// current client
client_t *host_client;
-jmp_buf host_abortserver;
+jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = {0, "host_framerate","0"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+/*
+================
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
+================
+*/
+void Host_AbortCurrentFrame(void)
+{
+ longjmp (host_abortframe, 1);
+}
+
/*
================
Host_Error
This shuts down both the client and server
================
*/
-void PRVM_ProcessError(void);
-static char hosterrorstring1[4096];
-static char hosterrorstring2[4096];
-static qboolean hosterror = false;
void Host_Error (const char *error, ...)
{
+ static char hosterrorstring1[4096];
+ static char hosterrorstring2[4096];
+ static qboolean hosterror = false;
va_list argptr;
va_start (argptr,error);
CL_Parse_DumpPacket();
- PR_Crash();
+ //PR_Crash();
- //PRVM_Crash(); // crash current prog
+ // print out where the crash happened, if it was caused by QC (and do a cleanup)
+ PRVM_Crash();
- // crash all prvm progs
- PRVM_CrashAll();
-
- PRVM_ProcessError();
Host_ShutdownServer (false);
hosterror = false;
- longjmp (host_abortserver, 1);
+ Host_AbortCurrentFrame();
}
void Host_ServerOptions (void)
// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
- if (cl_available)
+ // if no client is in the executable or -dedicated is specified on
+ // commandline, start a dedicated server
+ i = COM_CheckParm ("-dedicated");
+ if (i || !cl_available)
+ {
+ cls.state = ca_dedicated;
+ // check for -dedicated specifying how many players
+ if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
+ if (COM_CheckParm ("-listen"))
+ Con_Printf ("Only one of -dedicated or -listen can be specified");
+ // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
+ Cvar_SetValue("sv_public", 1);
+ }
+ else if (cl_available)
{
- // client exists, check what mode the user wants
- i = COM_CheckParm ("-dedicated");
+ // client exists and not dedicated, check if -listen is specified
+ cls.state = ca_disconnected;
+ i = COM_CheckParm ("-listen");
if (i)
{
- cls.state = ca_dedicated;
// default players unless specified
if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
svs.maxclients = atoi (com_argv[i+1]);
- if (COM_CheckParm ("-listen"))
- Sys_Error ("Only one of -dedicated or -listen can be specified");
}
else
{
- cls.state = ca_disconnected;
- i = COM_CheckParm ("-listen");
- if (i)
- {
- // default players unless specified
- if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
- svs.maxclients = atoi (com_argv[i+1]);
- }
- else
- {
- // default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
- svs.maxclients = 1;
- }
+ // default players in some games, singleplayer in most
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ svs.maxclients = 1;
}
}
- else
- {
- // no client in the executable, always start dedicated server
- if (COM_CheckParm ("-listen"))
- Sys_Error ("-listen not available in a dedicated server executable");
- cls.state = ca_dedicated;
- // check for -dedicated specifying how many players
- i = COM_CheckParm ("-dedicated");
- // default players unless specified
- if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
- svs.maxclients = atoi (com_argv[i+1]);
- }
svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
Con_Printf("Client \"%s\" dropped\n", host_client->name);
// make sure edict is not corrupt (from a level change for example)
- host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+ host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
if (host_client->netconnection)
{
// call qc ClientDisconnect function
// LordHavoc: don't call QC if server is dead (avoids recursive
// Host_Error in some mods when they run out of edicts)
- if (host_client->active && sv.active && host_client->edict && host_client->spawned)
+ if (host_client->clientconnectcalled && sv.active && host_client->edict)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
- int 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_global_struct->self = saveSelf;
+ int saveSelf = prog->globals.server->self;
+ host_client->clientconnectcalled = false;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
+ PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
+ prog->globals.server->self = saveSelf;
}
// remove leaving player from scoreboard
- //host_client->edict->v->netname = PR_SetEngineString(host_client->name);
- //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+ //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
+ //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
// val->_float = 0;
- //host_client->edict->v->frags = 0;
+ //host_client->edict->fields.server->frags = 0;
host_client->name[0] = 0;
host_client->colors = 0;
host_client->frags = 0;
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
- ED_ClearEdict(host_client->edict);
+ PRVM_ED_ClearEdict(host_client->edict);
}
// clear the client struct (this sets active to false)
if (!sv.active)
return;
- // print out where the crash happened, if it was caused by QC
- PR_Crash();
+ SV_VM_Begin();
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
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++)
- if (host_client->active)
+ if (host_client->active) {
SV_DropClient(crash); // server shutdown
+ }
NetConn_CloseServerPorts();
sv.active = false;
-
//
// clear structures
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+ SV_VM_End();
}
}
}
-
/*
==================
Host_ServerFrame
return;
}
sv.timer += host_realframetime;
+
+
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
+ // setup the VM frame
+ SV_VM_Begin();
+
if (cl.islocalgame)
advancetime = min(sv.timer, sys_ticrate.value);
else
if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
sv.frametime = 0;
- pr_global_struct->frametime = sv.frametime;
-
// set the time and clear the general datagram
SV_ClearDatagram();
// come in midframe (particularly if host is running really slow)
NetConn_ServerFrame();
- // read client messages
- SV_RunClients();
-
// move things around and think unless paused
if (sv.frametime)
SV_Physics();
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+
+ // end the server VM frame
+ SV_VM_End();
}
+
+
// if we fell behind too many frames just don't worry about it
if (sv.timer > 0)
sv.timer = 0;
static double time3 = 0;
int pass1, pass2, pass3;
- if (setjmp(host_abortserver))
+ if (setjmp(host_abortframe))
return; // something bad happened, or the server disconnected
// decide the simulation time
vid_opened = true;
VID_Start();
CDAudio_Startup();
- CL_InitTEnts(); // We must wait after sound startup to load tent sounds
- MR_Init();
}
}
Mathlib_Init();
NetConn_Init();
- PR_Init();
- PR_Cmd_Init();
+ //PR_Init();
+ //PR_Cmd_Init();
PRVM_Init();
Mod_Init();
SV_Init();
// save console log up to this point to log_file if it was set by configs
Log_Start();
+ // FIXME: put this into some neat design, but the menu should be allowed to crash
+ // without crashing the whole game, so this should just be a short-time solution
+ Host_StartVideo();
+
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ if (cls.state != ca_dedicated)
+ {
+ MR_Init();
+ }
+
// check for special benchmark mode
// 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)
i = COM_CheckParm("-benchmark");
Cbuf_Execute();
}
+ // check for special demo mode
+// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demo");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ // check for special demolooponly mode
+// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demolooponly");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
CDAudio_Shutdown ();
S_Terminate ();
NetConn_Shutdown ();
- PR_Shutdown ();
+ //PR_Shutdown ();
if (cls.state != ca_dedicated)
{