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
32 A server can always be started, even if the system started out as a client
35 A client can NOT be started if the system started as a dedicated server.
37 Memory is cleared / released when a server or client begins, not when they end.
41 // how many frames have occurred
42 // (checked by Host_Error and Host_SaveConfig_f)
43 int host_framecount = 0;
44 // LordHavoc: set when quit is executed
45 qboolean host_shuttingdown = false;
47 // the real time since application started, without any slowmo or clamping
51 client_t *host_client;
53 jmp_buf host_abortframe;
56 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"};
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 // LordHavoc: framerate independent slowmo
63 cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
64 // LordHavoc: framerate upper cap
65 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
67 // print broadcast messages in dedicated mode
68 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
70 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
71 cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
73 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
74 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
75 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
77 cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
78 cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
80 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
81 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
83 cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
84 cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
85 cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
87 cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
89 cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
91 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
92 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
96 Host_AbortCurrentFrame
98 aborts the current host frame and goes on with the next one
101 void Host_AbortCurrentFrame(void)
103 longjmp (host_abortframe, 1);
110 This shuts down both the client and server
113 void Host_Error (const char *error, ...)
115 static char hosterrorstring1[MAX_INPUTLINE];
116 static char hosterrorstring2[MAX_INPUTLINE];
117 static qboolean hosterror = false;
120 // turn off rcon redirect if it was active when the crash occurred
121 rcon_redirect = false;
123 va_start (argptr,error);
124 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
127 Con_Printf("Host_Error: %s\n", hosterrorstring1);
129 // LordHavoc: if crashing very early, or currently shutting down, do
131 if (host_framecount < 3 || host_shuttingdown)
132 Sys_Error ("Host_Error: %s", hosterrorstring1);
135 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
138 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
140 CL_Parse_DumpPacket();
142 CL_Parse_ErrorCleanUp();
146 // print out where the crash happened, if it was caused by QC (and do a cleanup)
150 Host_ShutdownServer ();
152 if (cls.state == ca_dedicated)
153 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
160 Host_AbortCurrentFrame();
163 void Host_ServerOptions (void)
170 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
171 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
172 // if no client is in the executable or -dedicated is specified on
173 // commandline, start a dedicated server
174 i = COM_CheckParm ("-dedicated");
175 if (i || !cl_available)
177 cls.state = ca_dedicated;
178 // check for -dedicated specifying how many players
179 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
180 svs.maxclients = atoi (com_argv[i+1]);
181 if (COM_CheckParm ("-listen"))
182 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
183 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
184 Cvar_SetValue("sv_public", 1);
186 else if (cl_available)
188 // client exists and not dedicated, check if -listen is specified
189 cls.state = ca_disconnected;
190 i = COM_CheckParm ("-listen");
193 // default players unless specified
194 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
195 svs.maxclients = atoi (com_argv[i+1]);
199 // default players in some games, singleplayer in most
200 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
205 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
207 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
209 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
210 Cvar_SetValueQuick(&deathmatch, 1);
214 =======================
216 ======================
218 void Host_SaveConfig_f(void);
219 void Host_LoadConfig_f(void);
220 static void Host_InitLocal (void)
222 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
223 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
225 Cvar_RegisterVariable (&sv_random_seed);
226 Cvar_RegisterVariable (&host_framerate);
227 Cvar_RegisterVariable (&host_speeds);
228 Cvar_RegisterVariable (&slowmo);
229 Cvar_RegisterVariable (&cl_maxfps);
231 Cvar_RegisterVariable (&sv_echobprint);
233 Cvar_RegisterVariable (&sys_ticrate);
234 Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
236 Cvar_RegisterVariable (&fraglimit);
237 Cvar_RegisterVariable (&timelimit);
238 Cvar_RegisterVariable (&teamplay);
239 Cvar_RegisterVariable (&samelevel);
240 Cvar_RegisterVariable (&noexit);
241 Cvar_RegisterVariable (&skill);
242 Cvar_RegisterVariable (&developer);
243 Cvar_RegisterVariable (&developer_entityparsing);
244 Cvar_RegisterVariable (&deathmatch);
245 Cvar_RegisterVariable (&coop);
247 Cvar_RegisterVariable (&pausable);
249 Cvar_RegisterVariable (&temp1);
251 Cvar_RegisterVariable (×tamps);
252 Cvar_RegisterVariable (&timeformat);
260 Writes key bindings and archived cvars to config.cfg
263 void Host_SaveConfig_f(void)
267 // dedicated servers initialize the host but don't parse and set the
269 // LordHavoc: don't save a config if it crashed in startup
270 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark"))
272 f = FS_Open ("config.cfg", "wb", false, false);
275 Con_Print("Couldn't write config.cfg.\n");
279 Key_WriteBindings (f);
280 Cvar_WriteVariables (f);
291 Resets key bindings and cvars to defaults and then reloads scripts
294 void Host_LoadConfig_f(void)
296 // unlock the cvar default strings so they can be updated by the new default.cfg
297 Cvar_UnlockDefaults();
298 // reset cvars to their defaults, and then exec startup scripts again
299 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
306 Sends text across to be displayed
307 FIXME: make this just a stuffed echo?
310 void SV_ClientPrint(const char *msg)
312 if (host_client->netconnection)
314 MSG_WriteByte(&host_client->netconnection->message, svc_print);
315 MSG_WriteString(&host_client->netconnection->message, msg);
323 Sends text across to be displayed
324 FIXME: make this just a stuffed echo?
327 void SV_ClientPrintf(const char *fmt, ...)
330 char msg[MAX_INPUTLINE];
332 va_start(argptr,fmt);
333 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
343 Sends text to all active clients
346 void SV_BroadcastPrint(const char *msg)
351 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
353 if (client->active && client->netconnection)
355 MSG_WriteByte(&client->netconnection->message, svc_print);
356 MSG_WriteString(&client->netconnection->message, msg);
360 if (sv_echobprint.integer && cls.state == ca_dedicated)
368 Sends text to all active clients
371 void SV_BroadcastPrintf(const char *fmt, ...)
374 char msg[MAX_INPUTLINE];
376 va_start(argptr,fmt);
377 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
380 SV_BroadcastPrint(msg);
387 Send text over to the client to be executed
390 void Host_ClientCommands(const char *fmt, ...)
393 char string[MAX_INPUTLINE];
395 if (!host_client->netconnection)
398 va_start(argptr,fmt);
399 dpvsnprintf(string, sizeof(string), fmt, argptr);
402 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
403 MSG_WriteString(&host_client->netconnection->message, string);
407 =====================
410 Called when the player is getting totally kicked off the host
411 if (crash = true), don't bother sending signofs
412 =====================
414 void SV_DropClient(qboolean crash)
417 Con_Printf("Client \"%s\" dropped\n", host_client->name);
419 // make sure edict is not corrupt (from a level change for example)
420 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
422 if (host_client->netconnection)
424 // free the client (the body stays around)
427 // LordHavoc: no opportunity for resending, so use unreliable 3 times
428 unsigned char bufdata[8];
430 memset(&buf, 0, sizeof(buf));
432 buf.maxsize = sizeof(bufdata);
433 MSG_WriteByte(&buf, svc_disconnect);
434 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
435 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
436 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
438 // break the net connection
439 NetConn_Close(host_client->netconnection);
440 host_client->netconnection = NULL;
443 // call qc ClientDisconnect function
444 // LordHavoc: don't call QC if server is dead (avoids recursive
445 // Host_Error in some mods when they run out of edicts)
446 if (host_client->clientconnectcalled && sv.active && host_client->edict)
448 // call the prog function for removing a client
449 // this will set the body to a dead frame, among other things
450 int saveSelf = prog->globals.server->self;
451 host_client->clientconnectcalled = false;
452 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
453 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
454 prog->globals.server->self = saveSelf;
457 // if a download is active, close it
458 if (host_client->download_file)
460 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
461 FS_Close(host_client->download_file);
462 host_client->download_file = NULL;
463 host_client->download_name[0] = 0;
464 host_client->download_expectedposition = 0;
465 host_client->download_started = false;
468 // remove leaving player from scoreboard
469 host_client->name[0] = 0;
470 host_client->colors = 0;
471 host_client->frags = 0;
472 // send notification to all clients
473 // get number of client manually just to make sure we get it right...
474 i = host_client - svs.clients;
475 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
476 MSG_WriteByte (&sv.reliable_datagram, i);
477 MSG_WriteString (&sv.reliable_datagram, host_client->name);
478 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
479 MSG_WriteByte (&sv.reliable_datagram, i);
480 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
481 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
482 MSG_WriteByte (&sv.reliable_datagram, i);
483 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
485 // free the client now
486 if (host_client->entitydatabase)
487 EntityFrame_FreeDatabase(host_client->entitydatabase);
488 if (host_client->entitydatabase4)
489 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
490 if (host_client->entitydatabase5)
491 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
495 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
496 PRVM_ED_ClearEdict(host_client->edict);
499 // clear the client struct (this sets active to false)
500 memset(host_client, 0, sizeof(*host_client));
502 // update server listing on the master because player count changed
503 // (which the master uses for filtering empty/full servers)
504 NetConn_Heartbeat(1);
511 This only happens at the end of a game, not between levels
514 void Host_ShutdownServer(void)
518 Con_DPrintf("Host_ShutdownServer\n");
523 NetConn_Heartbeat(2);
524 NetConn_Heartbeat(2);
526 // make sure all the clients know we're disconnecting
528 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
529 if (host_client->active)
530 SV_DropClient(false); // server shutdown
533 NetConn_CloseServerPorts();
539 memset(&sv, 0, sizeof(sv));
540 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
544 //============================================================================
548 Host_GetConsoleCommands
550 Add them exactly as if they had been typed at the console
553 void Host_GetConsoleCommands (void)
559 cmd = Sys_ConsoleInput ();
570 Runs all active servers
573 static void Host_Init(void);
576 static double time1 = 0;
577 static double time2 = 0;
578 static double time3 = 0;
579 // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
580 static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
587 framenewtime = Sys_DoubleTime();
590 if (setjmp(host_abortframe))
591 continue; // something bad happened, or the server disconnected
593 frameoldtime = framenewtime;
594 framenewtime = Sys_DoubleTime();
595 frametime = framenewtime - frameoldtime;
596 realtime += frametime;
598 // if there is some time remaining from last frame, rest the timers
604 // accumulate the new frametime into the timers
605 cl_timer += frametime;
606 sv_timer += frametime;
608 if (slowmo.value < 0)
609 Cvar_SetValue("slowmo", 0);
610 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
611 Cvar_SetValue("host_framerate", 0);
612 if (cl_maxfps.value < 1)
613 Cvar_SetValue("cl_maxfps", 1);
615 // if the accumulators haven't become positive yet, keep waiting
616 if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
620 if (cls.state == ca_dedicated)
625 wait = max(cl_timer, sv_timer);
626 msleft = (int)floor(wait * -1000.0);
632 // keep the random time dependent
633 if(!*sv_random_seed.string)
636 cl.islocalgame = NetConn_IsLocalGame();
638 // get new key events
641 // when a server is running we only execute console commands on server frames
642 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
643 // otherwise we execute them on all frames
644 if (sv_timer > 0 || !sv.active)
646 // process console commands
650 NetConn_UpdateSockets();
654 //-------------------
658 //-------------------
660 // check for commands typed to the host
661 Host_GetConsoleCommands();
667 // if there is no server, run server timing at 10fps
672 // execute one or more server frames, with an upper limit on how much
673 // execution time to spend on server frames to avoid freezing the game if
674 // the server is overloaded, this execution time limit means the game will
675 // slow down if the server is taking too long.
676 int framecount, framelimit = 1;
677 double advancetime, aborttime = 0;
679 // receive server packets now, which might contain rcon commands, which
680 // may change level or other such things we don't want to have happen in
681 // the middle of Host_Frame
682 NetConn_ServerFrame();
684 // run the world state
685 // don't allow simulation to run too fast or too slow or logic glitches can occur
687 // stop running server frames if the wall time reaches this value
688 if (sys_ticrate.value <= 0)
689 advancetime = sv_timer;
690 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
692 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
693 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
695 aborttime = Sys_DoubleTime() + 0.1;
699 advancetime = sys_ticrate.value;
700 // listen servers can run multiple server frames per client frame
701 if (cls.state == ca_connected)
704 aborttime = Sys_DoubleTime() + 0.1;
707 advancetime = min(advancetime, 0.1);
709 // only advance time if not paused
710 // the game also pauses in singleplayer when menu or console is used
711 sv.frametime = advancetime * slowmo.value;
712 if (host_framerate.value)
713 sv.frametime = host_framerate.value;
714 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
717 // setup the VM frame
720 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
722 sv_timer -= advancetime;
724 // move things around and think unless paused
728 // send all messages to the clients
729 SV_SendClientMessages();
731 // clear the general datagram
734 // if this server frame took too long, break out of the loop
735 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
739 // end the server VM frame
742 // send an heartbeat if enough time has passed since the last one
743 NetConn_Heartbeat(0);
747 //-------------------
751 //-------------------
753 if (cl_timer > 0 || cls.timedemo)
755 if (cls.state == ca_dedicated)
757 // if there is no client, run client timing at 10fps
759 if (host_speeds.integer)
760 time1 = time2 = Sys_DoubleTime();
765 frametime = cl.realframetime = min(cl_timer, 1);
767 // decide the simulation time
770 if (cls.capturevideo.active)
772 if (cls.capturevideo.realtime)
773 frametime = cl.realframetime = max(cl.realframetime, 1.0 / cls.capturevideo.framerate);
776 frametime = 1.0 / cls.capturevideo.framerate;
777 cl.realframetime = max(cl.realframetime, frametime);
780 else if (vid_activewindow)
781 frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
783 frametime = cl.realframetime = 0.1;
785 // deduct the frame time from the accumulator
786 cl_timer -= cl.realframetime;
788 // apply slowmo scaling
789 frametime *= slowmo.value;
791 // host_framerate overrides all else
792 if (host_framerate.value)
793 frametime = host_framerate.value;
796 cl.oldtime = cl.time;
797 cl.time += frametime;
799 // Collect input into cmd
802 NetConn_ClientFrame();
804 if (cls.state == ca_connected)
807 // if running the server remotely, send intentions now after
808 // the incoming messages have been read
809 //if (!cl.islocalgame)
814 if (host_speeds.integer)
815 time1 = Sys_DoubleTime();
823 if (host_speeds.integer)
824 time2 = Sys_DoubleTime();
827 if(csqc_usecsqclistener)
829 S_Update(&csqc_listenermatrix);
830 csqc_usecsqclistener = false;
833 S_Update(&r_view.matrix);
838 if (host_speeds.integer)
840 int pass1, pass2, pass3;
841 pass1 = (int)((time1 - time3)*1000000);
842 time3 = Sys_DoubleTime();
843 pass2 = (int)((time2 - time1)*1000000);
844 pass3 = (int)((time3 - time2)*1000000);
845 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
846 pass1+pass2+pass3, pass1, pass2, pass3);
854 //============================================================================
856 qboolean vid_opened = false;
857 void Host_StartVideo(void)
859 if (!vid_opened && cls.state != ca_dedicated)
867 char engineversion[128];
869 qboolean sys_nostdout = false;
871 extern void Render_Init(void);
872 extern void Mathlib_Init(void);
873 extern void FS_Init(void);
874 extern void FS_Shutdown(void);
875 extern void PR_Cmd_Init(void);
876 extern void COM_Init_Commands(void);
877 extern void FS_Init_Commands(void);
878 extern qboolean host_stuffcmdsrun;
885 static void Host_Init (void)
890 // LordHavoc: quake never seeded the random number generator before... heh
893 // FIXME: this is evil, but possibly temporary
894 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
895 if (COM_CheckParm("-developer"))
897 developer.value = developer.integer = 100;
898 developer.string = "100";
901 if (COM_CheckParm("-developer2"))
903 developer.value = developer.integer = 100;
904 developer.string = "100";
905 developer_memory.value = developer_memory.integer = 100;
906 developer.string = "100";
907 developer_memorydebug.value = developer_memorydebug.integer = 100;
908 developer_memorydebug.string = "100";
911 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
912 if (COM_CheckParm("-nostdout"))
915 // used by everything
918 // initialize console command/cvar/alias/command execution systems
921 // initialize memory subsystem cvars/commands
922 Memory_Init_Commands();
924 // initialize console and logging and its cvars/commands
927 // initialize various cvars that could not be initialized earlier
928 Curl_Init_Commands();
934 // initialize console window (only used by sys_win.c)
937 // detect gamemode from commandline options or executable name
940 // construct a version string for the corner of the console
941 #if defined(__linux__)
945 #elif defined(__FreeBSD__)
947 #elif defined(__NetBSD__)
949 #elif defined(__OpenBSD__)
951 #elif defined(MACOSX)
953 #elif defined(__MORPHOS__)
958 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
959 Con_Printf("%s\n", engineversion);
961 // initialize ixtable
964 // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
977 Host_ServerOptions();
979 if (cls.state != ca_dedicated)
981 Con_Printf("Initializing client\n");
996 // set up the default startmap_sp and startmap_dm aliases (mods can
997 // override these) and then execute the quake.rc startup script
998 if (gamemode == GAME_NEHAHRA)
999 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1000 else if (gamemode == GAME_TRANSFUSION)
1001 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1002 else if (gamemode == GAME_TEU)
1003 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1005 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1008 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1009 if (!host_stuffcmdsrun)
1011 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1015 // put up the loading image so the user doesn't stare at a black screen...
1016 SCR_BeginLoadingPlaque();
1018 // FIXME: put this into some neat design, but the menu should be allowed to crash
1019 // without crashing the whole game, so this should just be a short-time solution
1021 // here comes the not so critical stuff
1022 if (setjmp(host_abortframe)) {
1026 if (cls.state != ca_dedicated)
1031 // check for special benchmark mode
1032 // 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)
1033 i = COM_CheckParm("-benchmark");
1034 if (i && i + 1 < com_argc)
1035 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1037 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1041 // check for special demo mode
1042 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1043 i = COM_CheckParm("-demo");
1044 if (i && i + 1 < com_argc)
1045 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1047 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1051 // check for special demolooponly mode
1052 // COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
1053 i = COM_CheckParm("-demolooponly");
1054 if (i && i + 1 < com_argc)
1055 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1057 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1061 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1062 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1064 Cbuf_AddText("startmap_dm\n");
1068 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1070 if (gamemode == GAME_NEXUIZ)
1071 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1073 Cbuf_AddText("togglemenu\n");
1077 Con_DPrint("========Initialized=========\n");
1079 //Host_StartVideo();
1087 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1088 to run quit through here before the final handoff to the sys code.
1091 void Host_Shutdown(void)
1093 static qboolean isdown = false;
1097 Con_Print("recursive shutdown\n");
1102 // be quiet while shutting down
1105 // disconnect client from server if active
1108 // shut down local server if active
1109 Host_ShutdownServer ();
1116 // AK hmm, no PRVM_Shutdown(); yet
1118 CL_Video_Shutdown();
1120 Host_SaveConfig_f();
1122 CDAudio_Shutdown ();
1125 NetConn_Shutdown ();
1128 if (cls.state != ca_dedicated)
1130 R_Modules_Shutdown();