2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
28 A server can always be started, even if the system started out as a client
31 A client can NOT be started if the system started as a dedicated server.
33 Memory is cleared / released when a server or client begins, not when they end.
37 // true if into command execution
38 qboolean host_initialized;
39 // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
40 qboolean host_loopactive = false;
41 // LordHavoc: set when quit is executed
42 qboolean host_shuttingdown = false;
44 double host_frametime;
45 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
46 double host_realframetime;
47 // the real time, without any slowmo or clamping
49 // realtime from previous frame
51 // how many frames have occurred
54 // used for -developer commandline parameter, hacky hacky
58 client_t *host_client;
60 jmp_buf host_abortserver;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 cvar_t host_framerate = {0, "host_framerate","0"};
64 // shows time used by certain subsystems
65 cvar_t host_speeds = {0, "host_speeds","0"};
66 // LordHavoc: framerate independent slowmo
67 cvar_t slowmo = {0, "slowmo", "1.0"};
68 // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
69 cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
70 // LordHavoc: framerate upper cap
71 cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
73 // print broadcast messages in dedicated mode
74 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
76 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
77 cvar_t serverprofile = {0, "serverprofile","0"};
79 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
80 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
81 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
83 cvar_t samelevel = {0, "samelevel","0"};
84 cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
86 cvar_t developer = {0, "developer","0"};
88 cvar_t skill = {0, "skill","1"};
89 cvar_t deathmatch = {0, "deathmatch","0"};
90 cvar_t coop = {0, "coop","0"};
92 cvar_t pausable = {0, "pausable","1"};
94 cvar_t temp1 = {0, "temp1","0"};
96 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
97 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
103 This shuts down both the client and server
106 void PRVM_ProcessError(void);
107 static char hosterrorstring1[4096];
108 static char hosterrorstring2[4096];
109 static qboolean hosterror = false;
110 void Host_Error (const char *error, ...)
114 va_start (argptr,error);
115 vsprintf (hosterrorstring1,error,argptr);
118 Con_Printf("Host_Error: %s\n", hosterrorstring1);
120 // LordHavoc: if first frame has not been shown, or currently shutting
121 // down, do Sys_Error instead
122 if (!host_loopactive || host_shuttingdown)
123 Sys_Error ("Host_Error: %s", hosterrorstring1);
126 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
129 strcpy(hosterrorstring2, hosterrorstring1);
131 CL_Parse_DumpPacket();
135 //PRVM_Crash(); // crash current prog
137 // crash all prvm progs
142 Host_ShutdownServer (false);
144 if (cls.state == ca_dedicated)
145 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
152 longjmp (host_abortserver, 1);
155 mempool_t *sv_clients_mempool = NULL;
157 void Host_ServerOptions (void)
164 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
165 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
168 // client exists, check what mode the user wants
169 i = COM_CheckParm ("-dedicated");
172 cls.state = ca_dedicated;
173 // default players unless specified
174 if (i != (com_argc - 1))
175 numplayers = atoi (com_argv[i+1]);
176 if (COM_CheckParm ("-listen"))
177 Sys_Error ("Only one of -dedicated or -listen can be specified");
181 cls.state = ca_disconnected;
182 i = COM_CheckParm ("-listen");
185 // default players unless specified
186 if (i != (com_argc - 1))
187 numplayers = atoi (com_argv[i+1]);
191 // default players in some games, singleplayer in most
192 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
199 // no client in the executable, always start dedicated server
200 if (COM_CheckParm ("-listen"))
201 Sys_Error ("-listen not available in a dedicated server executable");
202 cls.state = ca_dedicated;
203 // check for -dedicated specifying how many players
204 i = COM_CheckParm ("-dedicated");
205 // default players unless specified
206 if (i && i != (com_argc - 1))
207 numplayers = atoi (com_argv[i+1]);
213 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
215 if (numplayers > 1 && !deathmatch.integer)
216 Cvar_SetValueQuick(&deathmatch, 1);
218 svs.maxclients = numplayers;
219 sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
220 svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
224 =======================
226 ======================
228 void Host_SaveConfig_f(void);
229 void Host_InitLocal (void)
231 Host_InitCommands ();
233 Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
235 Cvar_RegisterVariable (&host_framerate);
236 Cvar_RegisterVariable (&host_speeds);
237 Cvar_RegisterVariable (&slowmo);
238 Cvar_RegisterVariable (&host_minfps);
239 Cvar_RegisterVariable (&host_maxfps);
241 Cvar_RegisterVariable (&sv_echobprint);
243 Cvar_RegisterVariable (&sys_ticrate);
244 Cvar_RegisterVariable (&serverprofile);
246 Cvar_RegisterVariable (&fraglimit);
247 Cvar_RegisterVariable (&timelimit);
248 Cvar_RegisterVariable (&teamplay);
249 Cvar_RegisterVariable (&samelevel);
250 Cvar_RegisterVariable (&noexit);
251 Cvar_RegisterVariable (&skill);
252 Cvar_RegisterVariable (&developer);
253 if (forcedeveloper) // make it real now that the cvar is registered
254 Cvar_SetValue("developer", 1);
255 Cvar_RegisterVariable (&deathmatch);
256 Cvar_RegisterVariable (&coop);
258 Cvar_RegisterVariable (&pausable);
260 Cvar_RegisterVariable (&temp1);
262 Cvar_RegisterVariable (×tamps);
263 Cvar_RegisterVariable (&timeformat);
265 Host_ServerOptions ();
273 Writes key bindings and archived cvars to config.cfg
276 void Host_SaveConfig_f(void)
280 // dedicated servers initialize the host but don't parse and set the
282 if (host_initialized && cls.state != ca_dedicated)
284 f = FS_Open ("config.cfg", "w", false);
287 Con_Print("Couldn't write config.cfg.\n");
291 Key_WriteBindings (f);
292 Cvar_WriteVariables (f);
303 Sends text across to be displayed
304 FIXME: make this just a stuffed echo?
307 void SV_ClientPrint(const char *msg)
309 MSG_WriteByte(&host_client->message, svc_print);
310 MSG_WriteString(&host_client->message, msg);
317 Sends text across to be displayed
318 FIXME: make this just a stuffed echo?
321 void SV_ClientPrintf(const char *fmt, ...)
326 va_start(argptr,fmt);
327 vsnprintf(msg,sizeof(msg),fmt,argptr);
337 Sends text to all active clients
340 void SV_BroadcastPrint(const char *msg)
345 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
349 MSG_WriteByte(&client->message, svc_print);
350 MSG_WriteString(&client->message, msg);
354 if (sv_echobprint.integer && cls.state == ca_dedicated)
362 Sends text to all active clients
365 void SV_BroadcastPrintf(const char *fmt, ...)
370 va_start(argptr,fmt);
371 vsnprintf(msg,sizeof(msg),fmt,argptr);
374 SV_BroadcastPrint(msg);
381 Send text over to the client to be executed
384 void Host_ClientCommands(const char *fmt, ...)
389 va_start(argptr,fmt);
390 vsprintf(string, fmt,argptr);
393 MSG_WriteByte(&host_client->message, svc_stufftext);
394 MSG_WriteString(&host_client->message, string);
398 =====================
401 Called when the player is getting totally kicked off the host
402 if (crash = true), don't bother sending signofs
403 =====================
405 void SV_DropClient(qboolean crash)
411 Con_Printf("Client \"%s\" dropped\n", host_client->name);
413 // send any final messages (don't check for errors)
414 if (host_client->netconnection)
416 // free the client (the body stays around)
419 // LordHavoc: no opportunity for resending, so use unreliable
420 MSG_WriteByte(&host_client->message, svc_disconnect);
421 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
424 // break the net connection
425 NetConn_Close(host_client->netconnection);
426 host_client->netconnection = NULL;
428 // LordHavoc: don't call QC if server is dead (avoids recursive
429 // Host_Error in some mods when they run out of edicts)
430 if (sv.active && host_client->edict && host_client->spawned)
432 // call the prog function for removing a client
433 // this will set the body to a dead frame, among other things
434 saveSelf = pr_global_struct->self;
435 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
436 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
437 pr_global_struct->self = saveSelf;
441 // free the client now
442 if (host_client->entitydatabase)
443 EntityFrame_FreeDatabase(host_client->entitydatabase);
444 if (host_client->entitydatabase4)
445 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
446 if (host_client->entitydatabase5)
447 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
448 // clear the client struct (this sets active to false)
449 memset(host_client, 0, sizeof(*host_client));
451 // force next SV_UpdateToReliableMessages to update this client's
452 // scoreboard data by plugging in fake old values that don't match the
454 strlcpy(host_client->old_name, "nothing", sizeof(host_client->old_name));
455 host_client->old_frags = 1;
456 host_client->old_colors = 1;
458 // update server listing on the master because player count changed
459 // (which the master uses for filtering empty/full servers)
460 NetConn_Heartbeat(1);
467 This only happens at the end of a game, not between levels
470 void Host_ShutdownServer(qboolean crash)
476 Con_DPrintf("Host_ShutdownServer\n");
481 // print out where the crash happened, if it was caused by QC
484 NetConn_Heartbeat(2);
485 NetConn_Heartbeat(2);
487 // make sure all the clients know we're disconnecting
491 MSG_WriteByte(&buf, svc_disconnect);
492 count = NetConn_SendToAll(&buf, 5);
494 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
496 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
497 if (host_client->active)
498 SV_DropClient(crash); // server shutdown
500 NetConn_CloseServerPorts();
507 memset(&sv, 0, sizeof(sv));
508 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
516 This clears all the memory used by both the client and server, but does
517 not reinitialize anything.
520 void Host_ClearMemory (void)
522 Con_DPrint("Clearing memory\n");
526 memset (&sv, 0, sizeof(sv));
527 memset (&cl, 0, sizeof(cl));
531 //============================================================================
537 Returns false if the time is too short to run a frame
540 extern cvar_t cl_avidemo;
541 qboolean Host_FilterTime (double time)
543 double timecap, timeleft;
546 if (slowmo.value < 0.0f)
547 Cvar_SetValue("slowmo", 0.0f);
548 if (host_minfps.value < 10.0f)
549 Cvar_SetValue("host_minfps", 10.0f);
550 if (host_maxfps.value < host_minfps.value)
551 Cvar_SetValue("host_maxfps", host_minfps.value);
552 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
553 Cvar_SetValue("cl_avidemo", 0.0f);
555 // check if framerate is too high
558 // default to sys_ticrate (server framerate - presumably low) unless we
559 // have a good reason to run faster
560 timecap = sys_ticrate.value;
561 if (cls.state != ca_dedicated)
563 if (cl_avidemo.value >= 0.1f)
564 timecap = 1.0 / (double)cl_avidemo.value;
565 else if (vid_activewindow)
566 timecap = 1.0 / host_maxfps.value;
569 timeleft = oldrealtime + timecap - realtime;
572 // don't totally hog the CPU
573 if (timeleft >= 0.02)
574 Sys_Sleep((int)(timeleft * 1000) - 5);
579 // LordHavoc: copy into host_realframetime as well
580 host_realframetime = host_frametime = realtime - oldrealtime;
581 oldrealtime = realtime;
585 // disable time effects
586 cl.frametime = host_frametime;
590 if (host_framerate.value > 0)
591 host_frametime = host_framerate.value;
592 else if (cl_avidemo.value >= 0.1f)
593 host_frametime = (1.0 / cl_avidemo.value);
596 // don't allow really short frames
597 if (host_frametime > (1.0 / host_minfps.value))
598 host_frametime = (1.0 / host_minfps.value);
601 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
609 Host_GetConsoleCommands
611 Add them exactly as if they had been typed at the console
614 void Host_GetConsoleCommands (void)
620 cmd = Sys_ConsoleInput ();
634 void Host_ServerFrame (void)
636 static double frametimetotal = 0, lastservertime = 0;
637 frametimetotal += host_frametime;
638 // LordHavoc: cap server at sys_ticrate in networked games
639 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
642 NetConn_ServerFrame();
644 // run the world state
645 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
646 sv.frametime = pr_global_struct->frametime = frametimetotal;
650 lastservertime = realtime;
652 // set the time and clear the general datagram
655 // read client messages
658 // move things around and think
659 // always pause in single player if in console or menus
663 // send all messages to the clients
664 SV_SendClientMessages();
666 // send an heartbeat if enough time has passed since the last one
667 NetConn_Heartbeat(0);
675 Runs all active servers
678 void _Host_Frame (float time)
680 static double time1 = 0;
681 static double time2 = 0;
682 static double time3 = 0;
683 int pass1, pass2, pass3;
684 usercmd_t cmd; // Used for receiving input
686 if (setjmp(host_abortserver))
687 return; // something bad happened, or the server disconnected
689 // keep the random time dependent
692 // decide the simulation time
693 if (!Host_FilterTime(time))
696 cl.islocalgame = NetConn_IsLocalGame();
698 // get new key events
701 // allow mice or other external controllers to add commands
704 // Collect input into cmd
705 IN_ProcessMove(&cmd);
707 // process console commands
710 // if running the server locally, make intentions now
711 if (cls.state == ca_connected && sv.active)
714 //-------------------
718 //-------------------
720 // check for commands typed to the host
721 Host_GetConsoleCommands();
726 //-------------------
730 //-------------------
732 cl.oldtime = cl.time;
733 cl.time += cl.frametime;
735 NetConn_ClientFrame();
737 if (cls.state == ca_connected)
739 // if running the server remotely, send intentions now after
740 // the incoming messages have been read
751 if (host_speeds.integer)
752 time1 = Sys_DoubleTime();
756 if (host_speeds.integer)
757 time2 = Sys_DoubleTime();
760 if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
762 // LordHavoc: this used to use renderer variables (eww)
763 S_Update(&cl_entities[cl.viewentity].render.matrix);
766 S_Update(&identitymatrix);
770 if (host_speeds.integer)
772 pass1 = (time1 - time3)*1000000;
773 time3 = Sys_DoubleTime();
774 pass2 = (time2 - time1)*1000000;
775 pass3 = (time3 - time2)*1000000;
776 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
777 pass1+pass2+pass3, pass1, pass2, pass3);
781 host_loopactive = true;
785 void Host_Frame (float time)
788 static double timetotal;
789 static int timecount;
792 if (!serverprofile.integer)
798 time1 = Sys_DoubleTime ();
800 time2 = Sys_DoubleTime ();
802 timetotal += time2 - time1;
805 if (timecount < 1000)
808 m = timetotal*1000/timecount;
812 for (i=0 ; i<svs.maxclients ; i++)
814 if (svs.clients[i].active)
818 Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
821 //============================================================================
823 void Render_Init(void);
830 void Host_Init (void)
834 // LordHavoc: quake never seeded the random number generator before... heh
837 // FIXME: this is evil, but possibly temporary
838 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
839 if (COM_CheckParm("-developer"))
841 forcedeveloper = true;
842 developer.integer = 1;
847 Memory_Init_Commands();
861 Con_Printf("Builddate: %s\n", buildstring);
863 if (cls.state != ca_dedicated)
876 // only cvars are executed when host_initialized == false
877 if (gamemode == GAME_TEU)
878 Cbuf_InsertText("exec teu.rc\n");
880 Cbuf_InsertText("exec quake.rc\n");
883 host_initialized = true;
885 Con_DPrint("========Initialized=========\n");
887 if (cls.state != ca_dedicated)
890 SCR_BeginLoadingPlaque();
894 // stuff it again so the first host frame will execute it again, this time
896 if (gamemode == GAME_TEU)
897 Cbuf_InsertText("exec teu.rc\n");
899 Cbuf_InsertText("exec quake.rc\n");
901 // check for special benchmark mode
902 // 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)
903 i = COM_CheckParm("-benchmark");
904 if (i && i + 1 < com_argc)
905 Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
909 // We must wait for the log_file cvar to be initialized to start the log
918 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
919 to run quit through here before the final handoff to the sys code.
922 void Host_Shutdown(void)
924 static qboolean isdown = false;
928 Con_Print("recursive shutdown\n");
933 // disconnect client from server if active
936 // shut down local server if active
937 Host_ShutdownServer (false);
944 // AK hmm, no PRVM_Shutdown(); yet
952 if (cls.state != ca_dedicated)
954 R_Modules_Shutdown();