X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=host.c;h=3c5dfe748aae9c91a0b03755044df6c8ef7403c0;hp=b81f181c5f818272a56879bc1d3670a2d4a9a357;hb=cc77abae54c5f0e6bf07763791a34275cad3387b;hpb=5c00b1379d819146fb18968fd9b5fa84bf4a770a diff --git a/host.c b/host.c index b81f181c..3c5dfe74 100644 --- a/host.c +++ b/host.c @@ -19,13 +19,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // host.c -- coordinates spawning and killing of local servers -#include #include "quakedef.h" + +#include #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" /* @@ -51,48 +55,32 @@ 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 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", "prints debugging messages and information (recommended for all developers and level designers)"}; +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 +108,8 @@ 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); @@ -204,7 +193,7 @@ void Host_ServerOptions (void) } } - 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 +208,35 @@ Host_InitLocal */ void Host_SaveConfig_f(void); void Host_LoadConfig_f(void); +extern cvar_t sv_writepicture_quality; 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 (&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 (×tamps); Cvar_RegisterVariable (&timeformat); - Cvar_RegisterVariable (&sv_checkforpacketsduringsleep); + Cvar_RegisterVariable (&sv_writepicture_quality); } @@ -264,19 +247,19 @@ 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 +269,21 @@ 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); +} /* =============== @@ -420,6 +417,8 @@ 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); @@ -435,9 +434,9 @@ 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); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol); + 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); @@ -506,6 +505,18 @@ 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 +540,14 @@ void Host_ShutdownServer(void) // make sure all the clients know we're disconnecting SV_VM_Begin(); + World_End(&sv.world); + if(prog->loaded) + if(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"); + } for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) if (host_client->active) SV_DropClient(false); // server shutdown @@ -567,6 +586,18 @@ 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 +614,21 @@ 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 +637,38 @@ 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 +677,13 @@ void Host_Main(void) cl.islocalgame = NetConn_IsLocalGame(); // get new key events + 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) @@ -633,10 +696,11 @@ 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 + CL_VM_PreventInformationLeaks(); Cbuf_Execute(); } @@ -649,20 +713,16 @@ 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) + wait = bound(0, wait, 100000); + + if (!cls.timedemo && wait >= 1) { + double time0 = Sys_DoubleTime(); if (sv_checkforpacketsduringsleep.integer) - { - if (wait >= 1) - NetConn_SleepMicroseconds((int)wait); - } + NetConn_SleepMicroseconds((int)wait); else - { - if (wait >= 1000) - Sys_Sleep((int)wait / 1000); - } + Sys_Sleep((int)wait); + svs.perf_acc_sleeptime += Sys_DoubleTime() - time0; continue; } @@ -676,7 +736,10 @@ 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 +749,7 @@ 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 @@ -710,7 +774,20 @@ 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 @@ -731,14 +808,19 @@ void Host_Main(void) if (sv.frametime) SV_Physics(); - // send all messages to the clients - SV_SendClientMessages(); - // if this server frame took too long, break out of the loop if (framelimit > 1 && Sys_DoubleTime() >= aborttime) break; } + // 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(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing"); + } + // end the server VM frame SV_VM_End(); @@ -752,11 +834,12 @@ 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))) { // 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 +848,37 @@ 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))) + clframetime = 0; + if (cls.timedemo) clframetime = cl.realframetime = cl_timer; @@ -786,27 +888,27 @@ void Host_Main(void) cl.oldtime = cl.time; cl.time += clframetime; + // update video + if (host_speeds.integer) + time1 = Sys_DoubleTime(); + // Collect input into cmd CL_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(); - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // now that packets have been read, send input to server + CL_SendMove(); - //ui_update(); + // update client world (interpolate entities, create trails, etc) + CL_UpdateWorld(); - CL_VideoFrame(); + CL_Video_Frame(); + CL_Gecko_Frame(); CL_UpdateScreen(); @@ -814,16 +916,19 @@ void Host_Main(void) 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(); + // reset gathering of mouse input + in_mouse_x = in_mouse_y = 0; + if (host_speeds.integer) { pass1 = (int)((time1 - time3)*1000000); @@ -835,11 +940,21 @@ 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 +968,8 @@ 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(); } @@ -862,6 +979,7 @@ 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(void); @@ -881,6 +999,9 @@ 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 @@ -888,21 +1009,27 @@ static void Host_Init (void) srand(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 +1049,7 @@ 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(); @@ -935,23 +1063,7 @@ 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); @@ -973,9 +1085,11 @@ static void Host_Init (void) 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(); @@ -1045,6 +1159,15 @@ static void Host_Init (void) Cbuf_Execute(); } +// COMMANDLINEOPTION: Client: -capturedemo 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 +1177,7 @@ 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 +1204,11 @@ 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 +1227,10 @@ 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 (); @@ -1119,10 +1245,12 @@ void Host_Shutdown(void) } Cmd_Shutdown(); + Key_Shutdown(); CL_Shutdown(); Sys_Shutdown(); Log_Close(); FS_Shutdown(); + Con_Shutdown(); Memory_Shutdown(); }