X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=host.c;h=c7f92fa24b914f0efe17bbf26f7ff718ce6d5b45;hp=5e65a00283cc56776364d8277d8b2f27eb8e9b46;hb=ac947d2fbb445473c266390a1fca26c8be8611c4;hpb=426d3967446d906a9612ae09e6748d3dad26c60f diff --git a/host.c b/host.c index 5e65a002..c7f92fa2 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"}; @@ -112,7 +112,7 @@ void Host_Error (const char *error, ...) va_list argptr; va_start (argptr,error); - vsprintf (hosterrorstring1,error,argptr); + vsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); Con_Printf("Host_Error: %s\n", hosterrorstring1); @@ -161,8 +161,8 @@ void Host_ServerOptions (void) // general default numplayers = 8; -// COMMANDLINEOPTION: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8 -// COMMANDLINEOPTION: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 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 @@ -235,8 +235,7 @@ void Host_InitLocal (void) 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); @@ -352,7 +351,7 @@ void SV_BroadcastPrint(const char *msg) } if (sv_echobprint.integer && cls.state == ca_dedicated) - Sys_Print(msg); + Con_Print(msg); } /* @@ -387,7 +386,7 @@ void Host_ClientCommands(const char *fmt, ...) char string[1024]; va_start(argptr,fmt); - vsprintf(string, fmt,argptr); + vsnprintf(string, sizeof(string), fmt, argptr); va_end(argptr); MSG_WriteByte(&host_client->message, svc_stufftext); @@ -404,13 +403,12 @@ 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) @@ -420,41 +418,44 @@ void SV_DropClient(qboolean crash) 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; - } } - // send notification to all clients - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) + // 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) { - if (!client->active) - continue; - MSG_WriteByte(&client->message, svc_updatename); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteString(&client->message, ""); - MSG_WriteByte(&client->message, svc_updatefrags); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteShort(&client->message, 0); - MSG_WriteByte(&client->message, svc_updatecolors); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteByte(&client->message, 0); + // 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; } - NetConn_Heartbeat(1); + // 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->colors = 0; + host_client->frags = 0; + // send notification to all clients + // 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) @@ -463,8 +464,19 @@ void SV_DropClient(qboolean crash) EntityFrame4_FreeDatabase(host_client->entitydatabase4); if (host_client->entitydatabase5) EntityFrame5_FreeDatabase(host_client->entitydatabase5); + + if (sv.active) + { + // 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); } /* @@ -544,68 +556,83 @@ 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, 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 < 0.01 || 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 (!cls.timedemo) + if (cls.timedemo) { - // default to sys_ticrate (server framerate - presumably low) unless we - // have a good reason to run faster + // disable time effects during timedemo + cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime; + oldrealtime = realtime; + return true; + } + + // 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 (cls.state != ca_dedicated) + 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; + } + + timeleft = (oldrealtime - realtime) + timecap; + if (timeleft > 0) + { + int msleft; + // don't totally hog the CPU + if (cls.state == ca_dedicated) { - if (cl_avidemo.value >= 0.1f) - timecap = 1.0 / (double)cl_avidemo.value; - else if (vid_activewindow) - timecap = 1.0 / host_maxfps.value; + // 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); } - - timeleft = oldrealtime + timecap - realtime; - if (timeleft > 0) + else { - // don't totally hog the CPU - if (timeleft >= 0.02) - Sys_Sleep((int)(timeleft * 1000) - 5); - return false; + // 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; } @@ -640,38 +667,60 @@ Host_ServerFrame */ void Host_ServerFrame (void) { - static double frametimetotal = 0, lastservertime = 0; - frametimetotal += host_frametime; - // LordHavoc: cap server at sys_ticrate in networked games - if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value)) + // never run more than 5 frames at a time as a sanity limit + int framecount, framelimit = 5; + double advancetime, newtime; + if (!sv.active) return; + newtime = Sys_DoubleTime(); + // if this is the first frame of a new server, ignore the huge time difference + if (!sv.timer) + sv.timer = newtime; + // if we're already past the new time, don't run a frame + // (does not happen if cl.islocalgame) + if (sv.timer > newtime) + return; + // 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 < newtime;framecount++) + { + if (cl.islocalgame) + advancetime = min(newtime - 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 (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive))) + sv.frametime = 0; -// run the world state - if (!sv.paused && (!cl.islocalgame || (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 < newtime) + sv.timer = newtime; } @@ -688,18 +737,17 @@ void _Host_Frame (float time) static double time2 = 0; static double time3 = 0; int pass1, pass2, pass3; - usercmd_t cmd; // Used for receiving input 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)) return; + // keep the random time dependent + rand(); + cl.islocalgame = NetConn_IsLocalGame(); // get new key events @@ -709,14 +757,14 @@ void _Host_Frame (float time) IN_Commands(); // Collect input into cmd - IN_ProcessMove(&cmd); + IN_ProcessMove(); // process console commands Cbuf_Execute(); // if running the server locally, make intentions now if (cls.state == ca_connected && sv.active) - CL_SendCmd(&cmd); + CL_SendCmd(); //------------------- // @@ -746,7 +794,7 @@ void _Host_Frame (float time) // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) - CL_SendCmd(&cmd); + CL_SendCmd(); CL_ReadFromServer(); } @@ -842,7 +890,7 @@ void Host_Init (void) srand(time(NULL)); // FIXME: this is evil, but possibly temporary -// COMMANDLINEOPTION: -developer enables warnings and other notices (RECOMMENDED for mod developers) +// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers) if (COM_CheckParm("-developer")) { forcedeveloper = true; @@ -894,6 +942,7 @@ void Host_Init (void) if (cls.state != ca_dedicated) { VID_Open(); + CL_InitTEnts (); // We must wait after sound startup to load tent sounds SCR_BeginLoadingPlaque(); MR_Init(); } @@ -905,8 +954,18 @@ void Host_Init (void) else Cbuf_InsertText("exec quake.rc\n"); + if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen"))) + { + if (gamemode == GAME_TRANSFUSION) + Cbuf_InsertText ("map bb1\n"); + else if (gamemode == GAME_NEXUIZ) + Cbuf_InsertText ("map nexdm01\n"); + else + Cbuf_InsertText ("map start\n"); + } + // check for special benchmark mode -// COMMANDLINEOPTION: -benchmark runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) +// 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) Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1])); @@ -937,6 +996,12 @@ void Host_Shutdown(void) } isdown = true; + // disconnect client from server if active + CL_Disconnect(); + + // shut down local server if active + Host_ShutdownServer (false); + // Shutdown menu if(MR_Shutdown) MR_Shutdown(); @@ -944,11 +1009,16 @@ void Host_Shutdown(void) // AK shutdown PRVM // AK hmm, no PRVM_Shutdown(); yet + CL_Video_Shutdown(); Host_SaveConfig_f(); CDAudio_Shutdown (); + S_Terminate (); NetConn_Shutdown (); + PR_Shutdown (); + COM_Shutdown (); + Cbuf_Shutdown (); if (cls.state != ca_dedicated) { @@ -956,7 +1026,10 @@ void Host_Shutdown(void) VID_Shutdown(); } + Cmd_Shutdown(); + CL_Shutdown(); Sys_Shutdown(); Log_Close (); + Memory_Shutdown(); }