#include "progsvm.h"
#include "csprogs.h"
#include "sv_demo.h"
+#include "snd_main.h"
/*
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"};
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-cvar_t host_sleep = {0, "host_sleep","1", "gives up some processing time to other applications each frame, value in milliseconds"};
+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."};
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"};
cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
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"};
cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
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)"};
+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"};
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"};
-cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+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"};
+cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+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!"};
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)"};
cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
void Host_SaveConfig_f(void);
void Host_LoadConfig_f(void);
extern cvar_t sv_writepicture_quality;
+extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
- Cvar_RegisterVariable (&host_sleep);
+ Cvar_RegisterVariable (&host_maxwait);
Cvar_RegisterVariable (&cl_minfps);
Cvar_RegisterVariable (&cl_minfps_fade);
Cvar_RegisterVariable (&cl_minfps_qualitymax);
Cvar_RegisterVariable (&cl_minfps_qualitypower);
Cvar_RegisterVariable (&cl_minfps_qualityscale);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
+ Cvar_RegisterVariable (&developer_extra);
+ Cvar_RegisterVariable (&developer_insane);
Cvar_RegisterVariable (&developer_loadfile);
Cvar_RegisterVariable (&developer_loading);
Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (&timeformat);
Cvar_RegisterVariable (&sv_writepicture_quality);
+ Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
}
}
void Host_SaveConfig(void)
{
- Host_SaveConfig_to("config.cfg");
+ Host_SaveConfig_to(CONFIGFILENAME);
}
void Host_SaveConfig_f(void)
{
- const char *file = "config.cfg";
+ const char *file = CONFIGFILENAME;
if(Cmd_Argc() >= 2) {
file = Cmd_Argv(1);
// unlock the cvar default strings so they can be updated by the new default.cfg
Cvar_UnlockDefaults();
// reset cvars to their defaults, and then exec startup scripts again
- Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+ Cbuf_InsertText("cvar_resettodefaults_all;exec " STARTCONFIGFILENAME "\n");
}
/*
// make sure all the clients know we're disconnecting
SV_VM_Begin();
+ World_End(&sv.world);
if(prog->loaded)
if(prog->funcoffsets.SV_Shutdown)
{
svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
}
- if(svs.perf_lost > 0)
+ if(svs.perf_lost > 0 && developer_extra.integer)
Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
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;
}
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
Sys_SendKeyEvents();
NetConn_UpdateSockets();
if (sv.active ? sv_timer > 0 : cl_timer > 0)
{
// process console commands
+// R_TimeReport("preconsole");
+ CL_VM_PreventInformationLeaks();
Cbuf_Execute();
+// R_TimeReport("console");
}
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
- wait = bound(0, wait, 100000);
if (!cls.timedemo && wait >= 1)
{
- double time0 = Sys_DoubleTime();
- if (sv_checkforpacketsduringsleep.integer)
+ double time0;
+
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
+ else
+ wait = min(wait, host_maxwait.value * 1000.0);
+ if(wait < 1)
+ wait = 1; // because we cast to int
+
+ time0 = Sys_DoubleTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
NetConn_SleepMicroseconds((int)wait);
else
Sys_Sleep((int)wait);
svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+// R_TimeReport("sleep");
continue;
}
+ R_TimeReport("---");
+
//-------------------
//
// server operations
aborttime = realtime + 0.1;
}
}
- advancetime = min(advancetime, 0.1);
+ if(slowmo.value > 0 && slowmo.value < 1)
+ advancetime = min(advancetime, 0.1 / slowmo.value);
+ else
+ advancetime = min(advancetime, 0.1);
if(advancetime > 0)
{
sv.frametime = advancetime * slowmo.value;
if (host_framerate.value)
sv.frametime = host_framerate.value;
- if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
sv.frametime = 0;
// setup the VM frame
if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
break;
}
+ R_TimeReport("serverphysics");
// send all messages to the clients
SV_SendClientMessages();
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+ R_TimeReport("servernetwork");
+ }
+ else
+ {
+ // don't let r_speeds display jump around
+ R_TimeReport("serverphysics");
+ R_TimeReport("servernetwork");
}
//-------------------
//
//-------------------
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
+ R_TimeReport("---");
// decide the simulation time
if (cls.capturevideo.active)
{
cl.realframetime = max(cl_timer, clframetime);
}
}
- else if (vid_activewindow && cl_maxfps.value >= 1)
+ else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ {
clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
- else if (!vid_activewindow && cl_maxidlefps.value >= 1)
+ // when running slow, we need to sleep to keep input responsive
+ wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
+ if (wait > 0)
+ Sys_Sleep((int)wait);
+ }
+ else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
else
clframetime = cl.realframetime = cl_timer;
if (host_framerate.value)
clframetime = host_framerate.value;
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
clframetime = 0;
if (cls.timedemo)
// update video
if (host_speeds.integer)
time1 = Sys_DoubleTime();
+ R_TimeReport("pre-input");
// Collect input into cmd
CL_Input();
+ R_TimeReport("input");
+
// check for new packets
NetConn_ClientFrame();
// read a new frame from a demo if needed
CL_ReadDemoMessage();
+ R_TimeReport("clientnetwork");
// now that packets have been read, send input to server
CL_SendMove();
+ R_TimeReport("sendmove");
// update client world (interpolate entities, create trails, etc)
CL_UpdateWorld();
+ R_TimeReport("lerpworld");
CL_Video_Frame();
CL_Gecko_Frame();
+ R_TimeReport("client");
+
CL_UpdateScreen();
+ R_TimeReport("render");
if (host_speeds.integer)
time2 = Sys_DoubleTime();
S_Update(&r_refdef.view.matrix);
CDAudio_Update();
+ R_TimeReport("audio");
// reset gathering of mouse input
in_mouse_x = in_mouse_y = 0;
Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
pass1+pass2+pass3, pass1, pass2, pass3);
}
- wait = bound(0, host_sleep.value * 1000, 100000);
- if (!cls.timedemo && wait >= 1)
- Sys_Sleep((int)wait);
}
#if MEMPARANOIA
Mem_CheckSentinelsGlobal();
+#else
+ if (developer_memorydebug.integer)
+ Mem_CheckSentinelsGlobal();
#endif
// if there is some time remaining from this frame, reset the timers
qboolean sys_nostdout = false;
+extern void u8_Init(void);
extern void Render_Init(void);
extern void Mathlib_Init(void);
+extern void FS_Init_SelfPack(void);
extern void FS_Init(void);
extern void FS_Shutdown(void);
extern void PR_Cmd_Init(void);
if (COM_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
else
- srand(time(NULL));
+ srand((unsigned int)time(NULL));
// FIXME: this is evil, but possibly temporary
// LordHavoc: doesn't seem very temporary...
- // LordHavoc: enabled this by default on debug
-#ifndef DEBUG
+ // LordHavoc: made this a saved cvar
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
-#endif
{
developer.value = developer.integer = 1;
developer.string = "1";
if (COM_CheckParm("-developer2"))
{
- developer.value = developer.integer = 100;
- developer.string = "100";
- developer_memory.value = developer_memory.integer = 100;
- developer.string = "100";
- developer_memorydebug.value = developer_memorydebug.integer = 100;
- developer_memorydebug.string = "100";
+ developer.value = developer.integer = 1;
+ developer.string = "1";
+ developer_extra.value = developer_extra.integer = 1;
+ developer_extra.string = "1";
+ developer_insane.value = developer_insane.integer = 1;
+ developer_insane.string = "1";
+ developer_memory.value = developer_memory.integer = 1;
+ developer_memory.string = "1";
+ developer_memorydebug.value = developer_memorydebug.integer = 1;
+ developer_memorydebug.string = "1";
}
// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
Con_Init();
// initialize various cvars that could not be initialized earlier
+ u8_Init();
Curl_Init_Commands();
Cmd_Init_Commands();
Sys_Init_Commands();
// initialize console window (only used by sys_win.c)
Sys_InitConsole();
+ // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
+ FS_Init_SelfPack();
+
// detect gamemode from commandline options or executable name
COM_InitGameType();
// set up the default startmap_sp and startmap_dm aliases (mods can
// override these) and then execute the quake.rc startup script
if (gamemode == GAME_NEHAHRA)
- Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
+ Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TRANSFUSION)
- Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
+ Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TEU)
Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
+ Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
Cbuf_Execute();
// if stuffcmds wasn't run, then quake.rc is probably missing, use default
if (!host_stuffcmdsrun)
{
- Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
Cbuf_Execute();
}