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] "};
104 void Host_EndGame (const char *format, ...)
109 va_start (argptr,format);
110 vsprintf (string,format,argptr);
112 Con_DPrintf ("Host_EndGame: %s\n",string);
115 Host_ShutdownServer (false);
117 if (cls.state == ca_dedicated)
118 Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
120 if (cls.demonum != -1)
125 longjmp (host_abortserver, 1);
132 This shuts down both the client and server
135 static char hosterrorstring1[4096];
136 static char hosterrorstring2[4096];
137 static qboolean hosterror = false;
138 extern char sv_spawnmap[MAX_QPATH];
139 extern char sv_loadgame[MAX_OSPATH];
140 void Host_Error (const char *error, ...)
144 va_start (argptr,error);
145 vsprintf (hosterrorstring1,error,argptr);
148 Con_Printf ("Host_Error: %s\n", hosterrorstring1);
150 // LordHavoc: if first frame has not been shown, or currently shutting
151 // down, do Sys_Error instead
152 if (!host_loopactive || host_shuttingdown)
153 Sys_Error ("Host_Error: %s", hosterrorstring1);
156 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
159 strcpy(hosterrorstring2, hosterrorstring1);
161 // make sure we don't get in a loading loop
165 CL_Parse_DumpPacket();
170 Host_ShutdownServer (false);
172 if (cls.state == ca_dedicated)
173 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
180 longjmp (host_abortserver, 1);
183 void Host_ServerOptions (void)
192 // client exists, check what mode the user wants
193 i = COM_CheckParm ("-dedicated");
196 cls.state = ca_dedicated;
197 // default players unless specified
198 if (i != (com_argc - 1))
199 numplayers = atoi (com_argv[i+1]);
200 if (COM_CheckParm ("-listen"))
201 Sys_Error ("Only one of -dedicated or -listen can be specified");
205 cls.state = ca_disconnected;
206 i = COM_CheckParm ("-listen");
209 // default players unless specified
210 if (i != (com_argc - 1))
211 numplayers = atoi (com_argv[i+1]);
215 // default players in some games, singleplayer in most
216 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ || gamemode == GAME_BATTLEMECH)
223 // no client in the executable, always start dedicated server
224 if (COM_CheckParm ("-listen"))
225 Sys_Error ("-listen not available in a dedicated server executable");
226 cls.state = ca_dedicated;
227 // check for -dedicated specifying how many players
228 i = COM_CheckParm ("-dedicated");
229 // default players unless specified
230 if (i && i != (com_argc - 1))
231 numplayers = atoi (com_argv[i+1]);
237 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
241 if (!deathmatch.integer)
242 Cvar_SetValueQuick(&deathmatch, 1);
245 Cvar_SetValueQuick(&deathmatch, 0);
247 Cvar_SetValueQuick(&sv_maxplayers, numplayers);
251 =======================
253 ======================
255 void Host_InitLocal (void)
257 Host_InitCommands ();
259 Cvar_RegisterVariable (&host_framerate);
260 Cvar_RegisterVariable (&host_speeds);
261 Cvar_RegisterVariable (&slowmo);
262 Cvar_RegisterVariable (&host_minfps);
263 Cvar_RegisterVariable (&host_maxfps);
265 Cvar_RegisterVariable (&sv_echobprint);
267 Cvar_RegisterVariable (&sys_ticrate);
268 Cvar_RegisterVariable (&serverprofile);
270 Cvar_RegisterVariable (&fraglimit);
271 Cvar_RegisterVariable (&timelimit);
272 Cvar_RegisterVariable (&teamplay);
273 Cvar_RegisterVariable (&samelevel);
274 Cvar_RegisterVariable (&noexit);
275 Cvar_RegisterVariable (&skill);
276 Cvar_RegisterVariable (&developer);
277 if (forcedeveloper) // make it real now that the cvar is registered
278 Cvar_SetValue("developer", 1);
279 Cvar_RegisterVariable (&deathmatch);
280 Cvar_RegisterVariable (&coop);
282 Cvar_RegisterVariable (&pausable);
284 Cvar_RegisterVariable (&temp1);
286 Cvar_RegisterVariable (×tamps);
287 Cvar_RegisterVariable (&timeformat);
289 Host_ServerOptions ();
295 Host_WriteConfiguration
297 Writes key bindings and archived cvars to config.cfg
300 void Host_WriteConfiguration (void)
304 // dedicated servers initialize the host but don't parse and set the
306 if (host_initialized && cls.state != ca_dedicated)
308 f = FS_Open ("config.cfg", "w", false);
311 Con_Printf ("Couldn't write config.cfg.\n");
315 Key_WriteBindings (f);
316 Cvar_WriteVariables (f);
327 Sends text across to be displayed
328 FIXME: make this just a stuffed echo?
331 void SV_ClientPrintf(const char *fmt, ...)
336 va_start (argptr,fmt);
337 vsprintf (string, fmt,argptr);
340 MSG_WriteByte (&host_client->message, svc_print);
341 MSG_WriteString (&host_client->message, string);
348 Sends text to all active clients
351 void SV_BroadcastPrintf(const char *fmt, ...)
358 va_start(argptr,fmt);
359 vsnprintf(string, sizeof(string), fmt,argptr);
362 for (i = 0;i < MAX_SCOREBOARD;i++)
364 if ((client = svs.connectedclients[i]) && client->spawned)
366 MSG_WriteByte(&client->message, svc_print);
367 MSG_WriteString(&client->message, string);
371 if (sv_echobprint.integer && cls.state == ca_dedicated)
372 Sys_Printf("%s", string);
379 Send text over to the client to be executed
382 void Host_ClientCommands(const char *fmt, ...)
387 va_start(argptr,fmt);
388 vsprintf(string, fmt,argptr);
391 MSG_WriteByte(&host_client->message, svc_stufftext);
392 MSG_WriteString(&host_client->message, string);
396 =====================
399 Called when the player is getting totally kicked off the host
400 if (crash = true), don't bother sending signofs
401 =====================
403 void SV_DropClient(qboolean crash)
409 Con_Printf("Client \"%s\" dropped\n", host_client->name);
411 // send any final messages (don't check for errors)
412 if (host_client->netconnection)
414 // free the client (the body stays around)
417 // LordHavoc: no opportunity for resending, so use unreliable
418 MSG_WriteByte(&host_client->message, svc_disconnect);
419 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
422 // break the net connection
423 NetConn_Close(host_client->netconnection);
424 host_client->netconnection = NULL;
426 // LordHavoc: don't call QC if server is dead (avoids recursive
427 // Host_Error in some mods when they run out of edicts)
428 if (sv.active && host_client->edict && host_client->spawned)
430 // call the prog function for removing a client
431 // this will set the body to a dead frame, among other things
432 saveSelf = pr_global_struct->self;
433 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
434 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
435 pr_global_struct->self = saveSelf;
439 // send notification to all clients
440 for (i = 0;i < MAX_SCOREBOARD;i++)
442 if (!(client = svs.connectedclients[i]))
444 MSG_WriteByte(&client->message, svc_updatename);
445 MSG_WriteByte(&client->message, host_client->number);
446 MSG_WriteString(&client->message, "");
447 MSG_WriteByte(&client->message, svc_updatefrags);
448 MSG_WriteByte(&client->message, host_client->number);
449 MSG_WriteShort(&client->message, 0);
450 MSG_WriteByte(&client->message, svc_updatecolors);
451 MSG_WriteByte(&client->message, host_client->number);
452 MSG_WriteByte(&client->message, 0);
455 NetConn_Heartbeat(1);
457 // free the client now
458 if (host_client->entitydatabase4)
459 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
460 // remove the index reference
461 svs.connectedclients[host_client->number] = NULL;
462 Mem_Free(host_client);
469 This only happens at the end of a game, not between levels
472 void Host_ShutdownServer(qboolean crash)
482 // print out where the crash happened, if it was caused by QC
487 // stop all client sounds immediately
490 NetConn_Heartbeat(2);
491 NetConn_Heartbeat(2);
493 // flush any pending messages - like the score!!!
494 start = Sys_DoubleTime();
498 NetConn_ClientFrame();
499 NetConn_ServerFrame();
500 for (i = 0;i < MAX_SCOREBOARD;i++)
502 host_client = svs.connectedclients[i];
503 if (host_client && host_client->message.cursize)
505 if (NetConn_CanSendMessage(host_client->netconnection))
507 NetConn_SendReliableMessage(host_client->netconnection, &host_client->message);
508 SZ_Clear(&host_client->message);
514 if ((Sys_DoubleTime() - start) > 3.0)
519 // make sure all the clients know we're disconnecting
523 MSG_WriteByte(&buf, svc_disconnect);
524 count = NetConn_SendToAll(&buf, 5);
526 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
528 for (i = 0;i < MAX_SCOREBOARD;i++)
529 if ((host_client = svs.connectedclients[i]))
530 SV_DropClient(crash); // server shutdown
532 NetConn_CloseServerPorts();
537 memset(&sv, 0, sizeof(sv));
545 This clears all the memory used by both the client and server, but does
546 not reinitialize anything.
549 void Host_ClearMemory (void)
551 Con_DPrintf ("Clearing memory\n");
555 memset (&sv, 0, sizeof(sv));
556 memset (&cl, 0, sizeof(cl));
560 //============================================================================
566 Returns false if the time is too short to run a frame
569 extern cvar_t cl_avidemo;
570 qboolean Host_FilterTime (double time)
575 if (slowmo.value < 0.0f)
576 Cvar_SetValue("slowmo", 0.0f);
577 if (host_minfps.value < 10.0f)
578 Cvar_SetValue("host_minfps", 10.0f);
579 if (host_maxfps.value < host_minfps.value)
580 Cvar_SetValue("host_maxfps", host_minfps.value);
581 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
582 Cvar_SetValue("cl_avidemo", 0.0f);
584 // check if framerate is too high
585 if (cl_avidemo.value >= 0.1f)
587 timecap = 1.0 / (double)cl_avidemo.value;
588 if ((realtime - oldrealtime) < timecap)
591 else if (!cls.timedemo)
593 // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
594 timecap = sys_ticrate.value;
595 if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
596 timecap = 1.0 / host_maxfps.value;
598 if ((realtime - oldrealtime) < timecap)
602 // LordHavoc: copy into host_realframetime as well
603 host_realframetime = host_frametime = realtime - oldrealtime;
604 oldrealtime = realtime;
608 // disable time effects
609 cl.frametime = host_frametime;
613 if (host_framerate.value > 0)
614 host_frametime = host_framerate.value;
615 else if (cl_avidemo.value >= 0.1f)
616 host_frametime = (1.0 / cl_avidemo.value);
619 // don't allow really short frames
620 if (host_frametime > (1.0 / host_minfps.value))
621 host_frametime = (1.0 / host_minfps.value);
624 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
632 Host_GetConsoleCommands
634 Add them exactly as if they had been typed at the console
637 void Host_GetConsoleCommands (void)
643 cmd = Sys_ConsoleInput ();
657 void Host_ServerFrame (void)
659 static double frametimetotal = 0, lastservertime = 0;
660 frametimetotal += host_frametime;
661 // LordHavoc: cap server at sys_ticrate in networked games
662 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
665 NetConn_ServerFrame();
667 // run the world state
668 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
669 sv.frametime = pr_global_struct->frametime = frametimetotal;
673 lastservertime = realtime;
675 // set the time and clear the general datagram
678 // read client messages
681 // move things around and think
682 // always pause in single player if in console or menus
686 // send all messages to the clients
687 SV_SendClientMessages();
689 // send an heartbeat if enough time has passed since the last one
690 NetConn_Heartbeat(0);
698 Runs all active servers
701 void _Host_Frame (float time)
703 static double time1 = 0;
704 static double time2 = 0;
705 static double time3 = 0;
706 int pass1, pass2, pass3;
708 if (setjmp(host_abortserver))
709 return; // something bad happened, or the server disconnected
711 // keep the random time dependent
714 // decide the simulation time
715 if (!Host_FilterTime(time))
717 // if time was rejected, don't totally hog the CPU
722 cl.islocalgame = NetConn_IsLocalGame();
724 // get new key events
727 // allow mice or other external controllers to add commands
730 // process console commands
733 // LordHavoc: map and load are delayed until video is initialized
734 Host_PerformSpawnServerAndLoadGame();
736 // if running the server locally, make intentions now
737 if (cls.state == ca_connected && sv.active)
740 //-------------------
744 //-------------------
746 // check for commands typed to the host
747 Host_GetConsoleCommands();
752 //-------------------
756 //-------------------
758 cl.oldtime = cl.time;
759 cl.time += cl.frametime;
761 NetConn_ClientFrame();
763 if (cls.state == ca_connected)
765 // if running the server remotely, send intentions now after
766 // the incoming messages have been read
777 if (host_speeds.integer)
778 time1 = Sys_DoubleTime();
782 if (host_speeds.integer)
783 time2 = Sys_DoubleTime();
786 if (cls.signon == SIGNONS)
788 // LordHavoc: this used to use renderer variables (eww)
789 vec3_t forward, right, up;
790 AngleVectors(cl.viewangles, forward, right, up);
791 S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up);
794 S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
798 if (host_speeds.integer)
800 pass1 = (time1 - time3)*1000000;
801 time3 = Sys_DoubleTime();
802 pass2 = (time2 - time1)*1000000;
803 pass3 = (time3 - time2)*1000000;
804 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
805 pass1+pass2+pass3, pass1, pass2, pass3);
809 host_loopactive = true;
812 void Host_Frame (float time)
815 static double timetotal;
816 static int timecount;
819 if (!serverprofile.integer)
825 time1 = Sys_DoubleTime ();
827 time2 = Sys_DoubleTime ();
829 timetotal += time2 - time1;
832 if (timecount < 1000)
835 m = timetotal*1000/timecount;
839 for (i = 0;i < MAX_SCOREBOARD;i++)
840 if (svs.connectedclients[i])
843 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
846 //============================================================================
848 void Render_Init(void);
855 void Host_Init (void)
857 // LordHavoc: quake never seeded the random number generator before... heh
860 // FIXME: this is evil, but possibly temporary
861 if (COM_CheckParm("-developer"))
863 forcedeveloper = true;
864 developer.integer = 1;
869 Memory_Init_Commands();
875 W_LoadWadFile("gfx.wad");
885 Con_Printf ("Builddate: %s\n", buildstring);
887 if (cls.state != ca_dedicated)
899 Cbuf_InsertText ("exec quake.rc\n");
905 host_initialized = true;
907 Con_DPrintf ("========Initialized=========\n");
909 if (cls.state != ca_dedicated)
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_Printf ("recursive shutdown\n");
933 Host_WriteConfiguration ();
939 if (cls.state != ca_dedicated)
941 R_Modules_Shutdown();