X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=host.c;h=46ca83d03441b4895cb29a9b294c3dc52f1164a1;hp=3bd6992f8649d547f86f22a8a96d5d4386a172bf;hb=a31c7f6abe972870ba5753513adcf2f58b6c561a;hpb=870bcd940076b703294502019a2799440f50f6ef diff --git a/host.c b/host.c index 3bd6992f..46ca83d0 100644 --- a/host.c +++ b/host.c @@ -21,7 +21,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #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 @@ -132,20 +103,19 @@ 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; va_start (argptr,error); - vsprintf (hosterrorstring1,error,argptr); + dpvsnprintf (hosterrorstring1,sizeof(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 @@ -184,6 +156,11 @@ 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 +168,7 @@ 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 +176,63 @@ 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); - - svs.maxclients = 0; - SV_SetMaxClients(numplayers); -} + if (numplayers > 1 && !deathmatch.integer) + Cvar_SetValueQuick(&deathmatch, 1); -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; + svs.clients = Mem_Alloc(sv_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); @@ -303,23 +264,24 @@ 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; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars - if (host_initialized && cls.state != ca_dedicated) + // LordHavoc: save a config only after Host_Frame finished the first frame + if (host_initialized && host_loopactive && cls.state != ca_dedicated) { - f = FS_Open ("config.cfg", "w", false); + f = FS_Open ("config.cfg", "wb", false, false); if (!f) { - Con_Printf ("Couldn't write config.cfg.\n"); + Con_Print("Couldn't write config.cfg.\n"); return; } @@ -331,6 +293,20 @@ 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 +318,38 @@ 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); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); + + 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); + } + } - MSG_WriteByte (&host_client->message, svc_print); - MSG_WriteString (&host_client->message, string); + if (sv_echobprint.integer && cls.state == ca_dedicated) + Con_Print(msg); } /* @@ -362,22 +362,13 @@ Sends text to all active clients void SV_BroadcastPrintf(const char *fmt, ...) { va_list argptr; - char string[4096]; - int i; + char msg[4096]; va_start(argptr,fmt); - vsnprintf(string, sizeof(string), fmt,argptr); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); va_end(argptr); - for (i=0 ; imessage, svc_stufftext); @@ -410,62 +401,79 @@ 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 +489,8 @@ 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 +498,9 @@ 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 ; iactive && 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 +510,19 @@ 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 ; iactive) 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 +536,7 @@ not reinitialize anything. */ void Host_ClearMemory (void) { - Con_DPrintf ("Clearing memory\n"); + Con_DPrint("Clearing memory\n"); Mod_ClearAll (); cls.signon = 0; @@ -573,62 +554,83 @@ 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 < 0.00999 || sys_ticrate.value > 0.10001) + 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 +665,58 @@ 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; + if (!sv.active) + { + sv.timer = 0; return; + } + sv.timer += host_realframetime; + // 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 > 0;framecount++) + { + if (cl.islocalgame) + advancetime = min(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 (host_framerate.value) + sv.frametime = host_framerate.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(); + // 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(); + // 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 > 0) + sv.timer = 0; } @@ -715,16 +737,14 @@ 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 +752,12 @@ 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 +794,7 @@ void _Host_Frame (float time) CL_ReadFromServer(); } - ui_update(); + //ui_update(); CL_VideoFrame(); @@ -788,15 +808,13 @@ void _Host_Frame (float time) time2 = Sys_DoubleTime(); // update audio - if (cls.signon == SIGNONS) + if (cls.signon == SIGNONS && 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 +830,7 @@ void _Host_Frame (float time) host_framecount++; host_loopactive = true; + } void Host_Frame (float time) @@ -847,7 +866,7 @@ 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 +880,13 @@ 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; @@ -874,26 +896,25 @@ void Host_Init (void) Cmd_Init(); Memory_Init_Commands(); - R_Modules_Init(); + Con_Init(); Cbuf_Init(); + R_Modules_Init(); 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(); + Host_InitLocal(); - 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 +924,76 @@ 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_DPrintf ("========Initialized=========\n"); + Con_DPrint("========Initialized=========\n"); if (cls.state != ca_dedicated) + { VID_Open(); + CDAudio_Startup(); + CL_InitTEnts (); // We must wait after sound startup to load tent sounds + SCR_BeginLoadingPlaque(); + MR_Init(); + } + + // set up the default startmap_sp and startmap_dm aliases, mods can + // override these + if (gamemode == GAME_NEHAHRA) + { + Cbuf_InsertText ("alias startmap_sp \"map nehstart\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map nehstart\"\n"); + } + else if (gamemode == GAME_TRANSFUSION) + { + Cbuf_InsertText ("alias startmap_sp \"map e1m1\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map bb1\"\n"); + } + else if (gamemode == GAME_NEXUIZ) + { + Cbuf_InsertText ("alias startmap_sp \"map nexdm01\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map nexdm01\"\n"); + } + else + { + Cbuf_InsertText ("alias startmap_sp \"map start\"\n"); + Cbuf_InsertText ("alias startmap_dm \"map start\"\n"); + } + + // 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"); + + Cbuf_Execute(); + Cbuf_Execute(); + Cbuf_Execute(); + + if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen"))) + Cbuf_InsertText ("startmap_dm\n"); + + // check for special benchmark mode +// COMMANDLINEOPTION: Client: -benchmark 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 && !sv.active) + Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1])); + + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + Cbuf_InsertText("togglemenu\n"); + + Cbuf_Execute(); + + // We must wait for the log_file cvar to be initialized to start the log + Log_Start (); } @@ -932,21 +1011,45 @@ void Host_Shutdown(void) if (isdown) { - Con_Printf ("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 + + CL_Video_Shutdown(); + + Host_SaveConfig_f(); CDAudio_Shutdown (); + S_Terminate (); NetConn_Shutdown (); - S_Shutdown(); + PR_Shutdown (); + Cbuf_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); } + + Cmd_Shutdown(); + CL_Shutdown(); + Sys_Shutdown(); + Log_Close (); + COM_Shutdown (); + Memory_Shutdown(); }