]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
implemented framerate-dependent particle quality reduction to try to
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 0a4df3d0ba540417d126d9c14ae4878675b4a851..fac4fa4630a498d2e3ebf98149836c314d5efd08 100644 (file)
--- a/host.c
+++ b/host.c
@@ -19,13 +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 <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"
 
 /*
 
@@ -56,8 +59,12 @@ jmp_buf host_abortframe;
 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 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)"};
+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_expbase = {CVAR_SAVE, "cl_minfps_expbase", "1.2", "base for log() function in calculating quality reduction, should be in the range 1.1 to 2.0"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality reduction adapts to varying framerate"};
+cvar_t cl_minfps_maxqualityreduction = {CVAR_SAVE, "cl_minfps_maxqualityreduction", "3", "how much particle quality can be reduced (as a power of 2) when framerate is staying below cl_minfps, 0 = no reduction, 1 = 50% quality, 2 = 25% quality, 3 = 12.5% quality, ..."};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "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)"};
+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 = {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"};
@@ -193,12 +200,17 @@ void Host_SaveConfig_f(void);
 void Host_LoadConfig_f(void);
 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 (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
+       Cvar_RegisterVariable (&cl_minfps);
+       Cvar_RegisterVariable (&cl_minfps_expbase);
+       Cvar_RegisterVariable (&cl_minfps_fade);
+       Cvar_RegisterVariable (&cl_minfps_maxqualityreduction);
        Cvar_RegisterVariable (&cl_maxfps);
+       Cvar_RegisterVariable (&cl_maxidlefps);
 
        Cvar_RegisterVariable (&developer);
        Cvar_RegisterVariable (&developer_entityparsing);
@@ -215,7 +227,7 @@ 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;
 
@@ -224,10 +236,10 @@ void Host_SaveConfig_f(void)
        // LordHavoc: don't save a config if it crashed in startup
        if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
        {
-               f = FS_Open ("config.cfg", "wb", false, false);
+               f = FS_Open (file, "wb", false, false);
                if (!f)
                {
-                       Con_Print("Couldn't write config.cfg.\n");
+                       Con_Printf("Couldn't write %s.\n", file);
                        return;
                }
 
@@ -237,7 +249,21 @@ void Host_SaveConfig_f(void)
                FS_Close (f);
        }
 }
+void Host_SaveConfig(void)
+{
+       Host_SaveConfig_to("config.cfg");
+}
+void Host_SaveConfig_f(void)
+{
+       const char *file = "config.cfg";
+
+       if(Cmd_Argc() >= 2) {
+               file = Cmd_Argv(1);
+               Con_Printf("Saving to %s\n", file);
+       }
 
+       Host_SaveConfig_to(file);
+}
 
 /*
 ===============
@@ -369,7 +395,9 @@ if (crash = true), don't bother sending signofs
 void SV_DropClient(qboolean crash)
 {
        int i;
-       Con_Printf("Client \"%s^%i\" dropped\n", host_client->name, STRING_COLOR_DEFAULT);
+       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);
@@ -457,6 +485,18 @@ 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
+               }
+       }
 }
 
 /*
@@ -483,6 +523,13 @@ void Host_ShutdownServer(void)
        for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                if (host_client->active)
                        SV_DropClient(false); // server shutdown
+       if(prog->loaded)
+               if(prog->funcoffsets.SV_Shutdown)
+               {
+                       func_t s = prog->funcoffsets.SV_Shutdown;
+                       prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
+                       PRVM_ExecuteProgram(s,"SV_Shutdown() required");
+               }
        SV_VM_End();
 
        NetConn_CloseServerPorts();
@@ -518,6 +565,18 @@ void Host_GetConsoleCommands (void)
        }
 }
 
+/*
+==================
+Host_TimeReport
+
+Returns a time report string, for example for
+==================
+*/
+const char *Host_TimingReport()
+{
+       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
@@ -534,7 +593,7 @@ 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();
 
@@ -554,12 +613,38 @@ 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)
+                               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)
@@ -572,6 +657,8 @@ void Host_Main(void)
 
                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)
@@ -602,8 +689,10 @@ void Host_Main(void)
                        wait = max(cl_timer, sv_timer) * -1000000.0;
                if (wait > 100000)
                        wait = 100000;
+
                if (!cls.timedemo && wait > 0)
                {
+                       double time0 = Sys_DoubleTime();
                        if (sv_checkforpacketsduringsleep.integer)
                        {
                                if (wait >= 1)
@@ -614,6 +703,7 @@ void Host_Main(void)
                                if (wait >= 1000)
                                        Sys_Sleep((int)wait / 1000);
                        }
+                       svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
                        continue;
                }
 
@@ -627,7 +717,10 @@ 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)
                {
@@ -637,6 +730,7 @@ void Host_Main(void)
                        // slow down if the server is taking too long.
                        int framecount, framelimit = 1;
                        double advancetime, aborttime = 0;
+                       float offset;
 
                        // run the world state
                        // don't allow simulation to run too fast or too slow or logic glitches can occur
@@ -663,6 +757,16 @@ void Host_Main(void)
                        }
                        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;
@@ -717,9 +821,9 @@ void Host_Main(void)
                                }
                        }
                        else if (vid_activewindow)
-                               clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+                               clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
                        else
-                               clframetime = cl.realframetime = 0.1;
+                               clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
 
                        // apply slowmo scaling
                        clframetime *= cl.movevars_timescale;
@@ -766,7 +870,8 @@ void Host_Main(void)
 
                        //ui_update();
 
-                       CL_VideoFrame();
+                       CL_Video_Frame();
+                       CL_Gecko_Frame();
 
                        CL_UpdateScreen();
 
@@ -780,7 +885,7 @@ void Host_Main(void)
                                cl.csqc_usecsqclistener = false;
                        }
                        else
-                               S_Update(&r_view.matrix);
+                               S_Update(&r_refdef.view.matrix);
 
                        CDAudio_Update();
 
@@ -799,7 +904,10 @@ void Host_Main(void)
                if (cl_timer >= 0)
                        cl_timer = 0;
                if (sv_timer >= 0)
+               {
+                       svs.perf_acc_lost += sv_timer;
                        sv_timer = 0;
+               }
 
                host_framecount++;
        }
@@ -841,6 +949,9 @@ 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
@@ -895,23 +1006,7 @@ static void Host_Init (void)
        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);
 
@@ -1023,10 +1118,7 @@ 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();
        }
 
@@ -1076,9 +1168,10 @@ 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 ();