Cvar_RegisterVariable (&slowmo);
+       Cvar_RegisterVariable (&host_maxwait);
+       Cvar_RegisterVariable (&cl_minfps);
+       Cvar_RegisterVariable (&cl_minfps_fade);
+       Cvar_RegisterVariable (&cl_minfps_qualitymax);
+       Cvar_RegisterVariable (&cl_minfps_qualitymin);
+       Cvar_RegisterVariable (&cl_minfps_qualitypower);
+       Cvar_RegisterVariable (&cl_minfps_qualityscale);
        Cvar_RegisterVariable (&cl_maxfps);
+       Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
+       Cvar_RegisterVariable (&cl_maxidlefps);
 
-       Cvar_RegisterVariable (&sv_echobprint);
-
-       Cvar_RegisterVariable (&sys_ticrate);
-       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
-
-       Cvar_RegisterVariable (&fraglimit);
-       Cvar_RegisterVariable (&timelimit);
-       Cvar_RegisterVariable (&teamplay);
-       Cvar_RegisterVariable (&samelevel);
-       Cvar_RegisterVariable (&noexit);
-       Cvar_RegisterVariable (&skill);
        Cvar_RegisterVariable (&developer);
+       Cvar_RegisterVariable (&developer_extra);
+       Cvar_RegisterVariable (&developer_insane);
+       Cvar_RegisterVariable (&developer_loadfile);
+       Cvar_RegisterVariable (&developer_loading);
        Cvar_RegisterVariable (&developer_entityparsing);
-       Cvar_RegisterVariable (&deathmatch);
-       Cvar_RegisterVariable (&coop);
-
-       Cvar_RegisterVariable (&pausable);
-
-       Cvar_RegisterVariable (&temp1);
 
        Cvar_RegisterVariable (&timestamps);
        Cvar_RegisterVariable (&timeformat);
 
-       Cvar_RegisterVariable (&sv_checkforpacketsduringsleep);
+       Cvar_RegisterVariable (&sv_writepicture_quality);
+       Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
 }
 
 
@@ -264,19 +252,19 @@ Host_SaveConfig_f
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_SaveConfig_f(void)
+void Host_SaveConfig_to(const char *file)
 {
        qfile_t *f;
 
 // dedicated servers initialize the host but don't parse and set the
 // config.cfg cvars
        // LordHavoc: don't save a config if it crashed in startup
-       if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark"))
+       if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
        {
-               f = FS_Open ("config.cfg", "wb", false, false);
+               f = FS_OpenRealFile(file, "wb", false);
                if (!f)
                {
-                       Con_Print("Couldn't write config.cfg.\n");
+                       Con_Printf("Couldn't write %s.\n", file);
                        return;
                }
 
@@ -286,7 +274,35 @@ void Host_SaveConfig_f(void)
                FS_Close (f);
        }
 }
+void Host_SaveConfig(void)
+{
+       Host_SaveConfig_to(CONFIGFILENAME);
+}
+void Host_SaveConfig_f(void)
+{
+       const char *file = CONFIGFILENAME;
+
+       if(Cmd_Argc() >= 2) {
+               file = Cmd_Argv(1);
+               Con_Printf("Saving to %s\n", file);
+       }
+
+       Host_SaveConfig_to(file);
+}
 
+void Host_AddConfigText(void)
+{
+       // 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_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+       else if (gamemode == GAME_TRANSFUSION)
+               Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+       else if (gamemode == GAME_TEU)
+               Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+       else
+               Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+}
 
 /*
 ===============
@@ -297,10 +313,12 @@ Resets key bindings and cvars to defaults and then reloads scripts
 */
 void Host_LoadConfig_f(void)
 {
-       // unlock the cvar default strings so they can be updated by the new default.cfg
-       Cvar_UnlockDefaults();
+       // reset all cvars, commands and aliases to init values
+       Cmd_RestoreInitState();
+       // prepend a menu restart command to execute after the config
+       Cbuf_InsertText("\nmenu_restart\n");
        // reset cvars to their defaults, and then exec startup scripts again
-       Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+       Host_AddConfigText();
 }
 
 /*
@@ -420,12 +438,14 @@ void SV_DropClient(qboolean crash)
        int i;
        Con_Printf("Client \"%s\" dropped\n", host_client->name);
 
+       SV_StopDemoRecording(host_client);
+
        // make sure edict is not corrupt (from a level change for example)
        host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
 
        if (host_client->netconnection)
        {
-               // free the client (the body stays around)
+               // tell the client to be gone
                if (!crash)
                {
                        // LordHavoc: no opportunity for resending, so use unreliable 3 times
@@ -435,13 +455,10 @@ void SV_DropClient(qboolean crash)
                        buf.data = bufdata;
                        buf.maxsize = sizeof(bufdata);
                        MSG_WriteByte(&buf, svc_disconnect);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+                       NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
                }
-               // break the net connection
-               NetConn_Close(host_client->netconnection);
-               host_client->netconnection = NULL;
        }
 
        // call qc ClientDisconnect function
@@ -451,11 +468,18 @@ void SV_DropClient(qboolean crash)
        {
                // call the prog function for removing a client
                // this will set the body to a dead frame, among other things
-               int saveSelf = prog->globals.server->self;
+               int saveSelf = PRVM_serverglobaledict(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;
+               PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
+               PRVM_ExecuteProgram(PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
+               PRVM_serverglobaledict(self) = saveSelf;
+       }
+
+       if (host_client->netconnection)
+       {
+               // break the net connection
+               NetConn_Close(host_client->netconnection);
+               host_client->netconnection = NULL;
        }
 
        // if a download is active, close it
@@ -506,6 +530,18 @@ void SV_DropClient(qboolean crash)
        // update server listing on the master because player count changed
        // (which the master uses for filtering empty/full servers)
        NetConn_Heartbeat(1);
+
+       if (sv.loadgame)
+       {
+               for (i = 0;i < svs.maxclients;i++)
+                       if (svs.clients[i].active && !svs.clients[i].spawned)
+                               break;
+               if (i == svs.maxclients)
+               {
+                       Con_Printf("Loaded game, everyone rejoined - unpausing\n");
+                       sv.paused = sv.loadgame = false; // we're basically done with loading now
+               }
+       }
 }
 
 /*
@@ -529,6 +565,14 @@ void Host_ShutdownServer(void)
 
 // make sure all the clients know we're disconnecting
        SV_VM_Begin();
+       World_End(&sv.world);
+       if(prog->loaded)
+               if(PRVM_serverfunction(SV_Shutdown))
+               {
+                       func_t s = PRVM_serverfunction(SV_Shutdown);
+                       PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
+                       PRVM_ExecuteProgram(s,"SV_Shutdown() required");
+               }
        for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
                        SV_DropClient(false); // server shutdown
@@ -567,6 +611,18 @@ void Host_GetConsoleCommands (void)
        }
 }
 
+/*
+==================
+Host_TimeReport
+
+Returns a time report string, for example for
+==================
+*/
+const char *Host_TimingReport(void)
+{
+       return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
+}
+
 /*
 ==================
 Host_Frame
@@ -583,18 +639,21 @@ void Host_Main(void)
        double cl_timer, sv_timer;
        double clframetime, deltarealtime, oldrealtime;
        double wait;
-       int pass1, pass2, pass3;
+       int pass1, pass2, pass3, i;
 
        Host_Init();
 
        cl_timer = 0;
        sv_timer = 0;
 
-       realtime = Sys_DoubleTime();
+       realtime = host_starttime = Sys_DoubleTime();
        for (;;)
        {
                if (setjmp(host_abortframe))
+               {
+                       SCR_ClearLoadingScreen(false);
                        continue;                       // something bad happened, or the server disconnected
+               }
 
                oldrealtime = realtime;
                realtime = Sys_DoubleTime();
@@ -603,12 +662,38 @@ void Host_Main(void)
                cl_timer += deltarealtime;
                sv_timer += deltarealtime;
 
-               if (slowmo.value < 0)
+               svs.perf_acc_realtime += deltarealtime;
+
+               // Look for clients who have spawned
+               for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+                       if(host_client->spawned)
+                               if(host_client->netconnection)
+                                       break;
+               if(i == svs.maxclients)
+               {
+                       // Nobody is looking? Then we won't do timing...
+                       // Instead, reset it to zero
+                       svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
+               }
+               else if(svs.perf_acc_realtime > 5)
+               {
+                       svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+                       svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+                       if(svs.perf_acc_offset_samples > 0)
+                       {
+                               svs.perf_offset_max = svs.perf_acc_offset_max;
+                               svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+                               svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+                       }
+                       if(svs.perf_lost > 0 && developer_extra.integer)
+                               Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
+                       svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
+               }
+
+               if (slowmo.value < 0.00001 && slowmo.value != 0)
                        Cvar_SetValue("slowmo", 0);
                if (host_framerate.value < 0.00001 && host_framerate.value != 0)
                        Cvar_SetValue("host_framerate", 0);
-               if (cl_maxfps.value < 1)
-                       Cvar_SetValue("cl_maxfps", 1);
 
                // keep the random time dependent, but not when playing demos/benchmarking
                if(!*sv_random_seed.string && !cls.demoplayback)
@@ -617,10 +702,14 @@ void Host_Main(void)
                cl.islocalgame = NetConn_IsLocalGame();
 
                // get new key events
+               Key_EventQueue_Unblock();
+               SndSys_SendKeyEvents();
                Sys_SendKeyEvents();
 
                NetConn_UpdateSockets();
 
+               Log_DestBuffer_Flush();
+
                // receive packets on each main loop iteration, as the main loop may
                // be undersleeping due to select() detecting a new packet
                if (sv.active)
@@ -633,11 +722,14 @@ void Host_Main(void)
 
                // 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)
+               // otherwise we execute them on client frames
+               if (sv.active ? sv_timer > 0 : cl_timer > 0)
                {
                        // process console commands
+//                     R_TimeReport("preconsole");
+                       CL_VM_PreventInformationLeaks();
                        Cbuf_Execute();
+//                     R_TimeReport("console");
                }
 
                //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
@@ -649,23 +741,30 @@ void Host_Main(void)
                        wait = cl_timer * -1000000.0;
                else
                        wait = max(cl_timer, sv_timer) * -1000000.0;
-               if (wait > 100000)
-                       wait = 100000;
-               if (!cls.timedemo && wait > 0)
+
+               if (!cls.timedemo && wait >= 1)
                {
-                       if (sv_checkforpacketsduringsleep.integer)
-                       {
-                               if (wait >= 1)
-                                       NetConn_SleepMicroseconds((int)wait);
-                       }
+                       double time0;
+
+                       if(host_maxwait.value <= 0)
+                               wait = min(wait, 1000000.0);
                        else
-                       {
-                               if (wait >= 1000)
-                                       Sys_Sleep((int)wait / 1000);
-                       }
+                               wait = min(wait, host_maxwait.value * 1000.0);
+                       if(wait < 1)
+                               wait = 1; // because we cast to int
+
+                       time0 = Sys_DoubleTime();
+                       if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
+                               NetConn_SleepMicroseconds((int)wait);
+                       else
+                               Sys_Sleep((int)wait);
+                       svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+//                     R_TimeReport("sleep");
                        continue;
                }
 
+               R_TimeReport("---");
+
        //-------------------
        //
        // server operations
@@ -676,7 +775,10 @@ void Host_Main(void)
                if (cl_timer > 0.1)
                        cl_timer = 0.1;
                if (sv_timer > 0.1)
+               {
+                       svs.perf_acc_lost += (sv_timer - 0.1);
                        sv_timer = 0.1;
+               }
 
                if (sv.active && sv_timer > 0)
                {
@@ -686,6 +788,10 @@ void Host_Main(void)
                        // slow down if the server is taking too long.
                        int framecount, framelimit = 1;
                        double advancetime, aborttime = 0;
+                       float offset;
+
+                       if (cls.state == ca_dedicated)
+                               Collision_Cache_NewFrame();
 
                        // run the world state
                        // don't allow simulation to run too fast or too slow or logic glitches can occur
@@ -710,14 +816,27 @@ void Host_Main(void)
                                        aborttime = realtime + 0.1;
                                }
                        }
-                       advancetime = min(advancetime, 0.1);
+                       if(slowmo.value > 0 && slowmo.value < 1)
+                               advancetime = min(advancetime, 0.1 / slowmo.value);
+                       else
+                               advancetime = min(advancetime, 0.1);
+
+                       if(advancetime > 0)
+                       {
+                               offset = sv_timer + (Sys_DoubleTime() - realtime);
+                               ++svs.perf_acc_offset_samples;
+                               svs.perf_acc_offset += offset;
+                               svs.perf_acc_offset_squared += offset * offset;
+                               if(svs.perf_acc_offset_max < offset)
+                                       svs.perf_acc_offset_max = offset;
+                       }
 
                        // only advance time if not paused
                        // the game also pauses in singleplayer when menu or console is used
                        sv.frametime = advancetime * slowmo.value;
                        if (host_framerate.value)
                                sv.frametime = host_framerate.value;
-                       if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+                       if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
                                sv.frametime = 0;
 
                        // setup the VM frame
@@ -735,15 +854,28 @@ void Host_Main(void)
                                if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
                                        break;
                        }
+                       R_TimeReport("serverphysics");
 
                        // send all messages to the clients
                        SV_SendClientMessages();
+                       
+                       if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
+                               prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
+                               PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
+                       }
 
                        // end the server VM frame
                        SV_VM_End();
 
                        // send an heartbeat if enough time has passed since the last one
                        NetConn_Heartbeat(0);
+                       R_TimeReport("servernetwork");
+               }
+               else
+               {
+                       // don't let r_speeds display jump around
+                       R_TimeReport("serverphysics");
+                       R_TimeReport("servernetwork");
                }
 
        //-------------------
@@ -752,11 +884,15 @@ void Host_Main(void)
        //
        //-------------------
 
-               if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+               if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
                {
+                       R_TimeReport("---");
+                       Collision_Cache_NewFrame();
+                       R_TimeReport("collisioncache");
                        // decide the simulation time
                        if (cls.capturevideo.active)
                        {
+                               //***
                                if (cls.capturevideo.realtime)
                                        clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
                                else
@@ -765,18 +901,37 @@ void Host_Main(void)
                                        cl.realframetime = max(cl_timer, clframetime);
                                }
                        }
-                       else if (vid_activewindow)
+                       else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+                       {
                                clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+                               // when running slow, we need to sleep to keep input responsive
+                               wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
+                               if (wait > 0)
+                                       Sys_Sleep((int)wait);
+                       }
+                       else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
+                               clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
                        else
-                               clframetime = cl.realframetime = 0.1;
+                               clframetime = cl.realframetime = cl_timer;
 
                        // apply slowmo scaling
-                       clframetime *= slowmo.value;
+                       clframetime *= cl.movevars_timescale;
+                       // scale playback speed of demos by slowmo cvar
+                       if (cls.demoplayback)
+                       {
+                               clframetime *= slowmo.value;
+                               // if demo playback is paused, don't advance time at all
+                               if (cls.demopaused)
+                                       clframetime = 0;
+                       }
 
                        // host_framerate overrides all else
                        if (host_framerate.value)
                                clframetime = host_framerate.value;
 
+                       if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+                               clframetime = 0;
+
                        if (cls.timedemo)
                                clframetime = cl.realframetime = cl_timer;
 
@@ -786,43 +941,56 @@ void Host_Main(void)
                        cl.oldtime = cl.time;
                        cl.time += clframetime;
 
+                       // update video
+                       if (host_speeds.integer)
+                               time1 = Sys_DoubleTime();
+                       R_TimeReport("pre-input");
+
                        // Collect input into cmd
                        CL_Input();
 
+                       R_TimeReport("input");
+
+                       // check for new packets
                        NetConn_ClientFrame();
 
-                       if (cls.state == ca_connected)
-                       {
-                               CL_ReadFromServer();
-                               // if running the server remotely, send intentions now after
-                               // the incoming messages have been read
-                               //if (!cl.islocalgame)
-                               //      CL_SendCmd();
-                       }
+                       // read a new frame from a demo if needed
+                       CL_ReadDemoMessage();
+                       R_TimeReport("clientnetwork");
 
-                       // update video
-                       if (host_speeds.integer)
-                               time1 = Sys_DoubleTime();
+                       // now that packets have been read, send input to server
+                       CL_SendMove();
+                       R_TimeReport("sendmove");
+
+                       // update client world (interpolate entities, create trails, etc)
+                       CL_UpdateWorld();
+                       R_TimeReport("lerpworld");
 
-                       //ui_update();
+                       CL_Video_Frame();
+                       CL_Gecko_Frame();
 
-                       CL_VideoFrame();
+                       R_TimeReport("client");
 
                        CL_UpdateScreen();
+                       R_TimeReport("render");
 
                        if (host_speeds.integer)
                                time2 = Sys_DoubleTime();
 
                        // update audio
-                       if(csqc_usecsqclistener)
+                       if(cl.csqc_usecsqclistener)
                        {
-                               S_Update(&csqc_listenermatrix);
-                               csqc_usecsqclistener = false;
+                               S_Update(&cl.csqc_listenermatrix);
+                               cl.csqc_usecsqclistener = false;
                        }
                        else
-                               S_Update(&r_view.matrix);
+                               S_Update(&r_refdef.view.matrix);
 
                        CDAudio_Update();
+                       R_TimeReport("audio");
+
+                       // reset gathering of mouse input
+                       in_mouse_x = in_mouse_y = 0;
 
                        if (host_speeds.integer)
                        {
@@ -835,11 +1003,21 @@ void Host_Main(void)
                        }
                }
 
+#if MEMPARANOIA
+               Mem_CheckSentinelsGlobal();
+#else
+               if (developer_memorydebug.integer)
+                       Mem_CheckSentinelsGlobal();
+#endif
+
                // if there is some time remaining from this frame, reset the timers
                if (cl_timer >= 0)
                        cl_timer = 0;
                if (sv_timer >= 0)
+               {
+                       svs.perf_acc_lost += sv_timer;
                        sv_timer = 0;
+               }
 
                host_framecount++;
        }
@@ -853,6 +1031,8 @@ void Host_StartVideo(void)
        if (!vid_opened && cls.state != ca_dedicated)
        {
                vid_opened = true;
+               // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
+               NetConn_UpdateSockets();
                VID_Start();
                CDAudio_Startup();
        }
@@ -862,8 +1042,10 @@ char engineversion[128];
 
 qboolean sys_nostdout = false;
 
+extern void u8_Init(void);
 extern void Render_Init(void);
 extern void Mathlib_Init(void);
+extern void FS_Init_SelfPack(void);
 extern void FS_Init(void);
 extern void FS_Shutdown(void);
 extern void PR_Cmd_Init(void);
@@ -881,28 +1063,37 @@ static void Host_Init (void)
        int i;
        const char* os;
 
+       if (COM_CheckParm("-profilegameonly"))
+               Sys_AllowProfiling(false);
+
        // LordHavoc: quake never seeded the random number generator before... heh
        if (COM_CheckParm("-benchmark"))
                srand(0); // predictable random sequence for -benchmark
        else
-               srand(time(NULL));
+               srand((unsigned int)time(NULL));
 
        // FIXME: this is evil, but possibly temporary
+       // LordHavoc: doesn't seem very temporary...
+       // LordHavoc: made this a saved cvar
 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
        if (COM_CheckParm("-developer"))
        {
-               developer.value = developer.integer = 100;
-               developer.string = "100";
+               developer.value = developer.integer = 1;
+               developer.string = "1";
        }
 
        if (COM_CheckParm("-developer2"))
        {
-               developer.value = developer.integer = 100;
-               developer.string = "100";
-               developer_memory.value = developer_memory.integer = 100;
-               developer.string = "100";
-               developer_memorydebug.value = developer_memorydebug.integer = 100;
-               developer_memorydebug.string = "100";
+               developer.value = developer.integer = 1;
+               developer.string = "1";
+               developer_extra.value = developer_extra.integer = 1;
+               developer_extra.string = "1";
+               developer_insane.value = developer_insane.integer = 1;
+               developer_insane.string = "1";
+               developer_memory.value = developer_memory.integer = 1;
+               developer_memory.string = "1";
+               developer_memorydebug.value = developer_memorydebug.integer = 1;
+               developer_memorydebug.string = "1";
        }
 
 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
@@ -922,6 +1113,7 @@ static void Host_Init (void)
        Con_Init();
 
        // initialize various cvars that could not be initialized earlier
+       u8_Init();
        Curl_Init_Commands();
        Cmd_Init_Commands();
        Sys_Init_Commands();
@@ -931,27 +1123,14 @@ static void Host_Init (void)
        // initialize console window (only used by sys_win.c)
        Sys_InitConsole();
 
+       // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
+       FS_Init_SelfPack();
+
        // 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
+       os = DP_OS_NAME;
        dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
        Con_Printf("%s\n", engineversion);
 
@@ -961,6 +1140,10 @@ static void Host_Init (void)
        // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
        FS_Init();
 
+       // must be after FS_Init
+       Crypto_Init();
+       Crypto_Init_Commands();
+
        NetConn_Init();
        Curl_Init();
        //PR_Init();
@@ -969,57 +1152,55 @@ static void Host_Init (void)
        Mod_Init();
        World_Init();
        SV_Init();
+       V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
        Host_InitCommands();
        Host_InitLocal();
        Host_ServerOptions();
 
-       if (cls.state != ca_dedicated)
+       if (cls.state == ca_dedicated)
+               Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+       else
        {
-               Con_Printf("Initializing client\n");
+               Con_DPrintf("Initializing client\n");
 
                R_Modules_Init();
                Palette_Init();
                MR_Init_Commands();
+               Thread_Init();
                VID_Shared_Init();
                VID_Init();
                Render_Init();
                S_Init();
                CDAudio_Init();
                Key_Init();
-               V_Init();
                CL_Init();
        }
 
-       // 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");
+       // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
+       // NOTE: menu commands are freed by Cmd_RestoreInitState
+       Cmd_SaveInitState();
+
+       // 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;
+       }
+
+       Host_AddConfigText();
        Cbuf_Execute();
 
        // 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_AddText("exec default.cfg\nexec " CONFIGFILENAME "\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();
@@ -1045,6 +1226,15 @@ static void Host_Init (void)
                Cbuf_Execute();
        }
 
+// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
+       i = COM_CheckParm("-capturedemo");
+       if (i && i + 1 < com_argc)
+       if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+       {
+               Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
+               Cbuf_Execute();
+       }
+
        if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
@@ -1054,10 +1244,7 @@ static void Host_Init (void)
 
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
-               if (gamemode == GAME_NEXUIZ)
-                       Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
-               else
-                       Cbuf_AddText("togglemenu\n");
+               Cbuf_AddText("togglemenu\n");
                Cbuf_Execute();
        }
 
@@ -1084,6 +1271,11 @@ void Host_Shutdown(void)
                Con_Print("recursive shutdown\n");
                return;
        }
+       if (setjmp(host_abortframe))
+       {
+               Con_Print("aborted the quitting frame?!?\n");
+               return;
+       }
        isdown = true;
 
        // be quiet while shutting down
@@ -1102,9 +1294,10 @@ void Host_Shutdown(void)
        // AK shutdown PRVM
        // AK hmm, no PRVM_Shutdown(); yet
 
+       CL_Gecko_Shutdown();
        CL_Video_Shutdown();
 
-       Host_SaveConfig_f();
+       Host_SaveConfig();
 
        CDAudio_Shutdown ();
        S_Terminate ();
@@ -1116,13 +1309,17 @@ void Host_Shutdown(void)
        {
                R_Modules_Shutdown();
                VID_Shutdown();
+               Thread_Shutdown();
        }
 
        Cmd_Shutdown();
+       Key_Shutdown();
        CL_Shutdown();
        Sys_Shutdown();
        Log_Close();
+       Crypto_Shutdown();
        FS_Shutdown();
+       Con_Shutdown();
        Memory_Shutdown();
 }