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
36 A server can always be started, even if the system started out as a client
39 A client can NOT be started if the system started as a dedicated server.
41 Memory is cleared / released when a server or client begins, not when they end.
45 // how many frames have occurred
46 // (checked by Host_Error and Host_SaveConfig_f)
47 int host_framecount = 0;
48 // LordHavoc: set when quit is executed
49 qboolean host_shuttingdown = false;
51 // the real time since application started, without any slowmo or clamping
55 client_t *host_client;
57 jmp_buf host_abortframe;
58 double host_starttime = 0;
60 // pretend frames take this amount of time (in seconds), 0 = realtime
61 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"};
62 // shows time used by certain subsystems
63 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
64 cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
65 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"};
66 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
67 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
68 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
69 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"};
70 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
71 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)"};
72 cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
73 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"};
75 cvar_t developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
76 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
77 cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
78 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)"};
79 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
80 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
82 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
83 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
87 Host_AbortCurrentFrame
89 aborts the current host frame and goes on with the next one
92 void Host_AbortCurrentFrame(void)
94 longjmp (host_abortframe, 1);
101 This shuts down both the client and server
104 void Host_Error (const char *error, ...)
106 static char hosterrorstring1[MAX_INPUTLINE];
107 static char hosterrorstring2[MAX_INPUTLINE];
108 static qboolean hosterror = false;
111 // turn off rcon redirect if it was active when the crash occurred
112 // to prevent loops when it is a networking problem
113 Con_Rcon_Redirect_Abort();
115 va_start (argptr,error);
116 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
119 Con_Printf("Host_Error: %s\n", hosterrorstring1);
121 // LordHavoc: if crashing very early, or currently shutting down, do
123 if (host_framecount < 3 || host_shuttingdown)
124 Sys_Error ("Host_Error: %s", hosterrorstring1);
127 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
130 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
132 CL_Parse_DumpPacket();
134 CL_Parse_ErrorCleanUp();
138 // print out where the crash happened, if it was caused by QC (and do a cleanup)
142 Host_ShutdownServer ();
144 if (cls.state == ca_dedicated)
145 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
152 Host_AbortCurrentFrame();
155 void Host_ServerOptions (void)
162 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
163 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
164 // if no client is in the executable or -dedicated is specified on
165 // commandline, start a dedicated server
166 i = COM_CheckParm ("-dedicated");
167 if (i || !cl_available)
169 cls.state = ca_dedicated;
170 // check for -dedicated specifying how many players
171 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
172 svs.maxclients = atoi (com_argv[i+1]);
173 if (COM_CheckParm ("-listen"))
174 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
175 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
176 Cvar_SetValue("sv_public", 1);
178 else if (cl_available)
180 // client exists and not dedicated, check if -listen is specified
181 cls.state = ca_disconnected;
182 i = COM_CheckParm ("-listen");
185 // default players unless specified
186 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
187 svs.maxclients = atoi (com_argv[i+1]);
191 // default players in some games, singleplayer in most
192 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
197 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
199 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
201 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
202 Cvar_SetValueQuick(&deathmatch, 1);
206 =======================
208 ======================
210 void Host_SaveConfig_f(void);
211 void Host_LoadConfig_f(void);
212 extern cvar_t sv_writepicture_quality;
213 static void Host_InitLocal (void)
215 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
216 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
218 Cvar_RegisterVariable (&host_framerate);
219 Cvar_RegisterVariable (&host_speeds);
220 Cvar_RegisterVariable (&host_maxwait);
221 Cvar_RegisterVariable (&cl_minfps);
222 Cvar_RegisterVariable (&cl_minfps_fade);
223 Cvar_RegisterVariable (&cl_minfps_qualitymax);
224 Cvar_RegisterVariable (&cl_minfps_qualitymin);
225 Cvar_RegisterVariable (&cl_minfps_qualitypower);
226 Cvar_RegisterVariable (&cl_minfps_qualityscale);
227 Cvar_RegisterVariable (&cl_maxfps);
228 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
229 Cvar_RegisterVariable (&cl_maxidlefps);
231 Cvar_RegisterVariable (&developer);
232 Cvar_RegisterVariable (&developer_extra);
233 Cvar_RegisterVariable (&developer_insane);
234 Cvar_RegisterVariable (&developer_loadfile);
235 Cvar_RegisterVariable (&developer_loading);
236 Cvar_RegisterVariable (&developer_entityparsing);
238 Cvar_RegisterVariable (×tamps);
239 Cvar_RegisterVariable (&timeformat);
241 Cvar_RegisterVariable (&sv_writepicture_quality);
249 Writes key bindings and archived cvars to config.cfg
252 void Host_SaveConfig_to(const char *file)
256 // dedicated servers initialize the host but don't parse and set the
258 // LordHavoc: don't save a config if it crashed in startup
259 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
261 f = FS_OpenRealFile(file, "wb", false);
264 Con_Printf("Couldn't write %s.\n", file);
268 Key_WriteBindings (f);
269 Cvar_WriteVariables (f);
274 void Host_SaveConfig(void)
276 Host_SaveConfig_to(CONFIGFILENAME);
278 void Host_SaveConfig_f(void)
280 const char *file = CONFIGFILENAME;
282 if(Cmd_Argc() >= 2) {
284 Con_Printf("Saving to %s\n", file);
287 Host_SaveConfig_to(file);
294 Resets key bindings and cvars to defaults and then reloads scripts
297 void Host_LoadConfig_f(void)
299 // unlock the cvar default strings so they can be updated by the new default.cfg
300 Cvar_UnlockDefaults();
301 // reset cvars to their defaults, and then exec startup scripts again
302 Cbuf_InsertText("cvar_resettodefaults_all;exec " STARTCONFIGFILENAME "\n");
309 Sends text across to be displayed
310 FIXME: make this just a stuffed echo?
313 void SV_ClientPrint(const char *msg)
315 if (host_client->netconnection)
317 MSG_WriteByte(&host_client->netconnection->message, svc_print);
318 MSG_WriteString(&host_client->netconnection->message, msg);
326 Sends text across to be displayed
327 FIXME: make this just a stuffed echo?
330 void SV_ClientPrintf(const char *fmt, ...)
333 char msg[MAX_INPUTLINE];
335 va_start(argptr,fmt);
336 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
346 Sends text to all active clients
349 void SV_BroadcastPrint(const char *msg)
354 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
356 if (client->active && client->netconnection)
358 MSG_WriteByte(&client->netconnection->message, svc_print);
359 MSG_WriteString(&client->netconnection->message, msg);
363 if (sv_echobprint.integer && cls.state == ca_dedicated)
371 Sends text to all active clients
374 void SV_BroadcastPrintf(const char *fmt, ...)
377 char msg[MAX_INPUTLINE];
379 va_start(argptr,fmt);
380 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
383 SV_BroadcastPrint(msg);
390 Send text over to the client to be executed
393 void Host_ClientCommands(const char *fmt, ...)
396 char string[MAX_INPUTLINE];
398 if (!host_client->netconnection)
401 va_start(argptr,fmt);
402 dpvsnprintf(string, sizeof(string), fmt, argptr);
405 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
406 MSG_WriteString(&host_client->netconnection->message, string);
410 =====================
413 Called when the player is getting totally kicked off the host
414 if (crash = true), don't bother sending signofs
415 =====================
417 void SV_DropClient(qboolean crash)
420 Con_Printf("Client \"%s\" dropped\n", host_client->name);
422 SV_StopDemoRecording(host_client);
424 // make sure edict is not corrupt (from a level change for example)
425 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
427 if (host_client->netconnection)
429 // free the client (the body stays around)
432 // LordHavoc: no opportunity for resending, so use unreliable 3 times
433 unsigned char bufdata[8];
435 memset(&buf, 0, sizeof(buf));
437 buf.maxsize = sizeof(bufdata);
438 MSG_WriteByte(&buf, svc_disconnect);
439 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
440 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
441 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
443 // break the net connection
444 NetConn_Close(host_client->netconnection);
445 host_client->netconnection = NULL;
448 // call qc ClientDisconnect function
449 // LordHavoc: don't call QC if server is dead (avoids recursive
450 // Host_Error in some mods when they run out of edicts)
451 if (host_client->clientconnectcalled && sv.active && host_client->edict)
453 // call the prog function for removing a client
454 // this will set the body to a dead frame, among other things
455 int saveSelf = prog->globals.server->self;
456 host_client->clientconnectcalled = false;
457 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
458 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
459 prog->globals.server->self = saveSelf;
462 // if a download is active, close it
463 if (host_client->download_file)
465 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
466 FS_Close(host_client->download_file);
467 host_client->download_file = NULL;
468 host_client->download_name[0] = 0;
469 host_client->download_expectedposition = 0;
470 host_client->download_started = false;
473 // remove leaving player from scoreboard
474 host_client->name[0] = 0;
475 host_client->colors = 0;
476 host_client->frags = 0;
477 // send notification to all clients
478 // get number of client manually just to make sure we get it right...
479 i = host_client - svs.clients;
480 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
481 MSG_WriteByte (&sv.reliable_datagram, i);
482 MSG_WriteString (&sv.reliable_datagram, host_client->name);
483 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
484 MSG_WriteByte (&sv.reliable_datagram, i);
485 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
486 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
487 MSG_WriteByte (&sv.reliable_datagram, i);
488 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
490 // free the client now
491 if (host_client->entitydatabase)
492 EntityFrame_FreeDatabase(host_client->entitydatabase);
493 if (host_client->entitydatabase4)
494 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
495 if (host_client->entitydatabase5)
496 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
500 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
501 PRVM_ED_ClearEdict(host_client->edict);
504 // clear the client struct (this sets active to false)
505 memset(host_client, 0, sizeof(*host_client));
507 // update server listing on the master because player count changed
508 // (which the master uses for filtering empty/full servers)
509 NetConn_Heartbeat(1);
513 for (i = 0;i < svs.maxclients;i++)
514 if (svs.clients[i].active && !svs.clients[i].spawned)
516 if (i == svs.maxclients)
518 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
519 sv.paused = sv.loadgame = false; // we're basically done with loading now
528 This only happens at the end of a game, not between levels
531 void Host_ShutdownServer(void)
535 Con_DPrintf("Host_ShutdownServer\n");
540 NetConn_Heartbeat(2);
541 NetConn_Heartbeat(2);
543 // make sure all the clients know we're disconnecting
545 World_End(&sv.world);
547 if(prog->funcoffsets.SV_Shutdown)
549 func_t s = prog->funcoffsets.SV_Shutdown;
550 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
551 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
553 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
554 if (host_client->active)
555 SV_DropClient(false); // server shutdown
558 NetConn_CloseServerPorts();
564 memset(&sv, 0, sizeof(sv));
565 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
569 //============================================================================
573 Host_GetConsoleCommands
575 Add them exactly as if they had been typed at the console
578 void Host_GetConsoleCommands (void)
584 cmd = Sys_ConsoleInput ();
595 Returns a time report string, for example for
598 const char *Host_TimingReport(void)
600 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);
607 Runs all active servers
610 static void Host_Init(void);
616 double cl_timer, sv_timer;
617 double clframetime, deltarealtime, oldrealtime;
619 int pass1, pass2, pass3, i;
626 realtime = host_starttime = Sys_DoubleTime();
629 if (setjmp(host_abortframe))
631 SCR_ClearLoadingScreen(false);
632 continue; // something bad happened, or the server disconnected
635 oldrealtime = realtime;
636 realtime = Sys_DoubleTime();
638 deltarealtime = realtime - oldrealtime;
639 cl_timer += deltarealtime;
640 sv_timer += deltarealtime;
642 svs.perf_acc_realtime += deltarealtime;
644 // Look for clients who have spawned
645 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
646 if(host_client->spawned)
647 if(host_client->netconnection)
649 if(i == svs.maxclients)
651 // Nobody is looking? Then we won't do timing...
652 // Instead, reset it to zero
653 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;
655 else if(svs.perf_acc_realtime > 5)
657 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
658 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
659 if(svs.perf_acc_offset_samples > 0)
661 svs.perf_offset_max = svs.perf_acc_offset_max;
662 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
663 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
665 if(svs.perf_lost > 0 && developer_extra.integer)
666 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
667 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;
670 if (slowmo.value < 0.00001 && slowmo.value != 0)
671 Cvar_SetValue("slowmo", 0);
672 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
673 Cvar_SetValue("host_framerate", 0);
675 // keep the random time dependent, but not when playing demos/benchmarking
676 if(!*sv_random_seed.string && !cls.demoplayback)
679 cl.islocalgame = NetConn_IsLocalGame();
681 // get new key events
682 Key_EventQueue_Unblock();
683 SndSys_SendKeyEvents();
686 NetConn_UpdateSockets();
688 Log_DestBuffer_Flush();
690 // receive packets on each main loop iteration, as the main loop may
691 // be undersleeping due to select() detecting a new packet
693 NetConn_ServerFrame();
697 // check for commands typed to the host
698 Host_GetConsoleCommands();
700 // when a server is running we only execute console commands on server frames
701 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
702 // otherwise we execute them on client frames
703 if (sv.active ? sv_timer > 0 : cl_timer > 0)
705 // process console commands
706 // R_TimeReport("preconsole");
707 CL_VM_PreventInformationLeaks();
709 // R_TimeReport("console");
712 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
714 // if the accumulators haven't become positive yet, wait a while
715 if (cls.state == ca_dedicated)
716 wait = sv_timer * -1000000.0;
718 wait = cl_timer * -1000000.0;
720 wait = max(cl_timer, sv_timer) * -1000000.0;
722 if (!cls.timedemo && wait >= 1)
726 if(host_maxwait.value <= 0)
727 wait = min(wait, 1000000.0);
729 wait = min(wait, host_maxwait.value * 1000.0);
731 wait = 1; // because we cast to int
733 time0 = Sys_DoubleTime();
734 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
735 NetConn_SleepMicroseconds((int)wait);
737 Sys_Sleep((int)wait);
738 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
739 // R_TimeReport("sleep");
745 //-------------------
749 //-------------------
751 // limit the frametime steps to no more than 100ms each
756 svs.perf_acc_lost += (sv_timer - 0.1);
760 if (sv.active && sv_timer > 0)
762 // execute one or more server frames, with an upper limit on how much
763 // execution time to spend on server frames to avoid freezing the game if
764 // the server is overloaded, this execution time limit means the game will
765 // slow down if the server is taking too long.
766 int framecount, framelimit = 1;
767 double advancetime, aborttime = 0;
770 // run the world state
771 // don't allow simulation to run too fast or too slow or logic glitches can occur
773 // stop running server frames if the wall time reaches this value
774 if (sys_ticrate.value <= 0)
775 advancetime = sv_timer;
776 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
778 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
779 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
781 aborttime = realtime + 0.1;
785 advancetime = sys_ticrate.value;
786 // listen servers can run multiple server frames per client frame
787 if (cls.state == ca_connected)
790 aborttime = realtime + 0.1;
793 if(slowmo.value > 0 && slowmo.value < 1)
794 advancetime = min(advancetime, 0.1 / slowmo.value);
796 advancetime = min(advancetime, 0.1);
800 offset = sv_timer + (Sys_DoubleTime() - realtime);
801 ++svs.perf_acc_offset_samples;
802 svs.perf_acc_offset += offset;
803 svs.perf_acc_offset_squared += offset * offset;
804 if(svs.perf_acc_offset_max < offset)
805 svs.perf_acc_offset_max = offset;
808 // only advance time if not paused
809 // the game also pauses in singleplayer when menu or console is used
810 sv.frametime = advancetime * slowmo.value;
811 if (host_framerate.value)
812 sv.frametime = host_framerate.value;
813 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
816 // setup the VM frame
819 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
821 sv_timer -= advancetime;
823 // move things around and think unless paused
827 // if this server frame took too long, break out of the loop
828 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
831 R_TimeReport("serverphysics");
833 // send all messages to the clients
834 SV_SendClientMessages();
836 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
837 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
838 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
841 // end the server VM frame
844 // send an heartbeat if enough time has passed since the last one
845 NetConn_Heartbeat(0);
846 R_TimeReport("servernetwork");
850 // don't let r_speeds display jump around
851 R_TimeReport("serverphysics");
852 R_TimeReport("servernetwork");
855 //-------------------
859 //-------------------
861 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
864 // decide the simulation time
865 if (cls.capturevideo.active)
868 if (cls.capturevideo.realtime)
869 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
872 clframetime = 1.0 / cls.capturevideo.framerate;
873 cl.realframetime = max(cl_timer, clframetime);
876 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
878 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
879 // when running slow, we need to sleep to keep input responsive
880 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
882 Sys_Sleep((int)wait);
884 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
885 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
887 clframetime = cl.realframetime = cl_timer;
889 // apply slowmo scaling
890 clframetime *= cl.movevars_timescale;
891 // scale playback speed of demos by slowmo cvar
892 if (cls.demoplayback)
894 clframetime *= slowmo.value;
895 // if demo playback is paused, don't advance time at all
900 // host_framerate overrides all else
901 if (host_framerate.value)
902 clframetime = host_framerate.value;
904 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
908 clframetime = cl.realframetime = cl_timer;
910 // deduct the frame time from the accumulator
911 cl_timer -= cl.realframetime;
913 cl.oldtime = cl.time;
914 cl.time += clframetime;
917 if (host_speeds.integer)
918 time1 = Sys_DoubleTime();
919 R_TimeReport("pre-input");
921 // Collect input into cmd
924 R_TimeReport("input");
926 // check for new packets
927 NetConn_ClientFrame();
929 // read a new frame from a demo if needed
930 CL_ReadDemoMessage();
931 R_TimeReport("clientnetwork");
933 // now that packets have been read, send input to server
935 R_TimeReport("sendmove");
937 // update client world (interpolate entities, create trails, etc)
939 R_TimeReport("lerpworld");
944 R_TimeReport("client");
947 R_TimeReport("render");
949 if (host_speeds.integer)
950 time2 = Sys_DoubleTime();
953 if(cl.csqc_usecsqclistener)
955 S_Update(&cl.csqc_listenermatrix);
956 cl.csqc_usecsqclistener = false;
959 S_Update(&r_refdef.view.matrix);
962 R_TimeReport("audio");
964 // reset gathering of mouse input
965 in_mouse_x = in_mouse_y = 0;
967 if (host_speeds.integer)
969 pass1 = (int)((time1 - time3)*1000000);
970 time3 = Sys_DoubleTime();
971 pass2 = (int)((time2 - time1)*1000000);
972 pass3 = (int)((time3 - time2)*1000000);
973 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
974 pass1+pass2+pass3, pass1, pass2, pass3);
979 Mem_CheckSentinelsGlobal();
981 if (developer_memorydebug.integer)
982 Mem_CheckSentinelsGlobal();
985 // if there is some time remaining from this frame, reset the timers
990 svs.perf_acc_lost += sv_timer;
998 //============================================================================
1000 qboolean vid_opened = false;
1001 void Host_StartVideo(void)
1003 if (!vid_opened && cls.state != ca_dedicated)
1006 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1007 NetConn_UpdateSockets();
1013 char engineversion[128];
1015 qboolean sys_nostdout = false;
1017 extern void u8_Init(void);
1018 extern void Render_Init(void);
1019 extern void Mathlib_Init(void);
1020 extern void FS_Init_SelfPack(void);
1021 extern void FS_Init(void);
1022 extern void FS_Shutdown(void);
1023 extern void PR_Cmd_Init(void);
1024 extern void COM_Init_Commands(void);
1025 extern void FS_Init_Commands(void);
1026 extern qboolean host_stuffcmdsrun;
1029 ====================
1031 ====================
1033 static void Host_Init (void)
1038 if (COM_CheckParm("-profilegameonly"))
1039 Sys_AllowProfiling(false);
1041 // LordHavoc: quake never seeded the random number generator before... heh
1042 if (COM_CheckParm("-benchmark"))
1043 srand(0); // predictable random sequence for -benchmark
1045 srand((unsigned int)time(NULL));
1047 // FIXME: this is evil, but possibly temporary
1048 // LordHavoc: doesn't seem very temporary...
1049 // LordHavoc: made this a saved cvar
1050 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1051 if (COM_CheckParm("-developer"))
1053 developer.value = developer.integer = 1;
1054 developer.string = "1";
1057 if (COM_CheckParm("-developer2"))
1059 developer.value = developer.integer = 1;
1060 developer.string = "1";
1061 developer_extra.value = developer_extra.integer = 1;
1062 developer_extra.string = "1";
1063 developer_insane.value = developer_insane.integer = 1;
1064 developer_insane.string = "1";
1065 developer_memory.value = developer_memory.integer = 1;
1066 developer_memory.string = "1";
1067 developer_memorydebug.value = developer_memorydebug.integer = 1;
1068 developer_memorydebug.string = "1";
1071 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1072 if (COM_CheckParm("-nostdout"))
1075 // used by everything
1078 // initialize console command/cvar/alias/command execution systems
1081 // initialize memory subsystem cvars/commands
1082 Memory_Init_Commands();
1084 // initialize console and logging and its cvars/commands
1087 // initialize various cvars that could not be initialized earlier
1089 Curl_Init_Commands();
1090 Cmd_Init_Commands();
1091 Sys_Init_Commands();
1092 COM_Init_Commands();
1095 // initialize console window (only used by sys_win.c)
1098 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1101 // detect gamemode from commandline options or executable name
1104 // construct a version string for the corner of the console
1106 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1107 Con_Printf("%s\n", engineversion);
1109 // initialize ixtable
1112 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1123 Host_InitCommands();
1125 Host_ServerOptions();
1127 if (cls.state == ca_dedicated)
1128 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1131 Con_DPrintf("Initializing client\n");
1146 // set up the default startmap_sp and startmap_dm aliases (mods can
1147 // override these) and then execute the quake.rc startup script
1148 if (gamemode == GAME_NEHAHRA)
1149 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
1150 else if (gamemode == GAME_TRANSFUSION)
1151 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
1152 else if (gamemode == GAME_TEU)
1153 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1155 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
1158 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1159 if (!host_stuffcmdsrun)
1161 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1165 // put up the loading image so the user doesn't stare at a black screen...
1166 SCR_BeginLoadingPlaque();
1168 // FIXME: put this into some neat design, but the menu should be allowed to crash
1169 // without crashing the whole game, so this should just be a short-time solution
1171 // here comes the not so critical stuff
1172 if (setjmp(host_abortframe)) {
1176 if (cls.state != ca_dedicated)
1181 // check for special benchmark mode
1182 // 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)
1183 i = COM_CheckParm("-benchmark");
1184 if (i && i + 1 < com_argc)
1185 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1187 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1191 // check for special demo mode
1192 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1193 i = COM_CheckParm("-demo");
1194 if (i && i + 1 < com_argc)
1195 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1197 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1201 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1202 i = COM_CheckParm("-capturedemo");
1203 if (i && i + 1 < com_argc)
1204 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1206 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1210 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1211 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1213 Cbuf_AddText("startmap_dm\n");
1217 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1219 Cbuf_AddText("togglemenu\n");
1223 Con_DPrint("========Initialized=========\n");
1225 //Host_StartVideo();
1233 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1234 to run quit through here before the final handoff to the sys code.
1237 void Host_Shutdown(void)
1239 static qboolean isdown = false;
1243 Con_Print("recursive shutdown\n");
1246 if (setjmp(host_abortframe))
1248 Con_Print("aborted the quitting frame?!?\n");
1253 // be quiet while shutting down
1256 // disconnect client from server if active
1259 // shut down local server if active
1260 Host_ShutdownServer ();
1267 // AK hmm, no PRVM_Shutdown(); yet
1269 CL_Gecko_Shutdown();
1270 CL_Video_Shutdown();
1274 CDAudio_Shutdown ();
1277 NetConn_Shutdown ();
1280 if (cls.state != ca_dedicated)
1282 R_Modules_Shutdown();