X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=host.c;h=735905cb1e69c0652da97f3ff66b0ac389459a61;hb=21efc79d77d87b22a8422ddaadf9143ee708657e;hp=6a8c0352b55b85dfc3085ebe8cf4e504fde0f813;hpb=5fbf1b000aeab4cc583f562a35cf0dddef63aa52;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index 6a8c0352..735905cb 100644 --- a/host.c +++ b/host.c @@ -56,7 +56,7 @@ jmp_buf host_abortframe; cvar_t sv_random_seed = {0, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"}; // 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 host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; +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"}; // LordHavoc: framerate independent slowmo @@ -91,6 +91,8 @@ cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this 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 sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"}; + /* ================ Host_AbortCurrentFrame @@ -250,6 +252,8 @@ static void Host_InitLocal (void) Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); + + Cvar_RegisterVariable (&sv_checkforpacketsduringsleep); } @@ -414,7 +418,7 @@ if (crash = true), don't bother sending signofs void SV_DropClient(qboolean crash) { int i; - Con_Printf("Client \"%s\" dropped\n", host_client->name); + Con_Printf("Client \"%s^%i\" dropped\n", host_client->name, STRING_COLOR_DEFAULT); // make sure edict is not corrupt (from a level change for example) host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1); @@ -431,9 +435,9 @@ void SV_DropClient(qboolean crash) buf.data = bufdata; buf.maxsize = sizeof(bufdata); MSG_WriteByte(&buf, svc_disconnect); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000); } // break the net connection NetConn_Close(host_client->netconnection); @@ -573,37 +577,31 @@ Runs all active servers static void Host_Init(void); void Host_Main(void) { - static double time1 = 0; - static double time2 = 0; - static double time3 = 0; - // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3 - static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer; + double time1 = 0; + double time2 = 0; + double time3 = 0; + double cl_timer, sv_timer; + double clframetime, deltarealtime, oldrealtime; + double wait; + int pass1, pass2, pass3; Host_Init(); cl_timer = 0; sv_timer = 0; - framenewtime = Sys_DoubleTime(); + realtime = Sys_DoubleTime(); for (;;) { if (setjmp(host_abortframe)) continue; // something bad happened, or the server disconnected - frameoldtime = framenewtime; - framenewtime = Sys_DoubleTime(); - frametime = framenewtime - frameoldtime; - realtime += frametime; - - // if there is some time remaining from last frame, rest the timers - if (cl_timer >= 0) - cl_timer = 0; - if (sv_timer >= 0) - sv_timer = 0; + oldrealtime = realtime; + realtime = Sys_DoubleTime(); - // accumulate the new frametime into the timers - cl_timer += frametime; - sv_timer += frametime; + deltarealtime = realtime - oldrealtime; + cl_timer += deltarealtime; + sv_timer += deltarealtime; if (slowmo.value < 0) Cvar_SetValue("slowmo", 0); @@ -612,25 +610,8 @@ void Host_Main(void) if (cl_maxfps.value < 1) Cvar_SetValue("cl_maxfps", 1); - // if the accumulators haven't become positive yet, keep waiting - if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0) - { - double wait; - int msleft; - if (cls.state == ca_dedicated) - wait = sv_timer; - else if (!sv.active) - wait = cl_timer; - else - wait = max(cl_timer, sv_timer); - msleft = (int)floor(wait * -1000.0); - if (msleft >= 1) - Sys_Sleep(msleft); - continue; - } - - // keep the random time dependent - if(!*sv_random_seed.string) + // keep the random time dependent, but not when playing demos/benchmarking + if(!*sv_random_seed.string && !cls.demoplayback) rand(); cl.islocalgame = NetConn_IsLocalGame(); @@ -638,6 +619,18 @@ void Host_Main(void) // get new key events Sys_SendKeyEvents(); + NetConn_UpdateSockets(); + + // receive packets on each main loop iteration, as the main loop may + // be undersleeping due to select() detecting a new packet + if (sv.active) + NetConn_ServerFrame(); + + Curl_Run(); + + // check for commands typed to the host + Host_GetConsoleCommands(); + // when a server is running we only execute console commands on server frames // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc) // otherwise we execute them on all frames @@ -647,9 +640,31 @@ void Host_Main(void) Cbuf_Execute(); } - NetConn_UpdateSockets(); + //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); - Curl_Run(); + // if the accumulators haven't become positive yet, wait a while + if (cls.state == ca_dedicated) + wait = sv_timer * -1000000.0; + else if (!sv.active) + wait = cl_timer * -1000000.0; + else + wait = max(cl_timer, sv_timer) * -1000000.0; + if (wait > 100000) + wait = 100000; + if (!cls.timedemo && wait > 0) + { + if (sv_checkforpacketsduringsleep.integer) + { + if (wait >= 1) + NetConn_SleepMicroseconds((int)wait); + } + else + { + if (wait >= 1000) + Sys_Sleep((int)wait / 1000); + } + continue; + } //------------------- // @@ -657,91 +672,78 @@ void Host_Main(void) // //------------------- - // check for commands typed to the host - Host_GetConsoleCommands(); + // limit the frametime steps to no more than 100ms each + if (cl_timer > 0.1) + cl_timer = 0.1; + if (sv_timer > 0.1) + sv_timer = 0.1; - if (sv_timer > 0) + if (sv.active && sv_timer > 0) { - if (!sv.active) + // execute one or more server frames, with an upper limit on how much + // execution time to spend on server frames to avoid freezing the game if + // the server is overloaded, this execution time limit means the game will + // slow down if the server is taking too long. + int framecount, framelimit = 1; + double advancetime, aborttime = 0; + + // run the world state + // don't allow simulation to run too fast or too slow or logic glitches can occur + + // stop running server frames if the wall time reaches this value + if (sys_ticrate.value <= 0) + advancetime = sv_timer; + else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) { - // if there is no server, run server timing at 10fps - sv_timer -= 0.1; + // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate + advancetime = bound(0.01, cl_timer, sys_ticrate.value); + framelimit = 10; + aborttime = realtime + 0.1; } else { - // execute one or more server frames, with an upper limit on how much - // execution time to spend on server frames to avoid freezing the game if - // the server is overloaded, this execution time limit means the game will - // slow down if the server is taking too long. - int framecount, framelimit = 1; - double advancetime, aborttime = 0; - - // receive server packets now, which might contain rcon commands, which - // may change level or other such things we don't want to have happen in - // the middle of Host_Frame - NetConn_ServerFrame(); - - // run the world state - // don't allow simulation to run too fast or too slow or logic glitches can occur - - // stop running server frames if the wall time reaches this value - if (sys_ticrate.value <= 0) - advancetime = sv_timer; - else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) + advancetime = sys_ticrate.value; + // listen servers can run multiple server frames per client frame + if (cls.state == ca_connected) { - // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate - advancetime = bound(0.01, cl_timer, sys_ticrate.value); framelimit = 10; - aborttime = Sys_DoubleTime() + 0.1; + aborttime = realtime + 0.1; } - else - { - advancetime = sys_ticrate.value; - // listen servers can run multiple server frames per client frame - if (cls.state == ca_connected) - { - framelimit = 10; - aborttime = Sys_DoubleTime() + 0.1; - } - } - advancetime = min(advancetime, 0.1); - - // 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; + } + advancetime = min(advancetime, 0.1); - // setup the VM frame - SV_VM_Begin(); + // 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; - for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) - { - sv_timer -= advancetime; + // setup the VM frame + SV_VM_Begin(); - // move things around and think unless paused - if (sv.frametime) - SV_Physics(); + for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + { + sv_timer -= advancetime; - // send all messages to the clients - SV_SendClientMessages(); + // move things around and think unless paused + if (sv.frametime) + SV_Physics(); - // clear the general datagram - SV_ClearDatagram(); + // if this server frame took too long, break out of the loop + if (framelimit > 1 && Sys_DoubleTime() >= aborttime) + break; + } - // if this server frame took too long, break out of the loop - if (framelimit > 1 && Sys_DoubleTime() >= aborttime) - break; - } + // send all messages to the clients + SV_SendClientMessages(); - // end the server VM frame - SV_VM_End(); + // end the server VM frame + SV_VM_End(); - // send an heartbeat if enough time has passed since the last one - NetConn_Heartbeat(0); - } + // send an heartbeat if enough time has passed since the last one + NetConn_Heartbeat(0); } //------------------- @@ -750,94 +752,81 @@ void Host_Main(void) // //------------------- - if (cl_timer > 0 || cls.timedemo) + if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo)) { - if (cls.state == ca_dedicated) + // decide the simulation time + if (cls.capturevideo.active) { - // if there is no client, run client timing at 10fps - cl_timer -= 0.1; - if (host_speeds.integer) - time1 = time2 = Sys_DoubleTime(); + if (cls.capturevideo.realtime) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); + else + { + clframetime = 1.0 / cls.capturevideo.framerate; + cl.realframetime = max(cl_timer, clframetime); + } } + else if (vid_activewindow) + clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value); else - { - double frametime; - frametime = cl.realframetime = min(cl_timer, 1); + clframetime = cl.realframetime = 0.1; - // decide the simulation time - if (!cls.timedemo) - { - if (cls.capturevideo.active) - { - if (cls.capturevideo.realtime) - frametime = cl.realframetime = max(cl.realframetime, 1.0 / cls.capturevideo.framerate); - else - { - frametime = 1.0 / cls.capturevideo.framerate; - cl.realframetime = max(cl.realframetime, frametime); - } - } - else if (vid_activewindow) - frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value); - else - frametime = cl.realframetime = 0.1; - - // deduct the frame time from the accumulator - cl_timer -= cl.realframetime; - - // apply slowmo scaling - frametime *= slowmo.value; - - // host_framerate overrides all else - if (host_framerate.value) - frametime = host_framerate.value; - } + // apply slowmo scaling + clframetime *= slowmo.value; - cl.oldtime = cl.time; - cl.time += frametime; + // host_framerate overrides all else + if (host_framerate.value) + clframetime = host_framerate.value; - // Collect input into cmd - CL_Move(); + if (cls.timedemo) + clframetime = cl.realframetime = cl_timer; - NetConn_ClientFrame(); + // deduct the frame time from the accumulator + cl_timer -= cl.realframetime; - if (cls.state == ca_connected) - { - CL_ReadFromServer(); - // if running the server remotely, send intentions now after - // the incoming messages have been read - //if (!cl.islocalgame) - // CL_SendCmd(); - } + cl.oldtime = cl.time; + cl.time += clframetime; - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // Collect input into cmd + CL_Input(); - //ui_update(); + // check for new packets + NetConn_ClientFrame(); - CL_VideoFrame(); + // read a new frame from a demo if needed + CL_ReadDemoMessage(); - CL_UpdateScreen(); + // now that packets have been read, send input to server + CL_SendMove(); - if (host_speeds.integer) - time2 = Sys_DoubleTime(); + // update client world (interpolate entities, create trails, etc) + CL_UpdateWorld(); - // update audio - if(csqc_usecsqclistener) - { - S_Update(&csqc_listenermatrix); - csqc_usecsqclistener = false; - } - else - S_Update(&r_view.matrix); + // update video + if (host_speeds.integer) + time1 = Sys_DoubleTime(); + + //ui_update(); + + CL_VideoFrame(); - CDAudio_Update(); + CL_UpdateScreen(); + + if (host_speeds.integer) + time2 = Sys_DoubleTime(); + + // update audio + if(csqc_usecsqclistener) + { + S_Update(&csqc_listenermatrix); + csqc_usecsqclistener = false; } + else + S_Update(&r_view.matrix); + + CDAudio_Update(); if (host_speeds.integer) { - int pass1, pass2, pass3; pass1 = (int)((time1 - time3)*1000000); time3 = Sys_DoubleTime(); pass2 = (int)((time2 - time1)*1000000); @@ -847,6 +836,12 @@ void Host_Main(void) } } + // if there is some time remaining from this frame, reset the timers + if (cl_timer >= 0) + cl_timer = 0; + if (sv_timer >= 0) + sv_timer = 0; + host_framecount++; } } @@ -888,7 +883,10 @@ static void Host_Init (void) const char* os; // LordHavoc: quake never seeded the random number generator before... heh - srand(time(NULL)); + if (COM_CheckParm("-benchmark")) + srand(0); // predictable random sequence for -benchmark + else + srand(time(NULL)); // FIXME: this is evil, but possibly temporary // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers) @@ -961,7 +959,7 @@ static void Host_Init (void) // initialize ixtable Mathlib_Init(); - // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name) + // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) FS_Init(); NetConn_Init(); @@ -1048,16 +1046,6 @@ static void Host_Init (void) Cbuf_Execute(); } - // check for special demolooponly mode -// COMMANDLINEOPTION: Client: -demolooponly 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) {