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
37 A server can always be started, even if the system started out as a client
40 A client can NOT be started if the system started as a dedicated server.
42 Memory is cleared / released when a server or client begins, not when they end.
46 // how many frames have occurred
47 // (checked by Host_Error and Host_SaveConfig_f)
48 int host_framecount = 0;
49 // LordHavoc: set when quit is executed
50 qboolean host_shuttingdown = false;
52 // the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
54 // the main loop wall time for this frame
55 double host_dirtytime;
58 client_t *host_client;
60 jmp_buf host_abortframe;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 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"};
64 cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
65 // shows time used by certain subsystems
66 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
67 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."};
68 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"};
69 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
70 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
71 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
72 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"};
73 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
74 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)"};
75 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"};
76 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"};
78 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"};
79 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
80 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!"};
81 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)"};
82 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
83 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
85 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
86 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
90 Host_AbortCurrentFrame
92 aborts the current host frame and goes on with the next one
95 void Host_AbortCurrentFrame(void)
97 longjmp (host_abortframe, 1);
104 This shuts down both the client and server
107 void Host_Error (const char *error, ...)
109 static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
110 static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
111 static qboolean hosterror = false;
114 // turn off rcon redirect if it was active when the crash occurred
115 // to prevent loops when it is a networking problem
116 Con_Rcon_Redirect_Abort();
118 va_start (argptr,error);
119 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
122 Con_Printf("Host_Error: %s\n", hosterrorstring1);
124 // LordHavoc: if crashing very early, or currently shutting down, do
126 if (host_framecount < 3 || host_shuttingdown)
127 Sys_Error ("Host_Error: %s", hosterrorstring1);
130 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
133 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
135 CL_Parse_DumpPacket();
137 CL_Parse_ErrorCleanUp();
141 // print out where the crash happened, if it was caused by QC (and do a cleanup)
142 PRVM_Crash(SVVM_prog);
143 PRVM_Crash(CLVM_prog);
144 PRVM_Crash(MVM_prog);
146 cl.csqc_loaded = false;
147 Cvar_SetValueQuick(&csqc_progcrc, -1);
148 Cvar_SetValueQuick(&csqc_progsize, -1);
150 SV_LockThreadMutex();
151 Host_ShutdownServer ();
152 SV_UnlockThreadMutex();
154 if (cls.state == ca_dedicated)
155 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
162 Host_AbortCurrentFrame();
165 static void Host_ServerOptions (void)
172 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
173 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
174 // if no client is in the executable or -dedicated is specified on
175 // commandline, start a dedicated server
176 i = COM_CheckParm ("-dedicated");
177 if (i || !cl_available)
179 cls.state = ca_dedicated;
180 // check for -dedicated specifying how many players
181 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
182 svs.maxclients = atoi (com_argv[i+1]);
183 if (COM_CheckParm ("-listen"))
184 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
185 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
186 Cvar_SetValue("sv_public", 1);
188 else if (cl_available)
190 // client exists and not dedicated, check if -listen is specified
191 cls.state = ca_disconnected;
192 i = COM_CheckParm ("-listen");
195 // default players unless specified
196 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
197 svs.maxclients = atoi (com_argv[i+1]);
201 // default players in some games, singleplayer in most
202 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
207 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
209 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
211 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
212 Cvar_SetValueQuick(&deathmatch, 1);
216 =======================
218 ======================
220 void Host_SaveConfig_f(void);
221 void Host_LoadConfig_f(void);
222 extern cvar_t sv_writepicture_quality;
223 extern cvar_t r_texture_jpeg_fastpicmip;
224 static void Host_InitLocal (void)
226 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
227 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
229 Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
230 Cvar_RegisterVariable (&host_framerate);
231 Cvar_RegisterVariable (&host_speeds);
232 Cvar_RegisterVariable (&host_maxwait);
233 Cvar_RegisterVariable (&cl_minfps);
234 Cvar_RegisterVariable (&cl_minfps_fade);
235 Cvar_RegisterVariable (&cl_minfps_qualitymax);
236 Cvar_RegisterVariable (&cl_minfps_qualitymin);
237 Cvar_RegisterVariable (&cl_minfps_qualitypower);
238 Cvar_RegisterVariable (&cl_minfps_qualityscale);
239 Cvar_RegisterVariable (&cl_maxfps);
240 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
241 Cvar_RegisterVariable (&cl_maxidlefps);
243 Cvar_RegisterVariable (&developer);
244 Cvar_RegisterVariable (&developer_extra);
245 Cvar_RegisterVariable (&developer_insane);
246 Cvar_RegisterVariable (&developer_loadfile);
247 Cvar_RegisterVariable (&developer_loading);
248 Cvar_RegisterVariable (&developer_entityparsing);
250 Cvar_RegisterVariable (×tamps);
251 Cvar_RegisterVariable (&timeformat);
253 Cvar_RegisterVariable (&sv_writepicture_quality);
254 Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
262 Writes key bindings and archived cvars to config.cfg
265 static void Host_SaveConfig_to(const char *file)
269 // dedicated servers initialize the host but don't parse and set the
271 // LordHavoc: don't save a config if it crashed in startup
272 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
274 f = FS_OpenRealFile(file, "wb", false);
277 Con_Printf("Couldn't write %s.\n", file);
281 Key_WriteBindings (f);
282 Cvar_WriteVariables (f);
287 void Host_SaveConfig(void)
289 Host_SaveConfig_to(CONFIGFILENAME);
291 void Host_SaveConfig_f(void)
293 const char *file = CONFIGFILENAME;
295 if(Cmd_Argc() >= 2) {
297 Con_Printf("Saving to %s\n", file);
300 Host_SaveConfig_to(file);
303 static void Host_AddConfigText(void)
305 // set up the default startmap_sp and startmap_dm aliases (mods can
306 // override these) and then execute the quake.rc startup script
307 if (gamemode == GAME_NEHAHRA)
308 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
309 else if (gamemode == GAME_TRANSFUSION)
310 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
311 else if (gamemode == GAME_TEU)
312 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
314 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
321 Resets key bindings and cvars to defaults and then reloads scripts
324 void Host_LoadConfig_f(void)
326 // reset all cvars, commands and aliases to init values
327 Cmd_RestoreInitState();
328 // prepend a menu restart command to execute after the config
329 Cbuf_InsertText("\nmenu_restart\n");
330 // reset cvars to their defaults, and then exec startup scripts again
331 Host_AddConfigText();
338 Sends text across to be displayed
339 FIXME: make this just a stuffed echo?
342 void SV_ClientPrint(const char *msg)
344 if (host_client->netconnection)
346 MSG_WriteByte(&host_client->netconnection->message, svc_print);
347 MSG_WriteString(&host_client->netconnection->message, msg);
355 Sends text across to be displayed
356 FIXME: make this just a stuffed echo?
359 void SV_ClientPrintf(const char *fmt, ...)
362 char msg[MAX_INPUTLINE];
364 va_start(argptr,fmt);
365 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
375 Sends text to all active clients
378 void SV_BroadcastPrint(const char *msg)
383 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
385 if (client->active && client->netconnection)
387 MSG_WriteByte(&client->netconnection->message, svc_print);
388 MSG_WriteString(&client->netconnection->message, msg);
392 if (sv_echobprint.integer && cls.state == ca_dedicated)
400 Sends text to all active clients
403 void SV_BroadcastPrintf(const char *fmt, ...)
406 char msg[MAX_INPUTLINE];
408 va_start(argptr,fmt);
409 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
412 SV_BroadcastPrint(msg);
419 Send text over to the client to be executed
422 void Host_ClientCommands(const char *fmt, ...)
425 char string[MAX_INPUTLINE];
427 if (!host_client->netconnection)
430 va_start(argptr,fmt);
431 dpvsnprintf(string, sizeof(string), fmt, argptr);
434 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
435 MSG_WriteString(&host_client->netconnection->message, string);
439 =====================
442 Called when the player is getting totally kicked off the host
443 if (crash = true), don't bother sending signofs
444 =====================
446 void SV_DropClient(qboolean crash)
448 prvm_prog_t *prog = SVVM_prog;
450 Con_Printf("Client \"%s\" dropped\n", host_client->name);
452 SV_StopDemoRecording(host_client);
454 // make sure edict is not corrupt (from a level change for example)
455 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
457 if (host_client->netconnection)
459 // tell the client to be gone
462 // LordHavoc: no opportunity for resending, so use unreliable 3 times
463 unsigned char bufdata[8];
465 memset(&buf, 0, sizeof(buf));
467 buf.maxsize = sizeof(bufdata);
468 MSG_WriteByte(&buf, svc_disconnect);
469 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
470 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
471 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
475 // call qc ClientDisconnect function
476 // LordHavoc: don't call QC if server is dead (avoids recursive
477 // Host_Error in some mods when they run out of edicts)
478 if (host_client->clientconnectcalled && sv.active && host_client->edict)
480 // call the prog function for removing a client
481 // this will set the body to a dead frame, among other things
482 int saveSelf = PRVM_serverglobaledict(self);
483 host_client->clientconnectcalled = false;
484 PRVM_serverglobalfloat(time) = sv.time;
485 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
486 prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
487 PRVM_serverglobaledict(self) = saveSelf;
490 if (host_client->netconnection)
492 // break the net connection
493 NetConn_Close(host_client->netconnection);
494 host_client->netconnection = NULL;
497 // if a download is active, close it
498 if (host_client->download_file)
500 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
501 FS_Close(host_client->download_file);
502 host_client->download_file = NULL;
503 host_client->download_name[0] = 0;
504 host_client->download_expectedposition = 0;
505 host_client->download_started = false;
508 // remove leaving player from scoreboard
509 host_client->name[0] = 0;
510 host_client->colors = 0;
511 host_client->frags = 0;
512 // send notification to all clients
513 // get number of client manually just to make sure we get it right...
514 i = host_client - svs.clients;
515 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
516 MSG_WriteByte (&sv.reliable_datagram, i);
517 MSG_WriteString (&sv.reliable_datagram, host_client->name);
518 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
519 MSG_WriteByte (&sv.reliable_datagram, i);
520 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
521 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
522 MSG_WriteByte (&sv.reliable_datagram, i);
523 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
525 // free the client now
526 if (host_client->entitydatabase)
527 EntityFrame_FreeDatabase(host_client->entitydatabase);
528 if (host_client->entitydatabase4)
529 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
530 if (host_client->entitydatabase5)
531 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
535 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
536 PRVM_ED_ClearEdict(prog, host_client->edict);
539 // clear the client struct (this sets active to false)
540 memset(host_client, 0, sizeof(*host_client));
542 // update server listing on the master because player count changed
543 // (which the master uses for filtering empty/full servers)
544 NetConn_Heartbeat(1);
548 for (i = 0;i < svs.maxclients;i++)
549 if (svs.clients[i].active && !svs.clients[i].spawned)
551 if (i == svs.maxclients)
553 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
554 sv.paused = sv.loadgame = false; // we're basically done with loading now
563 This only happens at the end of a game, not between levels
566 void Host_ShutdownServer(void)
568 prvm_prog_t *prog = SVVM_prog;
571 Con_DPrintf("Host_ShutdownServer\n");
576 NetConn_Heartbeat(2);
577 NetConn_Heartbeat(2);
579 // make sure all the clients know we're disconnecting
580 World_End(&sv.world);
583 if(PRVM_serverfunction(SV_Shutdown))
585 func_t s = PRVM_serverfunction(SV_Shutdown);
586 PRVM_serverglobalfloat(time) = sv.time;
587 PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
588 prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
591 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
592 if (host_client->active)
593 SV_DropClient(false); // server shutdown
595 NetConn_CloseServerPorts();
601 memset(&sv, 0, sizeof(sv));
602 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
604 cl.islocalgame = false;
608 //============================================================================
612 Host_GetConsoleCommands
614 Add them exactly as if they had been typed at the console
617 static void Host_GetConsoleCommands (void)
623 cmd = Sys_ConsoleInput ();
634 Returns a time report string, for example for
637 const char *Host_TimingReport(char *buf, size_t buflen)
639 return va(buf, buflen, "%.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);
646 Runs all active servers
649 static void Host_Init(void);
655 double cl_timer = 0, sv_timer = 0;
656 double clframetime, deltacleantime, olddirtytime, dirtytime;
658 int pass1, pass2, pass3, i;
664 dirtytime = Sys_DirtyTime();
667 if (setjmp(host_abortframe))
669 SCR_ClearLoadingScreen(false);
670 continue; // something bad happened, or the server disconnected
673 olddirtytime = host_dirtytime;
674 dirtytime = Sys_DirtyTime();
675 deltacleantime = dirtytime - olddirtytime;
676 if (deltacleantime < 0)
678 // warn if it's significant
679 if (deltacleantime < -0.01)
680 Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
683 else if (deltacleantime >= 1800)
685 Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
688 realtime += deltacleantime;
689 host_dirtytime = dirtytime;
691 cl_timer += deltacleantime;
692 sv_timer += deltacleantime;
696 svs.perf_acc_realtime += deltacleantime;
698 // Look for clients who have spawned
699 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
700 if(host_client->spawned)
701 if(host_client->netconnection)
703 if(i == svs.maxclients)
705 // Nobody is looking? Then we won't do timing...
706 // Instead, reset it to zero
707 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;
709 else if(svs.perf_acc_realtime > 5)
711 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
712 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
713 if(svs.perf_acc_offset_samples > 0)
715 svs.perf_offset_max = svs.perf_acc_offset_max;
716 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
717 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
719 if(svs.perf_lost > 0 && developer_extra.integer)
720 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
721 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;
725 if (slowmo.value < 0.00001 && slowmo.value != 0)
726 Cvar_SetValue("slowmo", 0);
727 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
728 Cvar_SetValue("host_framerate", 0);
730 // keep the random time dependent, but not when playing demos/benchmarking
731 if(!*sv_random_seed.string && !cls.demoplayback)
734 // get new key events
735 Key_EventQueue_Unblock();
736 SndSys_SendKeyEvents();
739 NetConn_UpdateSockets();
741 Log_DestBuffer_Flush();
743 // receive packets on each main loop iteration, as the main loop may
744 // be undersleeping due to select() detecting a new packet
745 if (sv.active && !svs.threaded)
746 NetConn_ServerFrame();
750 // check for commands typed to the host
751 Host_GetConsoleCommands();
753 // when a server is running we only execute console commands on server frames
754 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
755 // otherwise we execute them on client frames
756 if (sv.active ? sv_timer > 0 : cl_timer > 0)
758 SV_LockThreadMutex();
759 // process console commands
760 // R_TimeReport("preconsole");
761 CL_VM_PreventInformationLeaks();
763 // R_TimeReport("console");
764 SV_UnlockThreadMutex();
767 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
769 // if the accumulators haven't become positive yet, wait a while
770 if (cls.state == ca_dedicated)
771 wait = sv_timer * -1000000.0;
772 else if (!sv.active || svs.threaded)
773 wait = cl_timer * -1000000.0;
775 wait = max(cl_timer, sv_timer) * -1000000.0;
777 if (!cls.timedemo && wait >= 1)
781 if(host_maxwait.value <= 0)
782 wait = min(wait, 1000000.0);
784 wait = min(wait, host_maxwait.value * 1000.0);
786 wait = 1; // because we cast to int
788 time0 = Sys_DirtyTime();
789 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
790 NetConn_SleepMicroseconds((int)wait);
792 Sys_Sleep((int)wait);
793 delta = Sys_DirtyTime() - time0;
794 if (delta < 0 || delta >= 1800) delta = 0;
796 svs.perf_acc_sleeptime += delta;
797 // R_TimeReport("sleep");
801 // limit the frametime steps to no more than 100ms each
807 svs.perf_acc_lost += (sv_timer - 0.1);
813 //-------------------
817 //-------------------
819 // limit the frametime steps to no more than 100ms each
820 if (sv.active && sv_timer > 0 && !svs.threaded)
822 // execute one or more server frames, with an upper limit on how much
823 // execution time to spend on server frames to avoid freezing the game if
824 // the server is overloaded, this execution time limit means the game will
825 // slow down if the server is taking too long.
826 int framecount, framelimit = 1;
827 double advancetime, aborttime = 0;
829 prvm_prog_t *prog = SVVM_prog;
831 // run the world state
832 // don't allow simulation to run too fast or too slow or logic glitches can occur
834 // stop running server frames if the wall time reaches this value
835 if (sys_ticrate.value <= 0)
836 advancetime = sv_timer;
837 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
839 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
840 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
841 framelimit = cl_maxphysicsframesperserverframe.integer;
842 aborttime = realtime + 0.1;
846 advancetime = sys_ticrate.value;
847 // listen servers can run multiple server frames per client frame
848 if (cls.state == ca_connected)
850 framelimit = cl_maxphysicsframesperserverframe.integer;
851 aborttime = realtime + 0.1;
854 if(slowmo.value > 0 && slowmo.value < 1)
855 advancetime = min(advancetime, 0.1 / slowmo.value);
857 advancetime = min(advancetime, 0.1);
861 offset = Sys_DirtyTime() - realtime;if (offset < 0 || offset >= 1800) offset = 0;
863 ++svs.perf_acc_offset_samples;
864 svs.perf_acc_offset += offset;
865 svs.perf_acc_offset_squared += offset * offset;
866 if(svs.perf_acc_offset_max < offset)
867 svs.perf_acc_offset_max = offset;
870 // only advance time if not paused
871 // the game also pauses in singleplayer when menu or console is used
872 sv.frametime = advancetime * slowmo.value;
873 if (host_framerate.value)
874 sv.frametime = host_framerate.value;
875 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
878 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
880 sv_timer -= advancetime;
882 // move things around and think unless paused
886 // if this server frame took too long, break out of the loop
887 if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
890 R_TimeReport("serverphysics");
892 // send all messages to the clients
893 SV_SendClientMessages();
895 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
896 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
897 PRVM_serverglobalfloat(time) = sv.time;
898 prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
901 // send an heartbeat if enough time has passed since the last one
902 NetConn_Heartbeat(0);
903 R_TimeReport("servernetwork");
905 else if (!svs.threaded)
907 // don't let r_speeds display jump around
908 R_TimeReport("serverphysics");
909 R_TimeReport("servernetwork");
912 //-------------------
916 //-------------------
918 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
921 Collision_Cache_NewFrame();
922 R_TimeReport("collisioncache");
923 // decide the simulation time
924 if (cls.capturevideo.active)
927 if (cls.capturevideo.realtime)
928 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
931 clframetime = 1.0 / cls.capturevideo.framerate;
932 cl.realframetime = max(cl_timer, clframetime);
935 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
937 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
938 // when running slow, we need to sleep to keep input responsive
939 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
941 Sys_Sleep((int)wait);
943 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
944 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
946 clframetime = cl.realframetime = cl_timer;
948 // apply slowmo scaling
949 clframetime *= cl.movevars_timescale;
950 // scale playback speed of demos by slowmo cvar
951 if (cls.demoplayback)
953 clframetime *= slowmo.value;
954 // if demo playback is paused, don't advance time at all
959 // host_framerate overrides all else
960 if (host_framerate.value)
961 clframetime = host_framerate.value;
963 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
967 clframetime = cl.realframetime = cl_timer;
969 // deduct the frame time from the accumulator
970 cl_timer -= cl.realframetime;
972 cl.oldtime = cl.time;
973 cl.time += clframetime;
976 if (host_speeds.integer)
977 time1 = Sys_DirtyTime();
978 R_TimeReport("pre-input");
980 // Collect input into cmd
983 R_TimeReport("input");
985 // check for new packets
986 NetConn_ClientFrame();
988 // read a new frame from a demo if needed
989 CL_ReadDemoMessage();
990 R_TimeReport("clientnetwork");
992 // now that packets have been read, send input to server
994 R_TimeReport("sendmove");
996 // update client world (interpolate entities, create trails, etc)
998 R_TimeReport("lerpworld");
1002 R_TimeReport("client");
1005 R_TimeReport("render");
1007 if (host_speeds.integer)
1008 time2 = Sys_DirtyTime();
1011 if(cl.csqc_usecsqclistener)
1013 S_Update(&cl.csqc_listenermatrix);
1014 cl.csqc_usecsqclistener = false;
1017 S_Update(&r_refdef.view.matrix);
1020 R_TimeReport("audio");
1022 // reset gathering of mouse input
1023 in_mouse_x = in_mouse_y = 0;
1025 if (host_speeds.integer)
1027 pass1 = (int)((time1 - time3)*1000000);
1028 time3 = Sys_DirtyTime();
1029 pass2 = (int)((time2 - time1)*1000000);
1030 pass3 = (int)((time3 - time2)*1000000);
1031 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1032 pass1+pass2+pass3, pass1, pass2, pass3);
1037 Mem_CheckSentinelsGlobal();
1039 if (developer_memorydebug.integer)
1040 Mem_CheckSentinelsGlobal();
1043 // if there is some time remaining from this frame, reset the timers
1049 svs.perf_acc_lost += sv_timer;
1057 //============================================================================
1059 qboolean vid_opened = false;
1060 void Host_StartVideo(void)
1062 if (!vid_opened && cls.state != ca_dedicated)
1065 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1066 NetConn_UpdateSockets();
1072 char engineversion[128];
1074 qboolean sys_nostdout = false;
1076 extern qboolean host_stuffcmdsrun;
1079 ====================
1081 ====================
1083 static void Host_Init (void)
1089 if (COM_CheckParm("-profilegameonly"))
1090 Sys_AllowProfiling(false);
1092 // LordHavoc: quake never seeded the random number generator before... heh
1093 if (COM_CheckParm("-benchmark"))
1094 srand(0); // predictable random sequence for -benchmark
1096 srand((unsigned int)time(NULL));
1098 // FIXME: this is evil, but possibly temporary
1099 // LordHavoc: doesn't seem very temporary...
1100 // LordHavoc: made this a saved cvar
1101 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1102 if (COM_CheckParm("-developer"))
1104 developer.value = developer.integer = 1;
1105 developer.string = "1";
1108 if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1110 developer.value = developer.integer = 1;
1111 developer.string = "1";
1112 developer_extra.value = developer_extra.integer = 1;
1113 developer_extra.string = "1";
1114 developer_insane.value = developer_insane.integer = 1;
1115 developer_insane.string = "1";
1116 developer_memory.value = developer_memory.integer = 1;
1117 developer_memory.string = "1";
1118 developer_memorydebug.value = developer_memorydebug.integer = 1;
1119 developer_memorydebug.string = "1";
1122 if (COM_CheckParm("-developer3"))
1124 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1125 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1128 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1129 if (COM_CheckParm("-nostdout"))
1132 // used by everything
1135 // initialize console command/cvar/alias/command execution systems
1138 // initialize memory subsystem cvars/commands
1139 Memory_Init_Commands();
1141 // initialize console and logging and its cvars/commands
1144 // initialize various cvars that could not be initialized earlier
1146 Curl_Init_Commands();
1147 Cmd_Init_Commands();
1148 Sys_Init_Commands();
1149 COM_Init_Commands();
1152 // initialize console window (only used by sys_win.c)
1155 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1158 // detect gamemode from commandline options or executable name
1161 // construct a version string for the corner of the console
1163 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1164 Con_Printf("%s\n", engineversion);
1166 // initialize ixtable
1169 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1172 // must be after FS_Init
1174 Crypto_Init_Commands();
1184 V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1185 Host_InitCommands();
1187 Host_ServerOptions();
1191 if (cls.state == ca_dedicated)
1192 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1195 Con_DPrintf("Initializing client\n");
1209 // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1210 // NOTE: menu commands are freed by Cmd_RestoreInitState
1211 Cmd_SaveInitState();
1213 // FIXME: put this into some neat design, but the menu should be allowed to crash
1214 // without crashing the whole game, so this should just be a short-time solution
1216 // here comes the not so critical stuff
1217 if (setjmp(host_abortframe)) {
1221 Host_AddConfigText();
1224 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1225 if (!host_stuffcmdsrun)
1227 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1231 // put up the loading image so the user doesn't stare at a black screen...
1232 SCR_BeginLoadingPlaque();
1234 if (cls.state != ca_dedicated)
1239 // check for special benchmark mode
1240 // 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)
1241 i = COM_CheckParm("-benchmark");
1242 if (i && i + 1 < com_argc)
1243 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1245 Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
1249 // check for special demo mode
1250 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1251 i = COM_CheckParm("-demo");
1252 if (i && i + 1 < com_argc)
1253 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1255 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
1259 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1260 i = COM_CheckParm("-capturedemo");
1261 if (i && i + 1 < com_argc)
1262 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1264 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1268 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1269 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1271 Cbuf_AddText("startmap_dm\n");
1275 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1277 Cbuf_AddText("togglemenu\n");
1281 Con_DPrint("========Initialized=========\n");
1283 //Host_StartVideo();
1285 if (cls.state != ca_dedicated)
1294 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1295 to run quit through here before the final handoff to the sys code.
1298 void Host_Shutdown(void)
1300 static qboolean isdown = false;
1304 Con_Print("recursive shutdown\n");
1307 if (setjmp(host_abortframe))
1309 Con_Print("aborted the quitting frame?!?\n");
1314 // be quiet while shutting down
1317 // end the server thread
1321 // disconnect client from server if active
1324 // shut down local server if active
1325 SV_LockThreadMutex();
1326 Host_ShutdownServer ();
1327 SV_UnlockThreadMutex();
1334 // AK hmm, no PRVM_Shutdown(); yet
1336 CL_Video_Shutdown();
1340 CDAudio_Shutdown ();
1343 NetConn_Shutdown ();
1346 if (cls.state != ca_dedicated)
1348 R_Modules_Shutdown();