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 char hosterrorstring[4096];
136 extern char sv_spawnmap[MAX_QPATH];
137 extern char sv_loadgame[MAX_OSPATH];
138 void Host_Error (const char *error, ...)
141 static qboolean inerror = false;
143 // make sure we don't get in a loading loop
147 // LordHavoc: if first frame has not been shown, or currently shutting
148 // down, do Sys_Error instead
149 if (!host_loopactive || host_shuttingdown)
152 va_start (argptr,error);
153 vsprintf (string,error,argptr);
155 Sys_Error ("%s", string);
161 va_start (argptr,error);
162 vsprintf (string,error,argptr);
164 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
168 va_start (argptr,error);
169 vsprintf (hosterrorstring,error,argptr);
171 Con_Printf ("Host_Error: %s\n",hosterrorstring);
173 CL_Parse_DumpPacket();
178 Host_ShutdownServer (false);
180 if (cls.state == ca_dedicated)
181 Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
186 // unload any partially loaded models
187 Mod_ClearErrorModels();
191 longjmp (host_abortserver, 1);
194 void Host_ServerOptions (void)
200 // client exists, check what mode the user wants
201 i = COM_CheckParm ("-dedicated");
204 cls.state = ca_dedicated;
206 if (i != (com_argc - 1))
207 numplayers = atoi (com_argv[i+1]);
208 if (COM_CheckParm ("-listen"))
209 Sys_Error ("Only one of -dedicated or -listen can be specified");
214 cls.state = ca_disconnected;
215 i = COM_CheckParm ("-listen");
219 if (i != (com_argc - 1))
220 numplayers = atoi (com_argv[i+1]);
226 // no client in the executable, start dedicated server
227 if (COM_CheckParm ("-listen"))
228 Sys_Error ("-listen not available in a dedicated server executable");
230 cls.state = ca_dedicated;
231 // check for -dedicated specifying how many players
232 i = COM_CheckParm ("-dedicated");
233 if (i && i != (com_argc - 1))
234 numplayers = atoi (com_argv[i+1]);
239 if (numplayers > MAX_SCOREBOARD)
240 numplayers = MAX_SCOREBOARD;
242 // Transfusion doesn't support single player games
243 if (gamemode == GAME_TRANSFUSION && numplayers < 4)
247 Cvar_SetValueQuick (&deathmatch, 1);
249 Cvar_SetValueQuick (&deathmatch, 0);
252 SV_SetMaxClients(numplayers);
255 static mempool_t *clients_mempool;
256 void SV_SetMaxClients(int n)
260 n = bound(1, n, MAX_SCOREBOARD);
261 if (svs.maxclients == n)
264 if (!clients_mempool)
265 clients_mempool = Mem_AllocPool("clients");
267 Mem_Free(svs.clients);
268 svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
273 =======================
275 ======================
277 void Host_InitLocal (void)
279 Host_InitCommands ();
281 Cvar_RegisterVariable (&host_framerate);
282 Cvar_RegisterVariable (&host_speeds);
283 Cvar_RegisterVariable (&slowmo);
284 Cvar_RegisterVariable (&host_minfps);
285 Cvar_RegisterVariable (&host_maxfps);
287 Cvar_RegisterVariable (&sv_echobprint);
289 Cvar_RegisterVariable (&sys_ticrate);
290 Cvar_RegisterVariable (&serverprofile);
292 Cvar_RegisterVariable (&fraglimit);
293 Cvar_RegisterVariable (&timelimit);
294 Cvar_RegisterVariable (&teamplay);
295 Cvar_RegisterVariable (&samelevel);
296 Cvar_RegisterVariable (&noexit);
297 Cvar_RegisterVariable (&skill);
298 Cvar_RegisterVariable (&developer);
299 if (forcedeveloper) // make it real now that the cvar is registered
300 Cvar_SetValue("developer", 1);
301 Cvar_RegisterVariable (&deathmatch);
302 Cvar_RegisterVariable (&coop);
304 Cvar_RegisterVariable (&pausable);
306 Cvar_RegisterVariable (&temp1);
308 Cvar_RegisterVariable (×tamps);
309 Cvar_RegisterVariable (&timeformat);
311 Host_ServerOptions ();
317 Host_WriteConfiguration
319 Writes key bindings and archived cvars to config.cfg
322 void Host_WriteConfiguration (void)
326 // dedicated servers initialize the host but don't parse and set the
328 if (host_initialized && cls.state != ca_dedicated)
330 f = Qopen (va("%s/config.cfg",com_gamedir), "w");
333 Con_Printf ("Couldn't write config.cfg.\n");
337 Key_WriteBindings (f);
338 Cvar_WriteVariables (f);
349 Sends text across to be displayed
350 FIXME: make this just a stuffed echo?
353 void SV_ClientPrintf (const char *fmt, ...)
358 va_start (argptr,fmt);
359 vsprintf (string, fmt,argptr);
362 MSG_WriteByte (&host_client->message, svc_print);
363 MSG_WriteString (&host_client->message, string);
370 Sends text to all active clients
373 void SV_BroadcastPrintf (const char *fmt, ...)
379 va_start (argptr,fmt);
380 vsprintf (string, fmt,argptr);
383 for (i=0 ; i<svs.maxclients ; i++)
384 if (svs.clients[i].active && svs.clients[i].spawned)
386 MSG_WriteByte (&svs.clients[i].message, svc_print);
387 MSG_WriteString (&svs.clients[i].message, string);
390 if (sv_echobprint.integer && cls.state == ca_dedicated)
391 Sys_Printf ("%s", string);
398 Send text over to the client to be executed
401 void Host_ClientCommands (const char *fmt, ...)
406 va_start (argptr,fmt);
407 vsprintf (string, fmt,argptr);
410 MSG_WriteByte (&host_client->message, svc_stufftext);
411 MSG_WriteString (&host_client->message, string);
415 =====================
418 Called when the player is getting totally kicked off the host
419 if (crash = true), don't bother sending signofs
420 =====================
422 void SV_DropClient (qboolean crash)
430 // send any final messages (don't check for errors)
431 if (NET_CanSendMessage (host_client->netconnection))
433 MSG_WriteByte (&host_client->message, svc_disconnect);
434 NET_SendMessage (host_client->netconnection, &host_client->message);
437 if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
439 // call the prog function for removing a client
440 // this will set the body to a dead frame, among other things
441 saveSelf = pr_global_struct->self;
442 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
443 PR_ExecuteProgram (pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
444 pr_global_struct->self = saveSelf;
447 Sys_Printf ("Client %s removed\n",host_client->name);
450 // break the net connection
451 NET_Close (host_client->netconnection);
452 host_client->netconnection = NULL;
454 // free the client (the body stays around)
455 host_client->active = false;
456 host_client->name[0] = 0;
457 host_client->old_frags = -999999;
458 net_activeconnections--;
460 // send notification to all clients
461 for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
465 MSG_WriteByte (&client->message, svc_updatename);
466 MSG_WriteByte (&client->message, host_client - svs.clients);
467 MSG_WriteString (&client->message, "");
468 MSG_WriteByte (&client->message, svc_updatefrags);
469 MSG_WriteByte (&client->message, host_client - svs.clients);
470 MSG_WriteShort (&client->message, 0);
471 MSG_WriteByte (&client->message, svc_updatecolors);
472 MSG_WriteByte (&client->message, host_client - svs.clients);
473 MSG_WriteByte (&client->message, 0);
483 This only happens at the end of a game, not between levels
486 void Host_ShutdownServer(qboolean crash)
496 // print out where the crash happened, if it was caused by QC
501 // stop all client sounds immediately
507 // flush any pending messages - like the score!!!
508 start = Sys_DoubleTime();
512 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
514 if (host_client->active && host_client->message.cursize)
516 if (NET_CanSendMessage (host_client->netconnection))
518 NET_SendMessage(host_client->netconnection, &host_client->message);
519 SZ_Clear (&host_client->message);
523 NET_GetMessage(host_client->netconnection);
528 if ((Sys_DoubleTime() - start) > 3.0)
533 // make sure all the clients know we're disconnecting
537 MSG_WriteByte(&buf, svc_disconnect);
538 count = NET_SendToAll(&buf, 5);
540 Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
542 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
543 if (host_client->active)
544 SV_DropClient(crash);
549 memset (&sv, 0, sizeof(sv));
550 memset (svs.clients, 0, svs.maxclients * sizeof(client_t));
558 This clears all the memory used by both the client and server, but does
559 not reinitialize anything.
562 void Host_ClearMemory (void)
564 Con_DPrintf ("Clearing memory\n");
568 memset (&sv, 0, sizeof(sv));
569 memset (&cl, 0, sizeof(cl));
573 //============================================================================
579 Returns false if the time is too short to run a frame
582 extern cvar_t cl_avidemo;
583 qboolean Host_FilterTime (double time)
588 if (slowmo.value < 0.0f)
589 Cvar_SetValue("slowmo", 0.0f);
590 if (host_minfps.value < 10.0f)
591 Cvar_SetValue("host_minfps", 10.0f);
592 if (host_maxfps.value < host_minfps.value)
593 Cvar_SetValue("host_maxfps", host_minfps.value);
594 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
595 Cvar_SetValue("cl_avidemo", 0.0f);
597 // check if framerate is too high
598 if (cl_avidemo.value >= 0.1f)
600 timecap = 1.0 / (double)cl_avidemo.value;
601 if ((realtime - oldrealtime) < timecap)
604 else if (!cls.timedemo)
606 // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
607 timecap = sys_ticrate.value;
608 if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
609 timecap = 1.0 / host_maxfps.value;
611 if ((realtime - oldrealtime) < timecap)
615 // LordHavoc: copy into host_realframetime as well
616 host_realframetime = host_frametime = realtime - oldrealtime;
617 oldrealtime = realtime;
621 // disable time effects
622 cl.frametime = host_frametime;
626 if (host_framerate.value > 0)
627 host_frametime = host_framerate.value;
628 else if (cl_avidemo.value >= 0.1f)
629 host_frametime = (1.0 / cl_avidemo.value);
632 // don't allow really short frames
633 if (host_frametime > (1.0 / host_minfps.value))
634 host_frametime = (1.0 / host_minfps.value);
637 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
645 Host_GetConsoleCommands
647 Add them exactly as if they had been typed at the console
650 void Host_GetConsoleCommands (void)
656 cmd = Sys_ConsoleInput ();
670 void Host_ServerFrame (void)
672 static double frametimetotal = 0, lastservertime = 0;
673 frametimetotal += host_frametime;
674 // LordHavoc: cap server at sys_ticrate in listen games
675 if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
677 // run the world state
678 if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
679 sv.frametime = pr_global_struct->frametime = frametimetotal;
683 lastservertime = realtime;
685 // set the time and clear the general datagram
688 // check for new clients
689 SV_CheckForNewClients ();
691 // read client messages
694 // move things around and think
695 // always pause in single player if in console or menus
699 // send all messages to the clients
700 SV_SendClientMessages ();
702 // send an heartbeat if enough time has passed since the last one
711 Runs all active servers
714 void _Host_Frame (float time)
716 static double time1 = 0;
717 static double time2 = 0;
718 static double time3 = 0;
719 int pass1, pass2, pass3;
721 if (setjmp (host_abortserver) )
722 return; // something bad happened, or the server disconnected
724 // keep the random time dependent
727 // decide the simulation time
728 if (!Host_FilterTime (time))
730 // if time was rejected, don't totally hog the CPU
735 // get new key events
736 Sys_SendKeyEvents ();
738 // allow mice or other external controllers to add commands
741 // process console commands
744 // LordHavoc: map and load are delayed until video is initialized
745 Host_PerformSpawnServerAndLoadGame();
749 // if running the server locally, make intentions now
753 //-------------------
757 //-------------------
759 // check for commands typed to the host
760 Host_GetConsoleCommands ();
765 //-------------------
769 //-------------------
771 // if running the server remotely, send intentions now after
772 // the incoming messages have been read
776 // fetch results from server
777 if (cls.state == ca_connected)
778 CL_ReadFromServer ();
785 if (host_speeds.integer)
786 time1 = Sys_DoubleTime ();
790 if (host_speeds.integer)
791 time2 = Sys_DoubleTime ();
794 if (cls.signon == SIGNONS)
796 // LordHavoc: this used to use renderer variables (eww)
797 vec3_t forward, right, up;
798 AngleVectors(cl.viewangles, forward, right, up);
799 S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up);
802 S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
806 if (host_speeds.integer)
808 pass1 = (time1 - time3)*1000000;
809 time3 = Sys_DoubleTime ();
810 pass2 = (time2 - time1)*1000000;
811 pass3 = (time3 - time2)*1000000;
812 Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
813 pass1+pass2+pass3, pass1, pass2, pass3);
817 host_loopactive = true;
820 void Host_Frame (float time)
823 static double timetotal;
824 static int timecount;
827 if (!serverprofile.integer)
833 time1 = Sys_DoubleTime ();
835 time2 = Sys_DoubleTime ();
837 timetotal += time2 - time1;
840 if (timecount < 1000)
843 m = timetotal*1000/timecount;
847 for (i=0 ; i<svs.maxclients ; i++)
849 if (svs.clients[i].active)
853 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
856 //============================================================================
858 void Render_Init(void);
859 void QuakeIO_Init(void);
866 void Host_Init (void)
868 // LordHavoc: quake never seeded the random number generator before... heh
871 // FIXME: this is evil, but possibly temporary
872 if (COM_CheckParm("-developer"))
874 forcedeveloper = true;
875 developer.integer = 1;
880 Memory_Init_Commands();
887 W_LoadWadFile ("gfx.wad");
897 Con_Printf ("Builddate: %s\n", buildstring);
899 if (cls.state != ca_dedicated)
912 Cbuf_InsertText ("exec quake.rc\n");
918 host_initialized = true;
920 Con_Printf ("========Quake Initialized=========\n");
922 if (cls.state != ca_dedicated)
931 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
932 to run quit through here before the final handoff to the sys code.
935 void Host_Shutdown(void)
937 static qboolean isdown = false;
941 Con_Printf ("recursive shutdown\n");
946 Host_WriteConfiguration ();
952 if (cls.state != ca_dedicated)
954 R_Modules_Shutdown();