X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=host.c;h=afce873dd0cc686f63adf1487527198ad9179662;hp=6defd6dd63fca685b35b3f02d52afbb7817b255f;hb=f800c0a37d45e51883f60e2751eb930251a7a903;hpb=aa150f38ef79b17d32b520bebb5fe5125c7b3ced diff --git a/host.c b/host.c index 6defd6dd..afce873d 100644 --- a/host.c +++ b/host.c @@ -19,12 +19,16 @@ 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" /* @@ -50,42 +54,29 @@ double realtime; client_t *host_client; jmp_buf host_abortframe; +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 host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; +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 host_sleep = {0, "host_sleep","0", "gives up some processing time to other applications each frame, value in milliseconds"}; +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_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_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", "[%b %e %X] ", "time format to use on timestamped console messages"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; /* ================ @@ -114,7 +105,8 @@ 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); @@ -131,7 +123,7 @@ void Host_Error (const char *error, ...) Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1); hosterror = true; - strcpy(hosterrorstring2, hosterrorstring1); + strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2)); CL_Parse_DumpPacket(); @@ -198,7 +190,7 @@ 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); @@ -212,37 +204,34 @@ 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 (&host_framerate); Cvar_RegisterVariable (&host_speeds); - Cvar_RegisterVariable (&slowmo); + Cvar_RegisterVariable (&host_sleep); + 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_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_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_writepicture_quality); } @@ -253,19 +242,19 @@ 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) + 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; } @@ -275,7 +264,36 @@ 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); +} +/* +=============== +Host_LoadConfig_f + +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 cvars to their defaults, and then exec startup scripts again + Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n"); +} /* ================= @@ -328,7 +346,7 @@ void SV_BroadcastPrint(const char *msg) for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { - if (client->spawned && client->netconnection) + if (client->active && client->netconnection) { MSG_WriteByte(&client->netconnection->message, svc_print); MSG_WriteString(&client->netconnection->message, msg); @@ -394,6 +412,8 @@ 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); @@ -409,9 +429,9 @@ 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); @@ -432,11 +452,18 @@ void SV_DropClient(qboolean crash) prog->globals.server->self = saveSelf; } + // if a download is active, close it + if (host_client->download_file) + { + Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name); + FS_Close(host_client->download_file); + host_client->download_file = NULL; + host_client->download_name[0] = 0; + host_client->download_expectedposition = 0; + host_client->download_started = false; + } + // remove leaving player from scoreboard - //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name); - //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors))) - // val->_float = 0; - //host_client->edict->fields.server->frags = 0; host_client->name[0] = 0; host_client->colors = 0; host_client->frags = 0; @@ -473,6 +500,18 @@ 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 + } + } } /* @@ -496,6 +535,13 @@ void Host_ShutdownServer(void) // make sure all the clients know we're disconnecting SV_VM_Begin(); + 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 @@ -534,6 +580,18 @@ 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 @@ -544,80 +602,121 @@ Runs all active servers static void Host_Init(void); void Host_Main(void) { - double frameoldtime, framenewtime, frametime, cl_timer, sv_timer; + double time1 = 0; + double time2 = 0; + double time3 = 0; + double cl_timer, sv_timer; + double clframetime, deltarealtime, oldrealtime; + double wait; + int pass1, pass2, pass3, i; Host_Init(); cl_timer = 0; sv_timer = 0; - framenewtime = Sys_DoubleTime(); + realtime = host_starttime = Sys_DoubleTime(); for (;;) { - static double time1 = 0; - static double time2 = 0; - static double time3 = 0; + if (setjmp(host_abortframe)) + { + SCR_ClearLoadingScreen(false); + continue; // something bad happened, or the server disconnected + } - frameoldtime = framenewtime; - framenewtime = Sys_DoubleTime(); - frametime = framenewtime - frameoldtime; - realtime += frametime; + oldrealtime = realtime; + realtime = Sys_DoubleTime(); - // if there is some time remaining from last frame, rest the timers - if (cl_timer >= 0) - cl_timer = 0; - if (sv_timer >= 0) - sv_timer = 0; + deltarealtime = realtime - oldrealtime; + cl_timer += deltarealtime; + sv_timer += deltarealtime; - // accumulate the new frametime into the timers - cl_timer += frametime; - sv_timer += frametime; + svs.perf_acc_realtime += deltarealtime; - if (setjmp(host_abortframe)) - continue; // something bad happened, or the server disconnected + // 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) + 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); - // if the accumulators haven't become positive yet, keep waiting - if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0) - { - double wait; - int msleft; - if (cls.state == ca_dedicated) - wait = sv_timer; - else if (!sv.active) - wait = cl_timer; - else - wait = max(cl_timer, sv_timer); - msleft = (int)floor(wait * -1000.0); - if (msleft >= 1) - Sys_Sleep(msleft); - continue; - } - - // keep the random time dependent - rand(); + // keep the random time dependent, but not when playing demos/benchmarking + if(!*sv_random_seed.string && !cls.demoplayback) + rand(); cl.islocalgame = NetConn_IsLocalGame(); // get new key events 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) + NetConn_ServerFrame(); + + Curl_Run(); + + // check for commands typed to the host + Host_GetConsoleCommands(); + // 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 Cbuf_Execute(); } - NetConn_UpdateSockets(); + //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); + + // if the accumulators haven't become positive yet, wait a while + if (cls.state == ca_dedicated) + wait = sv_timer * -1000000.0; + else if (!sv.active) + wait = cl_timer * -1000000.0; + else + wait = max(cl_timer, sv_timer) * -1000000.0; + wait = bound(0, wait, 100000); + + if (!cls.timedemo && wait >= 1) + { + double time0 = Sys_DoubleTime(); + if (sv_checkforpacketsduringsleep.integer) + NetConn_SleepMicroseconds((int)wait); + else + Sys_Sleep((int)wait); + svs.perf_acc_sleeptime += Sys_DoubleTime() - time0; + continue; + } //------------------- // @@ -625,84 +724,97 @@ void Host_Main(void) // //------------------- - if (sv_timer > 0) + // limit the frametime steps to no more than 100ms each + 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) { - if (!sv.active) + // execute one or more server frames, with an upper limit on how much + // execution time to spend on server frames to avoid freezing the game if + // the server is overloaded, this execution time limit means the game will + // 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 + + // stop running server frames if the wall time reaches this value + if (sys_ticrate.value <= 0) + advancetime = sv_timer; + else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) { - // if there is no server, run server timing at 10fps - sv_timer -= 0.1; + // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate + advancetime = bound(0.01, cl_timer, sys_ticrate.value); + framelimit = 10; + aborttime = realtime + 0.1; } else { - // execute one or more server frames, with an upper limit on how much - // execution time to spend on server frames to avoid freezing the game if - // the server is overloaded, this execution time limit means the game will - // slow down if the server is taking too long. - int framecount, framelimit = 1; - double advancetime, aborttime = 0; - - // receive server packets now, which might contain rcon commands, which - // may change level or other such things we don't want to have happen in - // the middle of Host_Frame - NetConn_ServerFrame(); - - // check for commands typed to the host - Host_GetConsoleCommands(); - - // run the world state - // don't allow simulation to run too fast or too slow or logic glitches can occur - - // stop running server frames if the wall time reaches this value - if (sys_ticrate.value <= 0 || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) - advancetime = sv_timer; - else + advancetime = sys_ticrate.value; + // listen servers can run multiple server frames per client frame + if (cls.state == ca_connected) { - advancetime = sys_ticrate.value; - // listen servers can run multiple server frames per client frame - if (cls.state == ca_connected) - { - framelimit = 10; - aborttime = Sys_DoubleTime() + 0.1; - } + framelimit = 10; + aborttime = realtime + 0.1; } - advancetime = min(advancetime, 0.1); + } + advancetime = min(advancetime, 0.1); - // 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; + 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; + } - // setup the VM frame - SV_VM_Begin(); + // 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; - for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) - { - sv_timer -= advancetime; + // setup the VM frame + SV_VM_Begin(); - // move things around and think unless paused - if (sv.frametime) - SV_Physics(); + for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + { + sv_timer -= advancetime; - // send all messages to the clients - SV_SendClientMessages(); + // move things around and think unless paused + if (sv.frametime) + SV_Physics(); - // clear the general datagram - SV_ClearDatagram(); + // if this server frame took too long, break out of the loop + if (framelimit > 1 && Sys_DoubleTime() >= aborttime) + break; + } - // 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(); + // end the server VM frame + SV_VM_End(); - // 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); } //------------------- @@ -711,89 +823,96 @@ void Host_Main(void) // //------------------- - if (cl_timer > 0 || cls.timedemo) + if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo)) { - if (cls.state == ca_dedicated) + // decide the simulation time + if (cls.capturevideo.active) { - // if there is no client, run client timing at 10fps - cl_timer -= 0.1; - if (host_speeds.integer) - time1 = time2 = Sys_DoubleTime(); + if (cls.capturevideo.realtime) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); + else + { + clframetime = 1.0 / cls.capturevideo.framerate; + cl.realframetime = max(cl_timer, clframetime); + } } + else if (vid_activewindow && cl_maxfps.value >= 1) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value); + else if (!vid_activewindow && cl_maxidlefps.value >= 1) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value); else + clframetime = cl.realframetime = cl_timer; + + // apply slowmo scaling + clframetime *= cl.movevars_timescale; + // scale playback speed of demos by slowmo cvar + if (cls.demoplayback) { - double frametime; - frametime = cl.realframetime = min(cl_timer, 1); + clframetime *= slowmo.value; + // if demo playback is paused, don't advance time at all + if (cls.demopaused) + clframetime = 0; + } - // decide the simulation time - if (!cls.timedemo) - { - if (cls.capturevideo_active && !cls.capturevideo_soundfile) - { - frametime = 1.0 / cls.capturevideo_framerate; - cl.realframetime = max(cl.realframetime, frametime); - } - else if (vid_activewindow) - frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value); - else - frametime = cl.realframetime = 0.1; - - // deduct the frame time from the accumulator - cl_timer -= cl.realframetime; - - // apply slowmo scaling - frametime *= slowmo.value; - - // host_framerate overrides all else - if (host_framerate.value) - frametime = host_framerate.value; - } + // host_framerate overrides all else + if (host_framerate.value) + clframetime = host_framerate.value; - cl.oldtime = cl.time; - cl.time += frametime; + if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive))) + clframetime = 0; - // Collect input into cmd - CL_Move(); + if (cls.timedemo) + clframetime = cl.realframetime = cl_timer; - NetConn_ClientFrame(); + // deduct the frame time from the accumulator + cl_timer -= cl.realframetime; - 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(); - } + cl.oldtime = cl.time; + cl.time += clframetime; - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // Collect input into cmd + CL_Input(); - //ui_update(); + // check for new packets + NetConn_ClientFrame(); - CL_VideoFrame(); + // read a new frame from a demo if needed + CL_ReadDemoMessage(); - CL_UpdateScreen(); + // now that packets have been read, send input to server + CL_SendMove(); - if (host_speeds.integer) - time2 = Sys_DoubleTime(); + // update client world (interpolate entities, create trails, etc) + CL_UpdateWorld(); - // update audio - if(csqc_usecsqclistener) - { - S_Update(&csqc_listenermatrix); - csqc_usecsqclistener = false; - } - else - S_Update(&r_refdef.viewentitymatrix); + // update video + if (host_speeds.integer) + time1 = Sys_DoubleTime(); + + CL_Video_Frame(); + CL_Gecko_Frame(); + + CL_UpdateScreen(); - CDAudio_Update(); + if (host_speeds.integer) + time2 = Sys_DoubleTime(); + + // update audio + if(cl.csqc_usecsqclistener) + { + S_Update(&cl.csqc_listenermatrix); + cl.csqc_usecsqclistener = false; } + else + S_Update(&r_refdef.view.matrix); + + CDAudio_Update(); + + // reset gathering of mouse input + in_mouse_x = in_mouse_y = 0; if (host_speeds.integer) { - int pass1, pass2, pass3; pass1 = (int)((time1 - time3)*1000000); time3 = Sys_DoubleTime(); pass2 = (int)((time2 - time1)*1000000); @@ -801,6 +920,18 @@ void Host_Main(void) Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } + wait = bound(0, host_sleep.value * 1000, 100000); + if (!cls.timedemo && wait >= 1) + Sys_Sleep((int)wait); + } + + // 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++; @@ -815,6 +946,8 @@ 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(); } @@ -831,7 +964,6 @@ extern void FS_Shutdown(void); extern void PR_Cmd_Init(void); extern void COM_Init_Commands(void); extern void FS_Init_Commands(void); -extern void COM_CheckRegistered(void); extern qboolean host_stuffcmdsrun; /* @@ -844,12 +976,21 @@ 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)); + // FIXME: this is evil, but possibly temporary // 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")) @@ -862,20 +1003,28 @@ static void Host_Init (void) developer_memorydebug.string = "100"; } - // LordHavoc: quake never seeded the random number generator before... heh - srand(time(NULL)); +// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from + if (COM_CheckParm("-nostdout")) + sys_nostdout = 1; // used by everything Memory_Init(); - // initialize console and logging - Con_Init(); - // initialize console command/cvar/alias/command execution systems Cmd_Init(); - // parse commandline - COM_InitArgv(); + // initialize memory subsystem cvars/commands + Memory_Init_Commands(); + + // initialize console and logging and its cvars/commands + Con_Init(); + + // initialize various cvars that could not be initialized earlier + Curl_Init_Commands(); + Cmd_Init_Commands(); + Sys_Init_Commands(); + COM_Init_Commands(); + FS_Init_Commands(); // initialize console window (only used by sys_win.c) Sys_InitConsole(); @@ -884,59 +1033,33 @@ 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); - -// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from - if (COM_CheckParm("-nostdout")) - sys_nostdout = 1; - else - Con_Printf("%s\n", engineversion); - - // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name) - FS_Init(); - - // initialize various cvars that could not be initialized earlier - Memory_Init_Commands(); - Con_Init_Commands(); - Cmd_Init_Commands(); - Sys_Init_Commands(); - COM_Init_Commands(); - FS_Init_Commands(); - COM_CheckRegistered(); + Con_Printf("%s\n", engineversion); // initialize ixtable Mathlib_Init(); + // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) + FS_Init(); + NetConn_Init(); + Curl_Init(); //PR_Init(); //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); + World_Init(); SV_Init(); 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(); @@ -1006,13 +1129,12 @@ static void Host_Init (void) Cbuf_Execute(); } - // check for special demolooponly mode -// COMMANDLINEOPTION: Client: -demolooponly runs a playdemo and quits - i = COM_CheckParm("-demolooponly"); +// 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\n", com_argv[i + 1])); + Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1])); Cbuf_Execute(); } @@ -1025,10 +1147,7 @@ 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(); } @@ -1055,6 +1174,11 @@ 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 @@ -1073,12 +1197,14 @@ 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 (); + Curl_Shutdown (); NetConn_Shutdown (); //PR_Shutdown (); @@ -1089,6 +1215,7 @@ void Host_Shutdown(void) } Cmd_Shutdown(); + Key_Shutdown(); CL_Shutdown(); Sys_Shutdown(); Log_Close();