va_list argptr;
va_start (argptr,error);
- vsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
+ dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
Con_Printf("Host_Error: %s\n", hosterrorstring1);
longjmp (host_abortserver, 1);
}
-mempool_t *sv_clients_mempool = NULL;
-
void Host_ServerOptions (void)
{
int i, numplayers;
Cvar_SetValueQuick(&deathmatch, 1);
svs.maxclients = numplayers;
- sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
- svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
+ svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
}
/*
void Host_InitLocal (void)
{
Host_InitCommands ();
-
+
Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
Cvar_RegisterVariable (&host_framerate);
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- if (host_initialized && cls.state != ca_dedicated)
+ // LordHavoc: save a config only after Host_Frame finished the first frame
+ if (host_initialized && host_loopactive && cls.state != ca_dedicated)
{
- f = FS_Open ("config.cfg", "w", false);
+ f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
{
Con_Print("Couldn't write config.cfg.\n");
char msg[4096];
va_start(argptr,fmt);
- vsnprintf(msg,sizeof(msg),fmt,argptr);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
va_end(argptr);
SV_ClientPrint(msg);
char msg[4096];
va_start(argptr,fmt);
- vsnprintf(msg,sizeof(msg),fmt,argptr);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
va_end(argptr);
SV_BroadcastPrint(msg);
char string[1024];
va_start(argptr,fmt);
- vsnprintf(string, sizeof(string), fmt, argptr);
+ dpvsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
MSG_WriteByte(&host_client->message, svc_stufftext);
EntityFrame4_FreeDatabase(host_client->entitydatabase4);
if (host_client->entitydatabase5)
EntityFrame5_FreeDatabase(host_client->entitydatabase5);
-
+
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
ED_ClearEdict(host_client->edict);
}
-
+
// clear the client struct (this sets active to false)
memset(host_client, 0, sizeof(*host_client));
double timecap, timeleft;
realtime += time;
- if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.10001)
+ if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
if (slowmo.value < 0)
Cvar_SetValue("slowmo", 0);
{
// never run more than 5 frames at a time as a sanity limit
int framecount, framelimit = 5;
- double advancetime, newtime;
+ double advancetime;
if (!sv.active)
+ {
+ sv.timer = 0;
return;
- newtime = Sys_DoubleTime();
- // if this is the first frame of a new server, ignore the huge time difference
- if (!sv.timer)
- sv.timer = newtime;
- // if we're already past the new time, don't run a frame
- // (does not happen if cl.islocalgame)
- if (sv.timer > newtime)
- 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 < newtime;framecount++)
+ for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
if (cl.islocalgame)
- advancetime = min(newtime - sv.timer, sys_ticrate.value);
+ advancetime = min(sv.timer, sys_ticrate.value);
else
advancetime = sys_ticrate.value;
- sv.timer += advancetime;
+ sv.timer -= advancetime;
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
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)))
sv.frametime = 0;
NetConn_Heartbeat(0);
}
// if we fell behind too many frames just don't worry about it
- if (sv.timer < newtime)
- sv.timer = newtime;
+ if (sv.timer > 0)
+ sv.timer = 0;
}
time2 = Sys_DoubleTime();
// update audio
- if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ if (cls.signon == SIGNONS && cl_entities[cl.viewentity].state_current.active)
{
// LordHavoc: this used to use renderer variables (eww)
S_Update(&cl_entities[cl.viewentity].render.matrix);
Cmd_Init();
Memory_Init_Commands();
- R_Modules_Init();
+ Con_Init();
Cbuf_Init();
+ R_Modules_Init();
V_Init();
COM_Init();
- Host_InitLocal();
Key_Init();
- Con_Init();
PR_Init();
PRVM_Init();
Mod_Init();
NetConn_Init();
SV_Init();
+ Host_InitLocal();
Con_Printf("Builddate: %s\n", buildstring);
if (cls.state != ca_dedicated)
{
VID_Open();
+ CDAudio_Startup();
CL_InitTEnts (); // We must wait after sound startup to load tent sounds
SCR_BeginLoadingPlaque();
MR_Init();
}
+ // set up the default startmap_sp and startmap_dm aliases, mods can
+ // override these
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map nehstart\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map nehstart\"\n");
+ }
+ else if (gamemode == GAME_TRANSFUSION)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map e1m1\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map bb1\"\n");
+ }
+ else if (gamemode == GAME_NEXUIZ)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map nexdm01\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map nexdm01\"\n");
+ }
+ else
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map start\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map start\"\n");
+ }
+
// stuff it again so the first host frame will execute it again, this time
// in its entirety
if (gamemode == GAME_TEU)
else
Cbuf_InsertText("exec quake.rc\n");
+ Cbuf_Execute();
+ Cbuf_Execute();
+ Cbuf_Execute();
+
if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
- {
- if (gamemode == GAME_TRANSFUSION)
- Cbuf_InsertText ("map bb1\n");
- else if (gamemode == GAME_NEXUIZ)
- Cbuf_InsertText ("map nexdm01\n");
- else
- Cbuf_InsertText ("map start\n");
- }
+ Cbuf_InsertText ("startmap_dm\n");
// 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");
- if (i && i + 1 < com_argc)
+ if (i && i + 1 < com_argc && !sv.active)
Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ Cbuf_InsertText("togglemenu\n");
+
Cbuf_Execute();
// We must wait for the log_file cvar to be initialized to start the log
Host_SaveConfig_f();
CDAudio_Shutdown ();
+ S_Terminate ();
NetConn_Shutdown ();
+ PR_Shutdown ();
+ Cbuf_Shutdown ();
if (cls.state != ca_dedicated)
{
}
Cmd_Shutdown();
+ CL_Shutdown();
Sys_Shutdown();
Log_Close ();
+ COM_Shutdown ();
+ Memory_Shutdown();
}