#include "csprogs.h"
#include "sv_demo.h"
#include "snd_main.h"
+#include "taskqueue.h"
#include "thread.h"
#include "utf8lib.h"
// how many frames have occurred
// (checked by Host_Error and Host_SaveConfig_f)
int host_framecount = 0;
-// LordHavoc: set when quit is executed
+
+// Cloudwalk: set when Host_Init is executed
+qboolean host_init = false;
+// LadyHavoc: set when quit is executed
qboolean host_shuttingdown = false;
// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
-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"};
-cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
+cvar_t host_framerate = {CVAR_CLIENT | CVAR_SERVER, "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"};
+cvar_t cl_maxphysicsframesperserverframe = {CVAR_CLIENT, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
// 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_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", "1", "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_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-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)"};
-cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
-cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
-cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
-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 = {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"};
-
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
-
-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 (.)"};
-cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
+cvar_t host_speeds = {CVAR_CLIENT | CVAR_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
+cvar_t host_maxwait = {CVAR_CLIENT | CVAR_SERVER, "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_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymultiply = {CVAR_CLIENT | 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)"};
+cvar_t cl_minfps_qualityhysteresis = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
+cvar_t cl_maxfps = {CVAR_CLIENT | 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 = {CVAR_CLIENT, "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_CLIENT | 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 = {CVAR_CLIENT | CVAR_SERVER | 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 = {CVAR_CLIENT | CVAR_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+cvar_t developer_insane = {CVAR_CLIENT | CVAR_SERVER, "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 = {CVAR_CLIENT | CVAR_SERVER, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {CVAR_CLIENT | CVAR_SERVER, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
+cvar_t developer_entityparsing = {CVAR_CLIENT, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
+
+cvar_t timestamps = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
+
+cvar_t sessionid = {CVAR_CLIENT | CVAR_SERVER | 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 (.)"};
+cvar_t locksession = {CVAR_CLIENT | CVAR_SERVER, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
/*
================
aborts the current host frame and goes on with the next one
================
*/
+void Host_AbortCurrentFrame(void) DP_FUNC_NORETURN;
void Host_AbortCurrentFrame(void)
{
// in case we were previously nice, make us mean again
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
- Con_Printf("Host_Error: %s\n", hosterrorstring1);
+ Con_Errorf("Host_Error: %s\n", hosterrorstring1);
- // LordHavoc: if crashing very early, or currently shutting down, do
+ // LadyHavoc: if crashing very early, or currently shutting down, do
// Sys_Error instead
if (host_framecount < 3 || host_shuttingdown)
Sys_Error ("Host_Error: %s", hosterrorstring1);
// print out where the crash happened, if it was caused by QC (and do a cleanup)
PRVM_Crash(SVVM_prog);
PRVM_Crash(CLVM_prog);
+#ifdef CONFIG_MENU
PRVM_Crash(MVM_prog);
+#endif
cl.csqc_loaded = false;
Cvar_SetValueQuick(&csqc_progcrc, -1);
if (COM_CheckParm ("-listen"))
Con_Printf ("Only one of -dedicated or -listen can be specified\n");
// 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);
+ Cvar_SetValue(&cvars_all, "sv_public", 1);
}
else if (cl_available)
{
else
{
// default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
+ if (gamemode != GAME_GOODVSBAD2 && !IS_NEXUIZ_DERIVED(gamemode) && gamemode != GAME_BATTLEMECH)
svs.maxclients = 1;
}
}
Host_InitLocal
======================
*/
-void Host_SaveConfig_f(void);
-void Host_LoadConfig_f(void);
+void Host_SaveConfig_f(cmd_state_t *cmd);
+void Host_LoadConfig_f(cmd_state_t *cmd);
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)");
- Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
+ Cmd_AddCommand(&cmd_client, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
+ Cmd_AddCommand(&cmd_client, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
+ Cmd_AddCommand(&cmd_server, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
+ Cmd_AddCommand(&cmd_server, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- // LordHavoc: don't save a config if it crashed in startup
+ // LadyHavoc: don't save a config if it crashed in startup
if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
f = FS_OpenRealFile(file, "wb", false);
if (!f)
{
- Con_Printf("Couldn't write %s.\n", file);
+ Con_Errorf("Couldn't write %s.\n", file);
return;
}
Key_WriteBindings (f);
- Cvar_WriteVariables (f);
+ Cvar_WriteVariables (&cvars_all, f);
FS_Close (f);
}
{
Host_SaveConfig_to(CONFIGFILENAME);
}
-void Host_SaveConfig_f(void)
+void Host_SaveConfig_f(cmd_state_t *cmd)
{
const char *file = CONFIGFILENAME;
- if(Cmd_Argc() >= 2) {
- file = Cmd_Argv(1);
+ if(Cmd_Argc(cmd) >= 2) {
+ file = Cmd_Argv(cmd, 1);
Con_Printf("Saving to %s\n", file);
}
Host_SaveConfig_to(file);
}
-static void Host_AddConfigText(void)
+static void Host_AddConfigText(cmd_state_t *cmd)
{
// 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_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+ Cbuf_InsertText(cmd, "alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TRANSFUSION)
- Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+ Cbuf_InsertText(cmd, "alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TEU)
- Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+ Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
- Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+ Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+ Cbuf_Execute(cmd);
}
/*
Resets key bindings and cvars to defaults and then reloads scripts
===============
*/
-void Host_LoadConfig_f(void)
+void Host_LoadConfig_f(cmd_state_t *cmd)
{
// reset all cvars, commands and aliases to init values
Cmd_RestoreInitState();
+#ifdef CONFIG_MENU
// prepend a menu restart command to execute after the config
- Cbuf_InsertText("\nmenu_restart\n");
+ Cbuf_InsertText(&cmd_client, "\nmenu_restart\n");
+#endif
// reset cvars to their defaults, and then exec startup scripts again
- Host_AddConfigText();
+ Host_AddConfigText(&cmd_client);
}
/*
// tell the client to be gone
if (!crash)
{
- // LordHavoc: no opportunity for resending, so use unreliable 3 times
+ // LadyHavoc: no opportunity for resending, so use unreliable 3 times
unsigned char bufdata[8];
sizebuf_t buf;
memset(&buf, 0, sizeof(buf));
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
}
}
// call qc ClientDisconnect function
- // LordHavoc: don't call QC if server is dead (avoids recursive
+ // LadyHavoc: don't call QC if server is dead (avoids recursive
// Host_Error in some mods when they run out of edicts)
if (host_client->clientconnectcalled && sv.active && host_client->edict)
{
*/
static void Host_GetConsoleCommands (void)
{
- char *cmd;
+ char *line;
- while (1)
+ while ((line = Sys_ConsoleInput()))
{
- cmd = Sys_ConsoleInput ();
- if (!cmd)
- break;
- Cbuf_AddText (cmd);
+ if (cls.state == ca_dedicated)
+ Cbuf_AddText(&cmd_server, line);
+ else
+ Cbuf_AddText(&cmd_client, line);
}
}
double wait;
int pass1, pass2, pass3, i;
char vabuf[1024];
+ qboolean playing;
Host_Init();
realtime = 0;
- dirtytime = Sys_DirtyTime();
+ host_dirtytime = Sys_DirtyTime();
for (;;)
{
if (setjmp(host_abortframe))
{
// warn if it's significant
if (deltacleantime < -0.01)
- Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ Con_Warnf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
deltacleantime = 0;
}
else if (deltacleantime >= 1800)
{
- Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ Con_Warnf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
deltacleantime = 0;
}
realtime += deltacleantime;
svs.perf_acc_realtime += deltacleantime;
// Look for clients who have spawned
+ playing = false;
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->spawned)
+ if(host_client->begun)
if(host_client->netconnection)
- break;
- if(i == svs.maxclients)
+ playing = true;
+ if(sv.time < 10)
{
- // Nobody is looking? Then we won't do timing...
- // Instead, reset it to zero
+ // don't accumulate time for the first 10 seconds of a match
+ // so things can settle
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;
}
else if(svs.perf_acc_realtime > 5)
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 && developer_extra.integer)
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
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;
}
}
- if (slowmo.value < 0.00001 && slowmo.value != 0)
- Cvar_SetValue("slowmo", 0);
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
- Cvar_SetValue("host_framerate", 0);
+ Cvar_SetValueQuick(&host_framerate, 0);
+
+ TaskQueue_Frame(false);
// keep the random time dependent, but not when playing demos/benchmarking
if(!*sv_random_seed.string && !cls.demoplayback)
// process console commands
// R_TimeReport("preconsole");
CL_VM_PreventInformationLeaks();
- Cbuf_Frame();
+ Cbuf_Frame(&cmd_clientfromserver);
+ Cbuf_Frame(&cmd_client);
+ Cbuf_Frame(&cmd_server);
+
+ if(sv.active)
+ {
+ Cbuf_Frame(&cmd_serverfromclient);
+ }
+
// R_TimeReport("console");
}
wait = 1; // because we cast to int
time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
NetConn_SleepMicroseconds((int)wait);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
+ }
else
Sys_Sleep((int)wait);
delta = Sys_DirtyTime() - time0;
SV_SendClientMessages();
if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
+ prog->globals.fp[OFS_PARM0] = realtime - sv.pausedstart;
PRVM_serverglobalfloat(time) = sv.time;
prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
}
{
R_TimeReport("---");
Collision_Cache_NewFrame();
- R_TimeReport("collisioncache");
+ R_TimeReport("photoncache");
// decide the simulation time
if (cls.capturevideo.active)
{
if (cls.demopaused)
clframetime = 0;
}
+ else
+ {
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
- // host_framerate overrides all else
- if (host_framerate.value)
- clframetime = host_framerate.value;
-
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
- clframetime = 0;
+ if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ clframetime = 0;
+ }
if (cls.timedemo)
clframetime = cl.realframetime = cl_timer;
qboolean sys_nostdout = false;
-extern qboolean host_stuffcmdsrun;
-
static qfile_t *locksession_fh = NULL;
static qboolean locksession_run = false;
static void Host_InitSession(void)
{
int i;
+ char *buf;
Cvar_RegisterVariable(&sessionid);
Cvar_RegisterVariable(&locksession);
// load the session ID into the read-only cvar
if ((i = COM_CheckParm("-sessionid")) && (i + 1 < com_argc))
{
- char vabuf[1024];
if(com_argv[i+1][0] == '.')
Cvar_SetQuick(&sessionid, com_argv[i+1]);
else
- Cvar_SetQuick(&sessionid, va(vabuf, sizeof(vabuf), ".%s", com_argv[i+1]));
+ {
+ buf = (char *)Z_Malloc(strlen(com_argv[i+1]) + 2);
+ dpsnprintf(buf, sizeof(buf), ".%s", com_argv[i+1]);
+ Cvar_SetQuick(&sessionid, buf);
+ }
}
}
void Host_LockSession(void)
if(locksession_run)
return;
locksession_run = true;
- if(locksession.integer != 0)
+ if(locksession.integer != 0 && !COM_CheckParm("-readonly"))
{
char vabuf[1024];
char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
{
if(locksession.integer == 2)
{
- Con_Printf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
+ Con_Warnf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
}
else
{
int i;
const char* os;
char vabuf[1024];
+ qboolean dedicated_server = COM_CheckParm("-dedicated") || !cl_available;
+ cmd_state_t *cmd = &cmd_client;
+
+ host_init = true;
if (COM_CheckParm("-profilegameonly"))
Sys_AllowProfiling(false);
- // LordHavoc: quake never seeded the random number generator before... heh
+ // LadyHavoc: quake never seeded the random number generator before... heh
if (COM_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
else
srand((unsigned int)time(NULL));
// FIXME: this is evil, but possibly temporary
- // LordHavoc: doesn't seem very temporary...
- // LordHavoc: made this a saved cvar
+ // LadyHavoc: doesn't seem very temporary...
+ // LadyHavoc: made this a saved cvar
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
{
// initialize console command/cvar/alias/command execution systems
Cmd_Init();
+ Cmd_Init_Commands(dedicated_server);
+
// initialize memory subsystem cvars/commands
Memory_Init_Commands();
// initialize various cvars that could not be initialized earlier
u8_Init();
Curl_Init_Commands();
- Cmd_Init_Commands();
Sys_Init_Commands();
COM_Init_Commands();
FS_Init_Commands();
Host_ServerOptions();
Thread_Init();
+ TaskQueue_Init();
- if (cls.state == ca_dedicated)
- Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
- else
- {
- Con_DPrintf("Initializing client\n");
-
- R_Modules_Init();
- Palette_Init();
- MR_Init_Commands();
- VID_Shared_Init();
- VID_Init();
- Render_Init();
- S_Init();
- CDAudio_Init();
- Key_Init();
- CL_Init();
- }
+ CL_Init();
// save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
// NOTE: menu commands are freed by Cmd_RestoreInitState
return;
}
- Host_AddConfigText();
- Cbuf_Execute();
+ Host_AddConfigText(cmd);
- // if stuffcmds wasn't run, then quake.rc is probably missing, use default
- if (!host_stuffcmdsrun)
+ Host_StartVideo();
+
+ // if quake.rc is missing, use default
+ if (!FS_FileExists("quake.rc"))
{
- Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
- Cbuf_Execute();
+ Cbuf_AddText(cmd, "exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\n");
+ Cbuf_Execute(cmd);
}
+ host_init = false;
+
+ // run stuffcmds now, deferred previously because it can crash if a server starts that early
+ Cbuf_AddText(cmd,"stuffcmds\n");
+ Cbuf_Execute(cmd);
+
+ Log_Start();
+
// put up the loading image so the user doesn't stare at a black screen...
- SCR_BeginLoadingPlaque();
+ SCR_BeginLoadingPlaque(true);
+#ifdef CONFIG_MENU
if (cls.state != ca_dedicated)
{
MR_Init();
}
+#endif
// 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)
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
- Cbuf_Execute();
+ Cbuf_AddText(&cmd_client, va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute(&cmd_client);
}
// check for special demo mode
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
- Cbuf_Execute();
+ Cbuf_AddText(&cmd_client, va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute(&cmd_client);
}
// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
- Cbuf_Execute();
+ Cbuf_AddText(&cmd_client, va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
+ Cbuf_Execute(&cmd_client);
}
if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText("startmap_dm\n");
- Cbuf_Execute();
+ Cbuf_AddText(&cmd_client, "startmap_dm\n");
+ Cbuf_Execute(&cmd_client);
}
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText("togglemenu\n");
- Cbuf_Execute();
+#ifdef CONFIG_MENU
+ Cbuf_AddText(&cmd_client, "togglemenu 1\n");
+#endif
+ Cbuf_Execute(&cmd_client);
}
Con_DPrint("========Initialized=========\n");
Host_ShutdownServer ();
SV_UnlockThreadMutex();
+#ifdef CONFIG_MENU
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();
+#endif
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
}
SV_StopThread();
+ TaskQueue_Shutdown();
Thread_Shutdown();
Cmd_Shutdown();
Key_Shutdown();