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", "1", "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_qualitymultiply = {CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
73 cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
74 cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
75 cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
76 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)"};
77 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"};
78 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"};
80 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"};
81 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
82 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!"};
83 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)"};
84 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
85 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
87 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
88 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
90 cvar_t sessionid = {CVAR_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
91 cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
95 Host_AbortCurrentFrame
97 aborts the current host frame and goes on with the next one
100 void Host_AbortCurrentFrame(void)
102 // in case we were previously nice, make us mean again
103 Sys_MakeProcessMean();
105 longjmp (host_abortframe, 1);
112 This shuts down both the client and server
115 void Host_Error (const char *error, ...)
117 static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
118 static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
119 static qboolean hosterror = false;
122 // turn off rcon redirect if it was active when the crash occurred
123 // to prevent loops when it is a networking problem
124 Con_Rcon_Redirect_Abort();
126 va_start (argptr,error);
127 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
130 Con_Printf("Host_Error: %s\n", hosterrorstring1);
132 // LordHavoc: if crashing very early, or currently shutting down, do
134 if (host_framecount < 3 || host_shuttingdown)
135 Sys_Error ("Host_Error: %s", hosterrorstring1);
138 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
141 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
143 CL_Parse_DumpPacket();
145 CL_Parse_ErrorCleanUp();
149 // print out where the crash happened, if it was caused by QC (and do a cleanup)
150 PRVM_Crash(SVVM_prog);
151 PRVM_Crash(CLVM_prog);
152 PRVM_Crash(MVM_prog);
154 cl.csqc_loaded = false;
155 Cvar_SetValueQuick(&csqc_progcrc, -1);
156 Cvar_SetValueQuick(&csqc_progsize, -1);
158 SV_LockThreadMutex();
159 Host_ShutdownServer ();
160 SV_UnlockThreadMutex();
162 if (cls.state == ca_dedicated)
163 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
170 Host_AbortCurrentFrame();
173 static void Host_ServerOptions (void)
180 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
181 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
182 // if no client is in the executable or -dedicated is specified on
183 // commandline, start a dedicated server
184 i = COM_CheckParm ("-dedicated");
185 if (i || !cl_available)
187 cls.state = ca_dedicated;
188 // check for -dedicated specifying how many players
189 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
190 svs.maxclients = atoi (com_argv[i+1]);
191 if (COM_CheckParm ("-listen"))
192 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
193 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
194 Cvar_SetValue("sv_public", 1);
196 else if (cl_available)
198 // client exists and not dedicated, check if -listen is specified
199 cls.state = ca_disconnected;
200 i = COM_CheckParm ("-listen");
203 // default players unless specified
204 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
205 svs.maxclients = atoi (com_argv[i+1]);
209 // default players in some games, singleplayer in most
210 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
215 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
217 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
219 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
220 Cvar_SetValueQuick(&deathmatch, 1);
224 =======================
226 ======================
228 void Host_SaveConfig_f(void);
229 void Host_LoadConfig_f(void);
230 extern cvar_t sv_writepicture_quality;
231 extern cvar_t r_texture_jpeg_fastpicmip;
232 static void Host_InitLocal (void)
234 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
235 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
237 Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
238 Cvar_RegisterVariable (&host_framerate);
239 Cvar_RegisterVariable (&host_speeds);
240 Cvar_RegisterVariable (&host_maxwait);
241 Cvar_RegisterVariable (&cl_minfps);
242 Cvar_RegisterVariable (&cl_minfps_fade);
243 Cvar_RegisterVariable (&cl_minfps_qualitymax);
244 Cvar_RegisterVariable (&cl_minfps_qualitymin);
245 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
246 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
247 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
248 Cvar_RegisterVariable (&cl_minfps_force);
249 Cvar_RegisterVariable (&cl_maxfps);
250 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
251 Cvar_RegisterVariable (&cl_maxidlefps);
253 Cvar_RegisterVariable (&developer);
254 Cvar_RegisterVariable (&developer_extra);
255 Cvar_RegisterVariable (&developer_insane);
256 Cvar_RegisterVariable (&developer_loadfile);
257 Cvar_RegisterVariable (&developer_loading);
258 Cvar_RegisterVariable (&developer_entityparsing);
260 Cvar_RegisterVariable (×tamps);
261 Cvar_RegisterVariable (&timeformat);
263 Cvar_RegisterVariable (&sv_writepicture_quality);
264 Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
272 Writes key bindings and archived cvars to config.cfg
275 static void Host_SaveConfig_to(const char *file)
279 // dedicated servers initialize the host but don't parse and set the
281 // LordHavoc: don't save a config if it crashed in startup
282 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
284 f = FS_OpenRealFile(file, "wb", false);
287 Con_Printf("Couldn't write %s.\n", file);
291 Key_WriteBindings (f);
292 Cvar_WriteVariables (f);
297 void Host_SaveConfig(void)
299 Host_SaveConfig_to(CONFIGFILENAME);
301 void Host_SaveConfig_f(void)
303 const char *file = CONFIGFILENAME;
305 if(Cmd_Argc() >= 2) {
307 Con_Printf("Saving to %s\n", file);
310 Host_SaveConfig_to(file);
313 static void Host_AddConfigText(void)
315 // set up the default startmap_sp and startmap_dm aliases (mods can
316 // override these) and then execute the quake.rc startup script
317 if (gamemode == GAME_NEHAHRA)
318 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
319 else if (gamemode == GAME_TRANSFUSION)
320 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
321 else if (gamemode == GAME_TEU)
322 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
324 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
331 Resets key bindings and cvars to defaults and then reloads scripts
334 void Host_LoadConfig_f(void)
336 // reset all cvars, commands and aliases to init values
337 Cmd_RestoreInitState();
338 // prepend a menu restart command to execute after the config
339 Cbuf_InsertText("\nmenu_restart\n");
340 // reset cvars to their defaults, and then exec startup scripts again
341 Host_AddConfigText();
348 Sends text across to be displayed
349 FIXME: make this just a stuffed echo?
352 void SV_ClientPrint(const char *msg)
354 if (host_client->netconnection)
356 MSG_WriteByte(&host_client->netconnection->message, svc_print);
357 MSG_WriteString(&host_client->netconnection->message, msg);
365 Sends text across to be displayed
366 FIXME: make this just a stuffed echo?
369 void SV_ClientPrintf(const char *fmt, ...)
372 char msg[MAX_INPUTLINE];
374 va_start(argptr,fmt);
375 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
385 Sends text to all active clients
388 void SV_BroadcastPrint(const char *msg)
393 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
395 if (client->active && client->netconnection)
397 MSG_WriteByte(&client->netconnection->message, svc_print);
398 MSG_WriteString(&client->netconnection->message, msg);
402 if (sv_echobprint.integer && cls.state == ca_dedicated)
410 Sends text to all active clients
413 void SV_BroadcastPrintf(const char *fmt, ...)
416 char msg[MAX_INPUTLINE];
418 va_start(argptr,fmt);
419 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
422 SV_BroadcastPrint(msg);
429 Send text over to the client to be executed
432 void Host_ClientCommands(const char *fmt, ...)
435 char string[MAX_INPUTLINE];
437 if (!host_client->netconnection)
440 va_start(argptr,fmt);
441 dpvsnprintf(string, sizeof(string), fmt, argptr);
444 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
445 MSG_WriteString(&host_client->netconnection->message, string);
449 =====================
452 Called when the player is getting totally kicked off the host
453 if (crash = true), don't bother sending signofs
454 =====================
456 void SV_DropClient(qboolean crash)
458 prvm_prog_t *prog = SVVM_prog;
460 Con_Printf("Client \"%s\" dropped\n", host_client->name);
462 SV_StopDemoRecording(host_client);
464 // make sure edict is not corrupt (from a level change for example)
465 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
467 if (host_client->netconnection)
469 // tell the client to be gone
472 // LordHavoc: no opportunity for resending, so use unreliable 3 times
473 unsigned char bufdata[8];
475 memset(&buf, 0, sizeof(buf));
477 buf.maxsize = sizeof(bufdata);
478 MSG_WriteByte(&buf, svc_disconnect);
479 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
480 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
481 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
485 // call qc ClientDisconnect function
486 // LordHavoc: don't call QC if server is dead (avoids recursive
487 // Host_Error in some mods when they run out of edicts)
488 if (host_client->clientconnectcalled && sv.active && host_client->edict)
490 // call the prog function for removing a client
491 // this will set the body to a dead frame, among other things
492 int saveSelf = PRVM_serverglobaledict(self);
493 host_client->clientconnectcalled = false;
494 PRVM_serverglobalfloat(time) = sv.time;
495 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
496 prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
497 PRVM_serverglobaledict(self) = saveSelf;
500 if (host_client->netconnection)
502 // break the net connection
503 NetConn_Close(host_client->netconnection);
504 host_client->netconnection = NULL;
507 // if a download is active, close it
508 if (host_client->download_file)
510 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
511 FS_Close(host_client->download_file);
512 host_client->download_file = NULL;
513 host_client->download_name[0] = 0;
514 host_client->download_expectedposition = 0;
515 host_client->download_started = false;
518 // remove leaving player from scoreboard
519 host_client->name[0] = 0;
520 host_client->colors = 0;
521 host_client->frags = 0;
522 // send notification to all clients
523 // get number of client manually just to make sure we get it right...
524 i = host_client - svs.clients;
525 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
526 MSG_WriteByte (&sv.reliable_datagram, i);
527 MSG_WriteString (&sv.reliable_datagram, host_client->name);
528 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
529 MSG_WriteByte (&sv.reliable_datagram, i);
530 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
531 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
532 MSG_WriteByte (&sv.reliable_datagram, i);
533 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
535 // free the client now
536 if (host_client->entitydatabase)
537 EntityFrame_FreeDatabase(host_client->entitydatabase);
538 if (host_client->entitydatabase4)
539 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
540 if (host_client->entitydatabase5)
541 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
545 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
546 PRVM_ED_ClearEdict(prog, host_client->edict);
549 // clear the client struct (this sets active to false)
550 memset(host_client, 0, sizeof(*host_client));
552 // update server listing on the master because player count changed
553 // (which the master uses for filtering empty/full servers)
554 NetConn_Heartbeat(1);
558 for (i = 0;i < svs.maxclients;i++)
559 if (svs.clients[i].active && !svs.clients[i].spawned)
561 if (i == svs.maxclients)
563 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
564 sv.paused = sv.loadgame = false; // we're basically done with loading now
573 This only happens at the end of a game, not between levels
576 void Host_ShutdownServer(void)
578 prvm_prog_t *prog = SVVM_prog;
581 Con_DPrintf("Host_ShutdownServer\n");
586 NetConn_Heartbeat(2);
587 NetConn_Heartbeat(2);
589 // make sure all the clients know we're disconnecting
590 World_End(&sv.world);
593 if(PRVM_serverfunction(SV_Shutdown))
595 func_t s = PRVM_serverfunction(SV_Shutdown);
596 PRVM_serverglobalfloat(time) = sv.time;
597 PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
598 prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
601 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
602 if (host_client->active)
603 SV_DropClient(false); // server shutdown
605 NetConn_CloseServerPorts();
611 memset(&sv, 0, sizeof(sv));
612 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
614 cl.islocalgame = false;
618 //============================================================================
622 Host_GetConsoleCommands
624 Add them exactly as if they had been typed at the console
627 static void Host_GetConsoleCommands (void)
633 cmd = Sys_ConsoleInput ();
644 Returns a time report string, for example for
647 const char *Host_TimingReport(char *buf, size_t buflen)
649 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);
656 Runs all active servers
659 static void Host_Init(void);
665 double cl_timer = 0, sv_timer = 0;
666 double clframetime, deltacleantime, olddirtytime, dirtytime;
668 int pass1, pass2, pass3, i;
677 if (setjmp(host_abortframe))
679 SCR_ClearLoadingScreen(false);
680 continue; // something bad happened, or the server disconnected
683 olddirtytime = host_dirtytime;
684 dirtytime = Sys_DirtyTime();
685 deltacleantime = dirtytime - olddirtytime;
686 if (deltacleantime < 0)
688 // warn if it's significant
689 if (deltacleantime < -0.01)
690 Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
693 else if (deltacleantime >= 1800)
695 Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
698 realtime += deltacleantime;
699 host_dirtytime = dirtytime;
701 cl_timer += deltacleantime;
702 sv_timer += deltacleantime;
706 svs.perf_acc_realtime += deltacleantime;
708 // Look for clients who have spawned
710 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
711 if(host_client->spawned)
712 if(host_client->netconnection)
716 // don't accumulate time for the first 10 seconds of a match
717 // so things can settle
718 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;
720 else if(svs.perf_acc_realtime > 5)
722 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
723 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
724 if(svs.perf_acc_offset_samples > 0)
726 svs.perf_offset_max = svs.perf_acc_offset_max;
727 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
728 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
730 if(svs.perf_lost > 0 && developer_extra.integer)
731 if(playing) // only complain if anyone is looking
732 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
733 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;
737 if (slowmo.value < 0.00001 && slowmo.value != 0)
738 Cvar_SetValue("slowmo", 0);
739 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
740 Cvar_SetValue("host_framerate", 0);
742 // keep the random time dependent, but not when playing demos/benchmarking
743 if(!*sv_random_seed.string && !cls.demoplayback)
746 // get new key events
747 Key_EventQueue_Unblock();
748 SndSys_SendKeyEvents();
751 NetConn_UpdateSockets();
753 Log_DestBuffer_Flush();
755 // receive packets on each main loop iteration, as the main loop may
756 // be undersleeping due to select() detecting a new packet
757 if (sv.active && !svs.threaded)
758 NetConn_ServerFrame();
762 // check for commands typed to the host
763 Host_GetConsoleCommands();
765 // when a server is running we only execute console commands on server frames
766 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
767 // otherwise we execute them on client frames
768 if (sv.active ? sv_timer > 0 : cl_timer > 0)
770 // process console commands
771 // R_TimeReport("preconsole");
772 CL_VM_PreventInformationLeaks();
774 // R_TimeReport("console");
777 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
779 // if the accumulators haven't become positive yet, wait a while
780 if (cls.state == ca_dedicated)
781 wait = sv_timer * -1000000.0;
782 else if (!sv.active || svs.threaded)
783 wait = cl_timer * -1000000.0;
785 wait = max(cl_timer, sv_timer) * -1000000.0;
787 if (!cls.timedemo && wait >= 1)
791 if(host_maxwait.value <= 0)
792 wait = min(wait, 1000000.0);
794 wait = min(wait, host_maxwait.value * 1000.0);
796 wait = 1; // because we cast to int
798 time0 = Sys_DirtyTime();
799 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
800 NetConn_SleepMicroseconds((int)wait);
802 Sys_Sleep((int)wait);
803 delta = Sys_DirtyTime() - time0;
804 if (delta < 0 || delta >= 1800) delta = 0;
806 svs.perf_acc_sleeptime += delta;
807 // R_TimeReport("sleep");
811 // limit the frametime steps to no more than 100ms each
817 svs.perf_acc_lost += (sv_timer - 0.1);
823 //-------------------
827 //-------------------
829 // limit the frametime steps to no more than 100ms each
830 if (sv.active && sv_timer > 0 && !svs.threaded)
832 // execute one or more server frames, with an upper limit on how much
833 // execution time to spend on server frames to avoid freezing the game if
834 // the server is overloaded, this execution time limit means the game will
835 // slow down if the server is taking too long.
836 int framecount, framelimit = 1;
837 double advancetime, aborttime = 0;
839 prvm_prog_t *prog = SVVM_prog;
841 // run the world state
842 // don't allow simulation to run too fast or too slow or logic glitches can occur
844 // stop running server frames if the wall time reaches this value
845 if (sys_ticrate.value <= 0)
846 advancetime = sv_timer;
847 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
849 // synchronize to the client frametime, but no less than 10ms and no more than 100ms
850 advancetime = bound(0.01, cl_timer, 0.1);
854 advancetime = sys_ticrate.value;
855 // listen servers can run multiple server frames per client frame
856 framelimit = cl_maxphysicsframesperserverframe.integer;
857 aborttime = Sys_DirtyTime() + 0.1;
859 if(slowmo.value > 0 && slowmo.value < 1)
860 advancetime = min(advancetime, 0.1 / slowmo.value);
862 advancetime = min(advancetime, 0.1);
866 offset = Sys_DirtyTime() - dirtytime;if (offset < 0 || offset >= 1800) offset = 0;
868 ++svs.perf_acc_offset_samples;
869 svs.perf_acc_offset += offset;
870 svs.perf_acc_offset_squared += offset * offset;
871 if(svs.perf_acc_offset_max < offset)
872 svs.perf_acc_offset_max = offset;
875 // only advance time if not paused
876 // the game also pauses in singleplayer when menu or console is used
877 sv.frametime = advancetime * slowmo.value;
878 if (host_framerate.value)
879 sv.frametime = host_framerate.value;
880 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
883 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
885 sv_timer -= advancetime;
887 // move things around and think unless paused
891 // if this server frame took too long, break out of the loop
892 if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
895 R_TimeReport("serverphysics");
897 // send all messages to the clients
898 SV_SendClientMessages();
900 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
901 prog->globals.fp[OFS_PARM0] = realtime - sv.pausedstart;
902 PRVM_serverglobalfloat(time) = sv.time;
903 prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
906 // send an heartbeat if enough time has passed since the last one
907 NetConn_Heartbeat(0);
908 R_TimeReport("servernetwork");
910 else if (!svs.threaded)
912 // don't let r_speeds display jump around
913 R_TimeReport("serverphysics");
914 R_TimeReport("servernetwork");
917 //-------------------
921 //-------------------
923 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
926 Collision_Cache_NewFrame();
927 R_TimeReport("collisioncache");
928 // decide the simulation time
929 if (cls.capturevideo.active)
932 if (cls.capturevideo.realtime)
933 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
936 clframetime = 1.0 / cls.capturevideo.framerate;
937 cl.realframetime = max(cl_timer, clframetime);
940 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
942 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
943 // when running slow, we need to sleep to keep input responsive
944 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
946 Sys_Sleep((int)wait);
948 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
949 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
951 clframetime = cl.realframetime = cl_timer;
953 // apply slowmo scaling
954 clframetime *= cl.movevars_timescale;
955 // scale playback speed of demos by slowmo cvar
956 if (cls.demoplayback)
958 clframetime *= slowmo.value;
959 // if demo playback is paused, don't advance time at all
964 // host_framerate overrides all else
965 if (host_framerate.value)
966 clframetime = host_framerate.value;
968 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
972 clframetime = cl.realframetime = cl_timer;
974 // deduct the frame time from the accumulator
975 cl_timer -= cl.realframetime;
977 cl.oldtime = cl.time;
978 cl.time += clframetime;
981 if (host_speeds.integer)
982 time1 = Sys_DirtyTime();
983 R_TimeReport("pre-input");
985 // Collect input into cmd
988 R_TimeReport("input");
990 // check for new packets
991 NetConn_ClientFrame();
993 // read a new frame from a demo if needed
994 CL_ReadDemoMessage();
995 R_TimeReport("clientnetwork");
997 // now that packets have been read, send input to server
999 R_TimeReport("sendmove");
1001 // update client world (interpolate entities, create trails, etc)
1003 R_TimeReport("lerpworld");
1007 R_TimeReport("client");
1010 R_TimeReport("render");
1012 if (host_speeds.integer)
1013 time2 = Sys_DirtyTime();
1016 if(cl.csqc_usecsqclistener)
1018 S_Update(&cl.csqc_listenermatrix);
1019 cl.csqc_usecsqclistener = false;
1022 S_Update(&r_refdef.view.matrix);
1025 R_TimeReport("audio");
1027 // reset gathering of mouse input
1028 in_mouse_x = in_mouse_y = 0;
1030 if (host_speeds.integer)
1032 pass1 = (int)((time1 - time3)*1000000);
1033 time3 = Sys_DirtyTime();
1034 pass2 = (int)((time2 - time1)*1000000);
1035 pass3 = (int)((time3 - time2)*1000000);
1036 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1037 pass1+pass2+pass3, pass1, pass2, pass3);
1042 Mem_CheckSentinelsGlobal();
1044 if (developer_memorydebug.integer)
1045 Mem_CheckSentinelsGlobal();
1048 // if there is some time remaining from this frame, reset the timers
1054 svs.perf_acc_lost += sv_timer;
1062 //============================================================================
1064 qboolean vid_opened = false;
1065 void Host_StartVideo(void)
1067 if (!vid_opened && cls.state != ca_dedicated)
1070 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1071 NetConn_UpdateSockets();
1077 char engineversion[128];
1079 qboolean sys_nostdout = false;
1081 extern qboolean host_stuffcmdsrun;
1083 static qfile_t *locksession_fh = NULL;
1084 static qboolean locksession_run = false;
1085 static void Host_InitSession(void)
1088 Cvar_RegisterVariable(&sessionid);
1089 Cvar_RegisterVariable(&locksession);
1091 // load the session ID into the read-only cvar
1092 if ((i = COM_CheckParm("-sessionid")) && (i + 1 < com_argc))
1095 if(com_argv[i+1][0] == '.')
1096 Cvar_SetQuick(&sessionid, com_argv[i+1]);
1098 Cvar_SetQuick(&sessionid, va(vabuf, sizeof(vabuf), ".%s", com_argv[i+1]));
1101 void Host_LockSession(void)
1105 locksession_run = true;
1106 if(locksession.integer != 0)
1109 char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
1111 locksession_fh = FS_SysOpen(p, "wl", false);
1112 // TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
1115 if(locksession.integer == 2)
1117 Con_Printf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
1121 Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p);
1126 void Host_UnlockSession(void)
1128 if(!locksession_run)
1130 locksession_run = false;
1134 FS_Close(locksession_fh);
1135 // NOTE: we can NOT unlink the lock here, as doing so would
1136 // create a race condition if another process created it
1137 // between our close and our unlink
1138 locksession_fh = NULL;
1143 ====================
1145 ====================
1147 static void Host_Init (void)
1153 if (COM_CheckParm("-profilegameonly"))
1154 Sys_AllowProfiling(false);
1156 // LordHavoc: quake never seeded the random number generator before... heh
1157 if (COM_CheckParm("-benchmark"))
1158 srand(0); // predictable random sequence for -benchmark
1160 srand((unsigned int)time(NULL));
1162 // FIXME: this is evil, but possibly temporary
1163 // LordHavoc: doesn't seem very temporary...
1164 // LordHavoc: made this a saved cvar
1165 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1166 if (COM_CheckParm("-developer"))
1168 developer.value = developer.integer = 1;
1169 developer.string = "1";
1172 if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1174 developer.value = developer.integer = 1;
1175 developer.string = "1";
1176 developer_extra.value = developer_extra.integer = 1;
1177 developer_extra.string = "1";
1178 developer_insane.value = developer_insane.integer = 1;
1179 developer_insane.string = "1";
1180 developer_memory.value = developer_memory.integer = 1;
1181 developer_memory.string = "1";
1182 developer_memorydebug.value = developer_memorydebug.integer = 1;
1183 developer_memorydebug.string = "1";
1186 if (COM_CheckParm("-developer3"))
1188 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1189 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1192 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1193 if (COM_CheckParm("-nostdout"))
1196 // used by everything
1199 // initialize console command/cvar/alias/command execution systems
1202 // initialize memory subsystem cvars/commands
1203 Memory_Init_Commands();
1205 // initialize console and logging and its cvars/commands
1208 // initialize various cvars that could not be initialized earlier
1210 Curl_Init_Commands();
1211 Cmd_Init_Commands();
1212 Sys_Init_Commands();
1213 COM_Init_Commands();
1216 // initialize console window (only used by sys_win.c)
1219 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1222 // detect gamemode from commandline options or executable name
1225 // construct a version string for the corner of the console
1227 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1228 Con_Printf("%s\n", engineversion);
1230 // initialize process nice level
1231 Sys_InitProcessNice();
1233 // initialize ixtable
1236 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1239 // register the cvars for session locking
1242 // must be after FS_Init
1244 Crypto_Init_Commands();
1254 V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1255 Host_InitCommands();
1257 Host_ServerOptions();
1261 if (cls.state == ca_dedicated)
1262 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1265 Con_DPrintf("Initializing client\n");
1279 // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1280 // NOTE: menu commands are freed by Cmd_RestoreInitState
1281 Cmd_SaveInitState();
1283 // FIXME: put this into some neat design, but the menu should be allowed to crash
1284 // without crashing the whole game, so this should just be a short-time solution
1286 // here comes the not so critical stuff
1287 if (setjmp(host_abortframe)) {
1291 Host_AddConfigText();
1294 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1295 if (!host_stuffcmdsrun)
1297 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1301 // put up the loading image so the user doesn't stare at a black screen...
1302 SCR_BeginLoadingPlaque(true);
1304 if (cls.state != ca_dedicated)
1309 // check for special benchmark mode
1310 // 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)
1311 i = COM_CheckParm("-benchmark");
1312 if (i && i + 1 < com_argc)
1313 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1315 Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
1319 // check for special demo mode
1320 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1321 i = COM_CheckParm("-demo");
1322 if (i && i + 1 < com_argc)
1323 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1325 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
1329 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1330 i = COM_CheckParm("-capturedemo");
1331 if (i && i + 1 < com_argc)
1332 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1334 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1338 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1339 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1341 Cbuf_AddText("startmap_dm\n");
1345 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1347 Cbuf_AddText("togglemenu 1\n");
1351 Con_DPrint("========Initialized=========\n");
1353 //Host_StartVideo();
1355 if (cls.state != ca_dedicated)
1364 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1365 to run quit through here before the final handoff to the sys code.
1368 void Host_Shutdown(void)
1370 static qboolean isdown = false;
1374 Con_Print("recursive shutdown\n");
1377 if (setjmp(host_abortframe))
1379 Con_Print("aborted the quitting frame?!?\n");
1384 // be quiet while shutting down
1387 // end the server thread
1391 // disconnect client from server if active
1394 // shut down local server if active
1395 SV_LockThreadMutex();
1396 Host_ShutdownServer ();
1397 SV_UnlockThreadMutex();
1404 // AK hmm, no PRVM_Shutdown(); yet
1406 CL_Video_Shutdown();
1410 CDAudio_Shutdown ();
1413 NetConn_Shutdown ();
1416 if (cls.state != ca_dedicated)
1418 R_Modules_Shutdown();
1431 Host_UnlockSession();