2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 // LordHavoc: framerate upper cap
63 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
64 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"};
66 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
67 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
69 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
70 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
74 Host_AbortCurrentFrame
76 aborts the current host frame and goes on with the next one
79 void Host_AbortCurrentFrame(void)
81 longjmp (host_abortframe, 1);
88 This shuts down both the client and server
91 void Host_Error (const char *error, ...)
93 static char hosterrorstring1[MAX_INPUTLINE];
94 static char hosterrorstring2[MAX_INPUTLINE];
95 static qboolean hosterror = false;
98 // turn off rcon redirect if it was active when the crash occurred
99 rcon_redirect = false;
101 va_start (argptr,error);
102 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
105 Con_Printf("Host_Error: %s\n", hosterrorstring1);
107 // LordHavoc: if crashing very early, or currently shutting down, do
109 if (host_framecount < 3 || host_shuttingdown)
110 Sys_Error ("Host_Error: %s", hosterrorstring1);
113 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
116 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
118 CL_Parse_DumpPacket();
120 CL_Parse_ErrorCleanUp();
124 // print out where the crash happened, if it was caused by QC (and do a cleanup)
128 Host_ShutdownServer ();
130 if (cls.state == ca_dedicated)
131 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
138 Host_AbortCurrentFrame();
141 void Host_ServerOptions (void)
148 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
149 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
150 // if no client is in the executable or -dedicated is specified on
151 // commandline, start a dedicated server
152 i = COM_CheckParm ("-dedicated");
153 if (i || !cl_available)
155 cls.state = ca_dedicated;
156 // check for -dedicated specifying how many players
157 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
158 svs.maxclients = atoi (com_argv[i+1]);
159 if (COM_CheckParm ("-listen"))
160 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
161 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
162 Cvar_SetValue("sv_public", 1);
164 else if (cl_available)
166 // client exists and not dedicated, check if -listen is specified
167 cls.state = ca_disconnected;
168 i = COM_CheckParm ("-listen");
171 // default players unless specified
172 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
173 svs.maxclients = atoi (com_argv[i+1]);
177 // default players in some games, singleplayer in most
178 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
183 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
185 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
187 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
188 Cvar_SetValueQuick(&deathmatch, 1);
192 =======================
194 ======================
196 void Host_SaveConfig_f(void);
197 void Host_LoadConfig_f(void);
198 static void Host_InitLocal (void)
200 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
201 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
203 Cvar_RegisterVariable (&host_framerate);
204 Cvar_RegisterVariable (&host_speeds);
205 Cvar_RegisterVariable (&cl_maxfps);
206 Cvar_RegisterVariable (&cl_maxidlefps);
208 Cvar_RegisterVariable (&developer);
209 Cvar_RegisterVariable (&developer_entityparsing);
211 Cvar_RegisterVariable (×tamps);
212 Cvar_RegisterVariable (&timeformat);
220 Writes key bindings and archived cvars to config.cfg
223 void Host_SaveConfig_f(void)
227 // dedicated servers initialize the host but don't parse and set the
229 // LordHavoc: don't save a config if it crashed in startup
230 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
232 f = FS_Open ("config.cfg", "wb", false, false);
235 Con_Print("Couldn't write config.cfg.\n");
239 Key_WriteBindings (f);
240 Cvar_WriteVariables (f);
251 Resets key bindings and cvars to defaults and then reloads scripts
254 void Host_LoadConfig_f(void)
256 // unlock the cvar default strings so they can be updated by the new default.cfg
257 Cvar_UnlockDefaults();
258 // reset cvars to their defaults, and then exec startup scripts again
259 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
266 Sends text across to be displayed
267 FIXME: make this just a stuffed echo?
270 void SV_ClientPrint(const char *msg)
272 if (host_client->netconnection)
274 MSG_WriteByte(&host_client->netconnection->message, svc_print);
275 MSG_WriteString(&host_client->netconnection->message, msg);
283 Sends text across to be displayed
284 FIXME: make this just a stuffed echo?
287 void SV_ClientPrintf(const char *fmt, ...)
290 char msg[MAX_INPUTLINE];
292 va_start(argptr,fmt);
293 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
303 Sends text to all active clients
306 void SV_BroadcastPrint(const char *msg)
311 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
313 if (client->active && client->netconnection)
315 MSG_WriteByte(&client->netconnection->message, svc_print);
316 MSG_WriteString(&client->netconnection->message, msg);
320 if (sv_echobprint.integer && cls.state == ca_dedicated)
328 Sends text to all active clients
331 void SV_BroadcastPrintf(const char *fmt, ...)
334 char msg[MAX_INPUTLINE];
336 va_start(argptr,fmt);
337 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
340 SV_BroadcastPrint(msg);
347 Send text over to the client to be executed
350 void Host_ClientCommands(const char *fmt, ...)
353 char string[MAX_INPUTLINE];
355 if (!host_client->netconnection)
358 va_start(argptr,fmt);
359 dpvsnprintf(string, sizeof(string), fmt, argptr);
362 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
363 MSG_WriteString(&host_client->netconnection->message, string);
367 =====================
370 Called when the player is getting totally kicked off the host
371 if (crash = true), don't bother sending signofs
372 =====================
374 void SV_DropClient(qboolean crash)
377 Con_Printf("Client \"%s\" dropped\n", host_client->name);
379 SV_StopDemoRecording(host_client);
381 // make sure edict is not corrupt (from a level change for example)
382 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
384 if (host_client->netconnection)
386 // free the client (the body stays around)
389 // LordHavoc: no opportunity for resending, so use unreliable 3 times
390 unsigned char bufdata[8];
392 memset(&buf, 0, sizeof(buf));
394 buf.maxsize = sizeof(bufdata);
395 MSG_WriteByte(&buf, svc_disconnect);
396 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
397 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
398 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
400 // break the net connection
401 NetConn_Close(host_client->netconnection);
402 host_client->netconnection = NULL;
405 // call qc ClientDisconnect function
406 // LordHavoc: don't call QC if server is dead (avoids recursive
407 // Host_Error in some mods when they run out of edicts)
408 if (host_client->clientconnectcalled && sv.active && host_client->edict)
410 // call the prog function for removing a client
411 // this will set the body to a dead frame, among other things
412 int saveSelf = prog->globals.server->self;
413 host_client->clientconnectcalled = false;
414 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
415 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
416 prog->globals.server->self = saveSelf;
419 // if a download is active, close it
420 if (host_client->download_file)
422 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
423 FS_Close(host_client->download_file);
424 host_client->download_file = NULL;
425 host_client->download_name[0] = 0;
426 host_client->download_expectedposition = 0;
427 host_client->download_started = false;
430 // remove leaving player from scoreboard
431 host_client->name[0] = 0;
432 host_client->colors = 0;
433 host_client->frags = 0;
434 // send notification to all clients
435 // get number of client manually just to make sure we get it right...
436 i = host_client - svs.clients;
437 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
438 MSG_WriteByte (&sv.reliable_datagram, i);
439 MSG_WriteString (&sv.reliable_datagram, host_client->name);
440 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
441 MSG_WriteByte (&sv.reliable_datagram, i);
442 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
443 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
444 MSG_WriteByte (&sv.reliable_datagram, i);
445 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
447 // free the client now
448 if (host_client->entitydatabase)
449 EntityFrame_FreeDatabase(host_client->entitydatabase);
450 if (host_client->entitydatabase4)
451 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
452 if (host_client->entitydatabase5)
453 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
457 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
458 PRVM_ED_ClearEdict(host_client->edict);
461 // clear the client struct (this sets active to false)
462 memset(host_client, 0, sizeof(*host_client));
464 // update server listing on the master because player count changed
465 // (which the master uses for filtering empty/full servers)
466 NetConn_Heartbeat(1);
470 for (i = 0;i < svs.maxclients;i++)
471 if (svs.clients[i].active && !svs.clients[i].spawned)
473 if (i == svs.maxclients)
475 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
476 sv.paused = sv.loadgame = false; // we're basically done with loading now
485 This only happens at the end of a game, not between levels
488 void Host_ShutdownServer(void)
492 Con_DPrintf("Host_ShutdownServer\n");
497 NetConn_Heartbeat(2);
498 NetConn_Heartbeat(2);
500 // make sure all the clients know we're disconnecting
502 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
503 if (host_client->active)
504 SV_DropClient(false); // server shutdown
507 NetConn_CloseServerPorts();
513 memset(&sv, 0, sizeof(sv));
514 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
518 //============================================================================
522 Host_GetConsoleCommands
524 Add them exactly as if they had been typed at the console
527 void Host_GetConsoleCommands (void)
533 cmd = Sys_ConsoleInput ();
544 Returns a time report string, for example for
547 const char *Host_TimingReport()
549 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);
556 Runs all active servers
559 static void Host_Init(void);
565 double cl_timer, sv_timer;
566 double clframetime, deltarealtime, oldrealtime;
568 int pass1, pass2, pass3, i;
575 realtime = Sys_DoubleTime();
578 if (setjmp(host_abortframe))
579 continue; // something bad happened, or the server disconnected
581 oldrealtime = realtime;
582 realtime = Sys_DoubleTime();
584 deltarealtime = realtime - oldrealtime;
585 cl_timer += deltarealtime;
586 sv_timer += deltarealtime;
588 svs.perf_acc_realtime += deltarealtime;
590 // Look for clients who have spawned
591 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
592 if(host_client->spawned)
593 if(host_client->netconnection)
595 if(i == svs.maxclients)
597 // Nobody is looking? Then we won't do timing...
598 // Instead, reset it to zero
599 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;
601 else if(svs.perf_acc_realtime > 5)
603 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
604 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
605 if(svs.perf_acc_offset_samples > 0)
607 svs.perf_offset_max = svs.perf_acc_offset_max;
608 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
609 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
611 if(svs.perf_lost > 0)
612 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
613 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;
616 if (slowmo.value < 0.00001 && slowmo.value != 0)
617 Cvar_SetValue("slowmo", 0);
618 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
619 Cvar_SetValue("host_framerate", 0);
621 // keep the random time dependent, but not when playing demos/benchmarking
622 if(!*sv_random_seed.string && !cls.demoplayback)
625 cl.islocalgame = NetConn_IsLocalGame();
627 // get new key events
630 NetConn_UpdateSockets();
632 Log_DestBuffer_Flush();
634 // receive packets on each main loop iteration, as the main loop may
635 // be undersleeping due to select() detecting a new packet
637 NetConn_ServerFrame();
641 // check for commands typed to the host
642 Host_GetConsoleCommands();
644 // when a server is running we only execute console commands on server frames
645 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
646 // otherwise we execute them on all frames
647 if (sv_timer > 0 || !sv.active)
649 // process console commands
653 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
655 // if the accumulators haven't become positive yet, wait a while
656 if (cls.state == ca_dedicated)
657 wait = sv_timer * -1000000.0;
659 wait = cl_timer * -1000000.0;
661 wait = max(cl_timer, sv_timer) * -1000000.0;
665 if (!cls.timedemo && wait > 0)
667 double time0 = Sys_DoubleTime();
668 if (sv_checkforpacketsduringsleep.integer)
671 NetConn_SleepMicroseconds((int)wait);
676 Sys_Sleep((int)wait / 1000);
678 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
682 //-------------------
686 //-------------------
688 // limit the frametime steps to no more than 100ms each
693 svs.perf_acc_lost += (sv_timer - 0.1);
697 if (sv.active && sv_timer > 0)
699 // execute one or more server frames, with an upper limit on how much
700 // execution time to spend on server frames to avoid freezing the game if
701 // the server is overloaded, this execution time limit means the game will
702 // slow down if the server is taking too long.
703 int framecount, framelimit = 1;
704 double advancetime, aborttime = 0;
707 // run the world state
708 // don't allow simulation to run too fast or too slow or logic glitches can occur
710 // stop running server frames if the wall time reaches this value
711 if (sys_ticrate.value <= 0)
712 advancetime = sv_timer;
713 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
715 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
716 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
718 aborttime = realtime + 0.1;
722 advancetime = sys_ticrate.value;
723 // listen servers can run multiple server frames per client frame
724 if (cls.state == ca_connected)
727 aborttime = realtime + 0.1;
730 advancetime = min(advancetime, 0.1);
734 offset = sv_timer + (Sys_DoubleTime() - realtime);
735 ++svs.perf_acc_offset_samples;
736 svs.perf_acc_offset += offset;
737 svs.perf_acc_offset_squared += offset * offset;
738 if(svs.perf_acc_offset_max < offset)
739 svs.perf_acc_offset_max = offset;
742 // only advance time if not paused
743 // the game also pauses in singleplayer when menu or console is used
744 sv.frametime = advancetime * slowmo.value;
745 if (host_framerate.value)
746 sv.frametime = host_framerate.value;
747 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
750 // setup the VM frame
753 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
755 sv_timer -= advancetime;
757 // move things around and think unless paused
761 // if this server frame took too long, break out of the loop
762 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
766 // send all messages to the clients
767 SV_SendClientMessages();
769 // end the server VM frame
772 // send an heartbeat if enough time has passed since the last one
773 NetConn_Heartbeat(0);
776 //-------------------
780 //-------------------
782 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
784 // decide the simulation time
785 if (cls.capturevideo.active)
787 if (cls.capturevideo.realtime)
788 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
791 clframetime = 1.0 / cls.capturevideo.framerate;
792 cl.realframetime = max(cl_timer, clframetime);
795 else if (vid_activewindow)
796 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
798 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
800 // apply slowmo scaling
801 clframetime *= cl.movevars_timescale;
802 // scale playback speed of demos by slowmo cvar
803 if (cls.demoplayback)
805 clframetime *= slowmo.value;
806 // if demo playback is paused, don't advance time at all
811 // host_framerate overrides all else
812 if (host_framerate.value)
813 clframetime = host_framerate.value;
816 clframetime = cl.realframetime = cl_timer;
818 // deduct the frame time from the accumulator
819 cl_timer -= cl.realframetime;
821 cl.oldtime = cl.time;
822 cl.time += clframetime;
824 // Collect input into cmd
827 // check for new packets
828 NetConn_ClientFrame();
830 // read a new frame from a demo if needed
831 CL_ReadDemoMessage();
833 // now that packets have been read, send input to server
836 // update client world (interpolate entities, create trails, etc)
840 if (host_speeds.integer)
841 time1 = Sys_DoubleTime();
852 if (host_speeds.integer)
853 time2 = Sys_DoubleTime();
856 if(cl.csqc_usecsqclistener)
858 S_Update(&cl.csqc_listenermatrix);
859 cl.csqc_usecsqclistener = false;
862 S_Update(&r_view.matrix);
866 if (host_speeds.integer)
868 pass1 = (int)((time1 - time3)*1000000);
869 time3 = Sys_DoubleTime();
870 pass2 = (int)((time2 - time1)*1000000);
871 pass3 = (int)((time3 - time2)*1000000);
872 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
873 pass1+pass2+pass3, pass1, pass2, pass3);
877 // if there is some time remaining from this frame, reset the timers
882 svs.perf_acc_lost += sv_timer;
890 //============================================================================
892 qboolean vid_opened = false;
893 void Host_StartVideo(void)
895 if (!vid_opened && cls.state != ca_dedicated)
903 char engineversion[128];
905 qboolean sys_nostdout = false;
907 extern void Render_Init(void);
908 extern void Mathlib_Init(void);
909 extern void FS_Init(void);
910 extern void FS_Shutdown(void);
911 extern void PR_Cmd_Init(void);
912 extern void COM_Init_Commands(void);
913 extern void FS_Init_Commands(void);
914 extern qboolean host_stuffcmdsrun;
921 static void Host_Init (void)
926 if (COM_CheckParm("-profilegameonly"))
927 Sys_AllowProfiling(false);
929 // LordHavoc: quake never seeded the random number generator before... heh
930 if (COM_CheckParm("-benchmark"))
931 srand(0); // predictable random sequence for -benchmark
935 // FIXME: this is evil, but possibly temporary
936 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
937 if (COM_CheckParm("-developer"))
939 developer.value = developer.integer = 100;
940 developer.string = "100";
943 if (COM_CheckParm("-developer2"))
945 developer.value = developer.integer = 100;
946 developer.string = "100";
947 developer_memory.value = developer_memory.integer = 100;
948 developer.string = "100";
949 developer_memorydebug.value = developer_memorydebug.integer = 100;
950 developer_memorydebug.string = "100";
953 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
954 if (COM_CheckParm("-nostdout"))
957 // used by everything
960 // initialize console command/cvar/alias/command execution systems
963 // initialize memory subsystem cvars/commands
964 Memory_Init_Commands();
966 // initialize console and logging and its cvars/commands
969 // initialize various cvars that could not be initialized earlier
970 Curl_Init_Commands();
976 // initialize console window (only used by sys_win.c)
979 // detect gamemode from commandline options or executable name
982 // construct a version string for the corner of the console
983 #if defined(__linux__)
987 #elif defined(__FreeBSD__)
989 #elif defined(__NetBSD__)
991 #elif defined(__OpenBSD__)
993 #elif defined(MACOSX)
995 #elif defined(__MORPHOS__)
1000 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1001 Con_Printf("%s\n", engineversion);
1003 // initialize ixtable
1006 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1017 Host_InitCommands();
1019 Host_ServerOptions();
1021 if (cls.state != ca_dedicated)
1023 Con_Printf("Initializing client\n");
1038 // set up the default startmap_sp and startmap_dm aliases (mods can
1039 // override these) and then execute the quake.rc startup script
1040 if (gamemode == GAME_NEHAHRA)
1041 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1042 else if (gamemode == GAME_TRANSFUSION)
1043 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1044 else if (gamemode == GAME_TEU)
1045 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1047 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1050 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1051 if (!host_stuffcmdsrun)
1053 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1057 // put up the loading image so the user doesn't stare at a black screen...
1058 SCR_BeginLoadingPlaque();
1060 // FIXME: put this into some neat design, but the menu should be allowed to crash
1061 // without crashing the whole game, so this should just be a short-time solution
1063 // here comes the not so critical stuff
1064 if (setjmp(host_abortframe)) {
1068 if (cls.state != ca_dedicated)
1073 // check for special benchmark mode
1074 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1075 i = COM_CheckParm("-benchmark");
1076 if (i && i + 1 < com_argc)
1077 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1079 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1083 // check for special demo mode
1084 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1085 i = COM_CheckParm("-demo");
1086 if (i && i + 1 < com_argc)
1087 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1089 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1093 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1094 i = COM_CheckParm("-capturedemo");
1095 if (i && i + 1 < com_argc)
1096 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1098 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1102 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1103 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1105 Cbuf_AddText("startmap_dm\n");
1109 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1111 if (gamemode == GAME_NEXUIZ)
1112 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1114 Cbuf_AddText("togglemenu\n");
1118 Con_DPrint("========Initialized=========\n");
1120 //Host_StartVideo();
1128 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1129 to run quit through here before the final handoff to the sys code.
1132 void Host_Shutdown(void)
1134 static qboolean isdown = false;
1138 Con_Print("recursive shutdown\n");
1141 if (setjmp(host_abortframe))
1143 Con_Print("aborted the quitting frame?!?\n");
1148 // be quiet while shutting down
1151 // disconnect client from server if active
1154 // shut down local server if active
1155 Host_ShutdownServer ();
1162 // AK hmm, no PRVM_Shutdown(); yet
1164 #ifdef SUPPORT_GECKO
1165 CL_Gecko_Shutdown();
1167 CL_Video_Shutdown();
1169 Host_SaveConfig_f();
1171 CDAudio_Shutdown ();
1174 NetConn_Shutdown ();
1177 if (cls.state != ca_dedicated)
1179 R_Modules_Shutdown();