This shuts down both the client and server
================
*/
-char hosterrorstring[4096];
+static char hosterrorstring1[4096];
+static char hosterrorstring2[4096];
+static qboolean hosterror = false;
extern char sv_spawnmap[MAX_QPATH];
extern char sv_loadgame[MAX_OSPATH];
void Host_Error (const char *error, ...)
{
va_list argptr;
- static qboolean inerror = false;
- // make sure we don't get in a loading loop
- sv_loadgame[0] = 0;
- sv_spawnmap[0] = 0;
+ va_start (argptr,error);
+ vsprintf (hosterrorstring1,error,argptr);
+ va_end (argptr);
+
+ Con_Printf ("Host_Error: %s\n", hosterrorstring1);
// LordHavoc: if first frame has not been shown, or currently shutting
// down, do Sys_Error instead
if (!host_loopactive || host_shuttingdown)
- {
- char string[4096];
- va_start (argptr,error);
- vsprintf (string,error,argptr);
- va_end (argptr);
- Sys_Error ("%s", string);
- }
+ Sys_Error ("Host_Error: %s", hosterrorstring1);
- if (inerror)
- {
- char string[4096];
- va_start (argptr,error);
- vsprintf (string,error,argptr);
- va_end (argptr);
- Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
- }
- inerror = true;
+ if (hosterror)
+ Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
+ hosterror = true;
- va_start (argptr,error);
- vsprintf (hosterrorstring,error,argptr);
- va_end (argptr);
- Con_Printf ("Host_Error: %s\n",hosterrorstring);
+ strcpy(hosterrorstring2, hosterrorstring1);
+
+ // make sure we don't get in a loading loop
+ sv_loadgame[0] = 0;
+ sv_spawnmap[0] = 0;
CL_Parse_DumpPacket();
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
- Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
+ Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
- // unload any partially loaded models
- Mod_ClearErrorModels();
-
- inerror = false;
+ hosterror = false;
longjmp (host_abortserver, 1);
}
+mempool_t *sv_clients_mempool = NULL;
+
void Host_ServerOptions (void)
{
int i, numplayers;
+ // general default
+ numplayers = 8;
+
if (cl_available)
{
// client exists, check what mode the user wants
if (i)
{
cls.state = ca_dedicated;
- numplayers = 8;
+ // default players unless specified
if (i != (com_argc - 1))
numplayers = atoi (com_argv[i+1]);
if (COM_CheckParm ("-listen"))
}
else
{
- numplayers = 1;
cls.state = ca_disconnected;
i = COM_CheckParm ("-listen");
if (i)
{
- numplayers = 8;
+ // default players unless specified
if (i != (com_argc - 1))
numplayers = atoi (com_argv[i+1]);
}
+ else
+ {
+ // default players in some games, singleplayer in most
+ if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ numplayers = 1;
+ }
}
}
else
{
- // no client in the executable, start dedicated server
+ // no client in the executable, always start dedicated server
if (COM_CheckParm ("-listen"))
Sys_Error ("-listen not available in a dedicated server executable");
- numplayers = 8;
cls.state = ca_dedicated;
// check for -dedicated specifying how many players
i = COM_CheckParm ("-dedicated");
+ // default players unless specified
if (i && i != (com_argc - 1))
numplayers = atoi (com_argv[i+1]);
}
if (numplayers < 1)
numplayers = 8;
- if (numplayers > MAX_SCOREBOARD)
- numplayers = MAX_SCOREBOARD;
- // Transfusion doesn't support single player games
- if (gamemode == GAME_TRANSFUSION && numplayers < 4)
- numplayers = 4;
+ numplayers = bound(1, numplayers, MAX_SCOREBOARD);
- if (numplayers > 1)
- Cvar_SetValueQuick (&deathmatch, 1);
- else
- Cvar_SetValueQuick (&deathmatch, 0);
-
- svs.maxclients = 0;
- SV_SetMaxClients(numplayers);
-}
+ if (numplayers > 1 && !deathmatch.integer)
+ Cvar_SetValueQuick(&deathmatch, 1);
-static mempool_t *clients_mempool;
-void SV_SetMaxClients(int n)
-{
- if (sv.active)
- return;
- n = bound(1, n, MAX_SCOREBOARD);
- if (svs.maxclients == n)
- return;
- svs.maxclients = n;
- if (!clients_mempool)
- clients_mempool = Mem_AllocPool("clients");
- if (svs.clients)
- Mem_Free(svs.clients);
- svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
+ svs.maxclients = numplayers;
+ sv_clients_mempool = Mem_AllocPool("server clients");
+ svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
}
-
/*
=======================
Host_InitLocal
*/
void Host_WriteConfiguration (void)
{
- QFile *f;
+ qfile_t *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if (host_initialized && cls.state != ca_dedicated)
{
- f = Qopen (va("%s/config.cfg",com_gamedir), "w");
+ f = FS_Open ("config.cfg", "w", false);
if (!f)
{
Con_Printf ("Couldn't write config.cfg.\n");
Key_WriteBindings (f);
Cvar_WriteVariables (f);
- Qclose (f);
+ FS_Close (f);
}
}
FIXME: make this just a stuffed echo?
=================
*/
-void SV_ClientPrintf (const char *fmt, ...)
+void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
char string[1024];
Sends text to all active clients
=================
*/
-void SV_BroadcastPrintf (const char *fmt, ...)
+void SV_BroadcastPrintf(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char string[4096];
int i;
+ client_t *client;
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
+ va_start(argptr,fmt);
+ vsnprintf(string, sizeof(string), fmt,argptr);
+ va_end(argptr);
- for (i=0 ; i<svs.maxclients ; i++)
- if (svs.clients[i].active && svs.clients[i].spawned)
+ for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+ {
+ if (client->spawned)
{
- MSG_WriteByte (&svs.clients[i].message, svc_print);
- MSG_WriteString (&svs.clients[i].message, string);
+ MSG_WriteByte(&client->message, svc_print);
+ MSG_WriteString(&client->message, string);
}
+ }
if (sv_echobprint.integer && cls.state == ca_dedicated)
- Sys_Printf ("%s", string);
+ Sys_Printf("%s", string);
}
/*
Send text over to the client to be executed
=================
*/
-void Host_ClientCommands (const char *fmt, ...)
+void Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
char string[1024];
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
+ va_start(argptr,fmt);
+ vsprintf(string, fmt,argptr);
+ va_end(argptr);
- MSG_WriteByte (&host_client->message, svc_stufftext);
- MSG_WriteString (&host_client->message, string);
+ MSG_WriteByte(&host_client->message, svc_stufftext);
+ MSG_WriteString(&host_client->message, string);
}
/*
if (crash = true), don't bother sending signofs
=====================
*/
-void SV_DropClient (qboolean crash)
+void SV_DropClient(qboolean crash)
{
int saveSelf;
int i;
client_t *client;
- if (!crash)
+ Con_Printf("Client \"%s\" dropped\n", host_client->name);
+
+ // send any final messages (don't check for errors)
+ if (host_client->netconnection)
{
- // send any final messages (don't check for errors)
- if (NET_CanSendMessage (host_client->netconnection))
+ // free the client (the body stays around)
+ if (!crash)
{
- MSG_WriteByte (&host_client->message, svc_disconnect);
- NET_SendMessage (host_client->netconnection, &host_client->message);
+ // LordHavoc: no opportunity for resending, so use unreliable
+ MSG_WriteByte(&host_client->message, svc_disconnect);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
}
- if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
+ // break the net connection
+ NetConn_Close(host_client->netconnection);
+ host_client->netconnection = NULL;
+
+ // LordHavoc: don't call QC if server is dead (avoids recursive
+ // Host_Error in some mods when they run out of edicts)
+ if (sv.active && host_client->edict && host_client->spawned)
{
- // call the prog function for removing a client
- // this will set the body to a dead frame, among other things
+ // call the prog function for removing a client
+ // this will set the body to a dead frame, among other things
saveSelf = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram (pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
+ PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
pr_global_struct->self = saveSelf;
}
-
- Sys_Printf ("Client %s removed\n",host_client->name);
}
-// break the net connection
- NET_Close (host_client->netconnection);
- host_client->netconnection = NULL;
-
-// free the client (the body stays around)
- host_client->active = false;
- host_client->name[0] = 0;
- host_client->old_frags = -999999;
- net_activeconnections--;
-
-// send notification to all clients
- for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
+ // send notification to all clients
+ for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
if (!client->active)
continue;
- MSG_WriteByte (&client->message, svc_updatename);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteString (&client->message, "");
- MSG_WriteByte (&client->message, svc_updatefrags);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteShort (&client->message, 0);
- MSG_WriteByte (&client->message, svc_updatecolors);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteByte (&client->message, 0);
+ MSG_WriteByte(&client->message, svc_updatename);
+ MSG_WriteByte(&client->message, host_client->number);
+ MSG_WriteString(&client->message, "");
+ MSG_WriteByte(&client->message, svc_updatefrags);
+ MSG_WriteByte(&client->message, host_client->number);
+ MSG_WriteShort(&client->message, 0);
+ MSG_WriteByte(&client->message, svc_updatecolors);
+ MSG_WriteByte(&client->message, host_client->number);
+ MSG_WriteByte(&client->message, 0);
}
- NET_Heartbeat (1);
+ NetConn_Heartbeat(1);
+
+ // free the client now
+ if (host_client->entitydatabase4)
+ EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+ // clear the client struct (this sets active to false)
+ memset(host_client, 0, sizeof(*host_client));
}
/*
int i, count;
sizebuf_t buf;
char message[4];
- double start;
if (!sv.active)
return;
sv.active = false;
// stop all client sounds immediately
- CL_Disconnect ();
+ CL_Disconnect();
- NET_Heartbeat (2);
- NET_Heartbeat (2);
-
-// flush any pending messages - like the score!!!
- start = Sys_DoubleTime();
- do
- {
- count = 0;
- for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
- {
- if (host_client->active && host_client->message.cursize)
- {
- if (NET_CanSendMessage (host_client->netconnection))
- {
- NET_SendMessage(host_client->netconnection, &host_client->message);
- SZ_Clear (&host_client->message);
- }
- else
- {
- NET_GetMessage(host_client->netconnection);
- count++;
- }
- }
- }
- if ((Sys_DoubleTime() - start) > 3.0)
- break;
- }
- while (count);
+ NetConn_Heartbeat(2);
+ NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
buf.data = message;
buf.maxsize = 4;
buf.cursize = 0;
MSG_WriteByte(&buf, svc_disconnect);
- count = NET_SendToAll(&buf, 5);
+ count = NetConn_SendToAll(&buf, 5);
if (count)
- Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
+ Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
- for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if (host_client->active)
- SV_DropClient(crash);
+ SV_DropClient(crash); // server shutdown
+
+ NetConn_CloseServerPorts();
//
// clear structures
//
- memset (&sv, 0, sizeof(sv));
- memset (svs.clients, 0, svs.maxclients * sizeof(client_t));
+ memset(&sv, 0, sizeof(sv));
+ memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
}
extern cvar_t cl_avidemo;
qboolean Host_FilterTime (double time)
{
- double timecap;
+ double timecap, timeleft;
realtime += time;
if (slowmo.value < 0.0f)
Cvar_SetValue("cl_avidemo", 0.0f);
// check if framerate is too high
- if (cl_avidemo.value >= 0.1f)
+ if (!cls.timedemo)
{
- timecap = 1.0 / (double)cl_avidemo.value;
- if ((realtime - oldrealtime) < timecap)
- return false;
- }
- else if (!cls.timedemo)
- {
- // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
+ // default to sys_ticrate (server framerate - presumably low) unless we
+ // have a good reason to run faster
timecap = sys_ticrate.value;
- if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
+ if (cl_avidemo.value >= 0.1f)
+ timecap = 1.0 / (double)cl_avidemo.value;
+ else if (vid_activewindow && !scr_con_current)
timecap = 1.0 / host_maxfps.value;
- if ((realtime - oldrealtime) < timecap)
+ timeleft = oldrealtime + timecap - realtime;
+ if (timeleft > 0)
+ {
+ // don't totally hog the CPU
+ if (timeleft >= 0.02)
+ Sys_Sleep();
return false;
+ }
}
// LordHavoc: copy into host_realframetime as well
{
static double frametimetotal = 0, lastservertime = 0;
frametimetotal += host_frametime;
- // LordHavoc: cap server at sys_ticrate in listen games
- if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
+ // LordHavoc: cap server at sys_ticrate in networked games
+ if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
return;
+
+ NetConn_ServerFrame();
+
// run the world state
- if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
+ if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
sv.frametime = pr_global_struct->frametime = frametimetotal;
else
sv.frametime = 0;
lastservertime = realtime;
// set the time and clear the general datagram
- SV_ClearDatagram ();
-
-// check for new clients
- SV_CheckForNewClients ();
+ SV_ClearDatagram();
// read client messages
- SV_RunClients ();
+ SV_RunClients();
// move things around and think
// always pause in single player if in console or menus
if (sv.frametime)
- SV_Physics ();
+ SV_Physics();
// send all messages to the clients
- SV_SendClientMessages ();
+ SV_SendClientMessages();
// send an heartbeat if enough time has passed since the last one
- NET_Heartbeat (0);
+ NetConn_Heartbeat(0);
}
static double time3 = 0;
int pass1, pass2, pass3;
- if (setjmp (host_abortserver) )
+ if (setjmp(host_abortserver))
return; // something bad happened, or the server disconnected
-// keep the random time dependent
- rand ();
+ // keep the random time dependent
+ rand();
-// decide the simulation time
- if (!Host_FilterTime (time))
- {
- // if time was rejected, don't totally hog the CPU
- Sys_Sleep();
+ // decide the simulation time
+ if (!Host_FilterTime(time))
return;
- }
-// get new key events
- Sys_SendKeyEvents ();
+ cl.islocalgame = NetConn_IsLocalGame();
-// allow mice or other external controllers to add commands
- IN_Commands ();
+ // get new key events
+ Sys_SendKeyEvents();
-// process console commands
- Cbuf_Execute ();
+ // allow mice or other external controllers to add commands
+ IN_Commands();
+
+ // process console commands
+ Cbuf_Execute();
// LordHavoc: map and load are delayed until video is initialized
Host_PerformSpawnServerAndLoadGame();
- NET_Poll();
-
-// if running the server locally, make intentions now
- if (sv.active)
- CL_SendCmd ();
+ // if running the server locally, make intentions now
+ if (cls.state == ca_connected && sv.active)
+ CL_SendCmd();
//-------------------
//
//
//-------------------
-// check for commands typed to the host
- Host_GetConsoleCommands ();
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
if (sv.active)
- Host_ServerFrame ();
+ Host_ServerFrame();
//-------------------
//
//
//-------------------
-// if running the server remotely, send intentions now after
-// the incoming messages have been read
- if (!sv.active)
- CL_SendCmd ();
+ cl.oldtime = cl.time;
+ cl.time += cl.frametime;
+
+ NetConn_ClientFrame();
-// fetch results from server
if (cls.state == ca_connected)
- CL_ReadFromServer ();
+ {
+ // if running the server remotely, send intentions now after
+ // the incoming messages have been read
+ if (!sv.active)
+ CL_SendCmd();
+ CL_ReadFromServer();
+ }
ui_update();
CL_VideoFrame();
-// update video
+ // update video
if (host_speeds.integer)
- time1 = Sys_DoubleTime ();
+ time1 = Sys_DoubleTime();
- CL_UpdateScreen ();
+ CL_UpdateScreen();
if (host_speeds.integer)
- time2 = Sys_DoubleTime ();
+ time2 = Sys_DoubleTime();
-// update audio
+ // update audio
if (cls.signon == SIGNONS)
{
// LordHavoc: this used to use renderer variables (eww)
vec3_t forward, right, up;
AngleVectors(cl.viewangles, forward, right, up);
- S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up);
+ S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up);
}
else
- S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+ S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
CDAudio_Update();
if (host_speeds.integer)
{
pass1 = (time1 - time3)*1000000;
- time3 = Sys_DoubleTime ();
+ time3 = Sys_DoubleTime();
pass2 = (time2 - time1)*1000000;
pass3 = (time3 - time2)*1000000;
- Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
+ Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
pass1+pass2+pass3, pass1, pass2, pass3);
}
//============================================================================
void Render_Init(void);
-void QuakeIO_Init(void);
/*
====================
developer.value = 1;
}
- Cmd_Init ();
+ Cmd_Init();
Memory_Init_Commands();
R_Modules_Init();
- Cbuf_Init ();
- QuakeIO_Init ();
- V_Init ();
- COM_Init ();
- Host_InitLocal ();
- W_LoadWadFile ("gfx.wad");
- Key_Init ();
- Con_Init ();
- Chase_Init ();
- M_Init ();
- PR_Init ();
- Mod_Init ();
- NET_Init ();
- SV_Init ();
+ Cbuf_Init();
+ V_Init();
+ COM_Init();
+ Host_InitLocal();
+ Key_Init();
+ Con_Init();
+ Chase_Init();
+ M_Init();
+ PR_Init();
+ Mod_Init();
+ NetConn_Init();
+ SV_Init();
Con_Printf ("Builddate: %s\n", buildstring);
VID_Init();
Render_Init();
- S_Init ();
- CDAudio_Init ();
- CL_Init ();
+ S_Init();
+ CDAudio_Init();
+ CL_Init();
}
Cbuf_InsertText ("exec quake.rc\n");
- Cbuf_Execute ();
- Cbuf_Execute ();
- Cbuf_Execute ();
- Cbuf_Execute ();
+ Cbuf_Execute();
+ Cbuf_Execute();
+ Cbuf_Execute();
+ Cbuf_Execute();
host_initialized = true;
- Con_Printf ("========Quake Initialized=========\n");
+ Con_DPrintf ("========Initialized=========\n");
if (cls.state != ca_dedicated)
+ {
VID_Open();
+ SCR_BeginLoadingPlaque();
+ }
}
Host_WriteConfiguration ();
CDAudio_Shutdown ();
- NET_Shutdown ();
+ NetConn_Shutdown ();
S_Shutdown();
if (cls.state != ca_dedicated)