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
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
57 double host_starttime = 0;
59 // pretend frames take this amount of time (in seconds), 0 = realtime
60 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"};
61 // shows time used by certain subsystems
62 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
63 cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
64 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
65 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
66 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
67 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
68 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
69 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
70 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
72 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
73 cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
74 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
75 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
77 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
78 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
82 Host_AbortCurrentFrame
84 aborts the current host frame and goes on with the next one
87 void Host_AbortCurrentFrame(void)
89 longjmp (host_abortframe, 1);
96 This shuts down both the client and server
99 void Host_Error (const char *error, ...)
101 static char hosterrorstring1[MAX_INPUTLINE];
102 static char hosterrorstring2[MAX_INPUTLINE];
103 static qboolean hosterror = false;
106 // turn off rcon redirect if it was active when the crash occurred
107 // to prevent loops when it is a networking problem
108 Con_Rcon_Redirect_Abort();
110 va_start (argptr,error);
111 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
114 Con_Printf("Host_Error: %s\n", hosterrorstring1);
116 // LordHavoc: if crashing very early, or currently shutting down, do
118 if (host_framecount < 3 || host_shuttingdown)
119 Sys_Error ("Host_Error: %s", hosterrorstring1);
122 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
125 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
127 CL_Parse_DumpPacket();
129 CL_Parse_ErrorCleanUp();
133 // print out where the crash happened, if it was caused by QC (and do a cleanup)
137 Host_ShutdownServer ();
139 if (cls.state == ca_dedicated)
140 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
147 Host_AbortCurrentFrame();
150 void Host_ServerOptions (void)
157 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
158 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
159 // if no client is in the executable or -dedicated is specified on
160 // commandline, start a dedicated server
161 i = COM_CheckParm ("-dedicated");
162 if (i || !cl_available)
164 cls.state = ca_dedicated;
165 // check for -dedicated specifying how many players
166 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
167 svs.maxclients = atoi (com_argv[i+1]);
168 if (COM_CheckParm ("-listen"))
169 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
170 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
171 Cvar_SetValue("sv_public", 1);
173 else if (cl_available)
175 // client exists and not dedicated, check if -listen is specified
176 cls.state = ca_disconnected;
177 i = COM_CheckParm ("-listen");
180 // default players unless specified
181 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
182 svs.maxclients = atoi (com_argv[i+1]);
186 // default players in some games, singleplayer in most
187 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
192 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
194 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
196 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
197 Cvar_SetValueQuick(&deathmatch, 1);
201 =======================
203 ======================
205 void Host_SaveConfig_f(void);
206 void Host_LoadConfig_f(void);
207 extern cvar_t sv_writepicture_quality;
208 static void Host_InitLocal (void)
210 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
211 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
213 Cvar_RegisterVariable (&host_framerate);
214 Cvar_RegisterVariable (&host_speeds);
215 Cvar_RegisterVariable (&cl_minfps);
216 Cvar_RegisterVariable (&cl_minfps_fade);
217 Cvar_RegisterVariable (&cl_minfps_qualitymax);
218 Cvar_RegisterVariable (&cl_minfps_qualitymin);
219 Cvar_RegisterVariable (&cl_minfps_qualitypower);
220 Cvar_RegisterVariable (&cl_minfps_qualityscale);
221 Cvar_RegisterVariable (&cl_maxfps);
222 Cvar_RegisterVariable (&cl_maxidlefps);
224 Cvar_RegisterVariable (&developer);
225 Cvar_RegisterVariable (&developer_loadfile);
226 Cvar_RegisterVariable (&developer_loading);
227 Cvar_RegisterVariable (&developer_entityparsing);
229 Cvar_RegisterVariable (×tamps);
230 Cvar_RegisterVariable (&timeformat);
232 Cvar_RegisterVariable (&sv_writepicture_quality);
240 Writes key bindings and archived cvars to config.cfg
243 void Host_SaveConfig_to(const char *file)
247 // dedicated servers initialize the host but don't parse and set the
249 // LordHavoc: don't save a config if it crashed in startup
250 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
252 f = FS_OpenRealFile(file, "wb", false);
255 Con_Printf("Couldn't write %s.\n", file);
259 Key_WriteBindings (f);
260 Cvar_WriteVariables (f);
265 void Host_SaveConfig(void)
267 Host_SaveConfig_to("config.cfg");
269 void Host_SaveConfig_f(void)
271 const char *file = "config.cfg";
273 if(Cmd_Argc() >= 2) {
275 Con_Printf("Saving to %s\n", file);
278 Host_SaveConfig_to(file);
285 Resets key bindings and cvars to defaults and then reloads scripts
288 void Host_LoadConfig_f(void)
290 // unlock the cvar default strings so they can be updated by the new default.cfg
291 Cvar_UnlockDefaults();
292 // reset cvars to their defaults, and then exec startup scripts again
293 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
300 Sends text across to be displayed
301 FIXME: make this just a stuffed echo?
304 void SV_ClientPrint(const char *msg)
306 if (host_client->netconnection)
308 MSG_WriteByte(&host_client->netconnection->message, svc_print);
309 MSG_WriteString(&host_client->netconnection->message, msg);
317 Sends text across to be displayed
318 FIXME: make this just a stuffed echo?
321 void SV_ClientPrintf(const char *fmt, ...)
324 char msg[MAX_INPUTLINE];
326 va_start(argptr,fmt);
327 dpvsnprintf(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++)
347 if (client->active && client->netconnection)
349 MSG_WriteByte(&client->netconnection->message, svc_print);
350 MSG_WriteString(&client->netconnection->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, ...)
368 char msg[MAX_INPUTLINE];
370 va_start(argptr,fmt);
371 dpvsnprintf(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, ...)
387 char string[MAX_INPUTLINE];
389 if (!host_client->netconnection)
392 va_start(argptr,fmt);
393 dpvsnprintf(string, sizeof(string), fmt, argptr);
396 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
397 MSG_WriteString(&host_client->netconnection->message, string);
401 =====================
404 Called when the player is getting totally kicked off the host
405 if (crash = true), don't bother sending signofs
406 =====================
408 void SV_DropClient(qboolean crash)
411 Con_Printf("Client \"%s\" dropped\n", host_client->name);
413 SV_StopDemoRecording(host_client);
415 // make sure edict is not corrupt (from a level change for example)
416 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
418 if (host_client->netconnection)
420 // free the client (the body stays around)
423 // LordHavoc: no opportunity for resending, so use unreliable 3 times
424 unsigned char bufdata[8];
426 memset(&buf, 0, sizeof(buf));
428 buf.maxsize = sizeof(bufdata);
429 MSG_WriteByte(&buf, svc_disconnect);
430 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
431 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
432 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
434 // break the net connection
435 NetConn_Close(host_client->netconnection);
436 host_client->netconnection = NULL;
439 // call qc ClientDisconnect function
440 // LordHavoc: don't call QC if server is dead (avoids recursive
441 // Host_Error in some mods when they run out of edicts)
442 if (host_client->clientconnectcalled && sv.active && host_client->edict)
444 // call the prog function for removing a client
445 // this will set the body to a dead frame, among other things
446 int saveSelf = prog->globals.server->self;
447 host_client->clientconnectcalled = false;
448 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
449 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
450 prog->globals.server->self = saveSelf;
453 // if a download is active, close it
454 if (host_client->download_file)
456 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
457 FS_Close(host_client->download_file);
458 host_client->download_file = NULL;
459 host_client->download_name[0] = 0;
460 host_client->download_expectedposition = 0;
461 host_client->download_started = false;
464 // remove leaving player from scoreboard
465 host_client->name[0] = 0;
466 host_client->colors = 0;
467 host_client->frags = 0;
468 // send notification to all clients
469 // get number of client manually just to make sure we get it right...
470 i = host_client - svs.clients;
471 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
472 MSG_WriteByte (&sv.reliable_datagram, i);
473 MSG_WriteString (&sv.reliable_datagram, host_client->name);
474 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
475 MSG_WriteByte (&sv.reliable_datagram, i);
476 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
477 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
478 MSG_WriteByte (&sv.reliable_datagram, i);
479 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
481 // free the client now
482 if (host_client->entitydatabase)
483 EntityFrame_FreeDatabase(host_client->entitydatabase);
484 if (host_client->entitydatabase4)
485 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
486 if (host_client->entitydatabase5)
487 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
491 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
492 PRVM_ED_ClearEdict(host_client->edict);
495 // clear the client struct (this sets active to false)
496 memset(host_client, 0, sizeof(*host_client));
498 // update server listing on the master because player count changed
499 // (which the master uses for filtering empty/full servers)
500 NetConn_Heartbeat(1);
504 for (i = 0;i < svs.maxclients;i++)
505 if (svs.clients[i].active && !svs.clients[i].spawned)
507 if (i == svs.maxclients)
509 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
510 sv.paused = sv.loadgame = false; // we're basically done with loading now
519 This only happens at the end of a game, not between levels
522 void Host_ShutdownServer(void)
526 Con_DPrintf("Host_ShutdownServer\n");
531 NetConn_Heartbeat(2);
532 NetConn_Heartbeat(2);
534 // make sure all the clients know we're disconnecting
537 if(prog->funcoffsets.SV_Shutdown)
539 func_t s = prog->funcoffsets.SV_Shutdown;
540 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
541 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
543 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
544 if (host_client->active)
545 SV_DropClient(false); // server shutdown
548 NetConn_CloseServerPorts();
554 memset(&sv, 0, sizeof(sv));
555 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
559 //============================================================================
563 Host_GetConsoleCommands
565 Add them exactly as if they had been typed at the console
568 void Host_GetConsoleCommands (void)
574 cmd = Sys_ConsoleInput ();
585 Returns a time report string, for example for
588 const char *Host_TimingReport()
590 return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
597 Runs all active servers
600 static void Host_Init(void);
606 double cl_timer, sv_timer;
607 double clframetime, deltarealtime, oldrealtime;
609 int pass1, pass2, pass3, i;
616 realtime = host_starttime = Sys_DoubleTime();
619 if (setjmp(host_abortframe))
620 continue; // something bad happened, or the server disconnected
622 oldrealtime = realtime;
623 realtime = Sys_DoubleTime();
625 deltarealtime = realtime - oldrealtime;
626 cl_timer += deltarealtime;
627 sv_timer += deltarealtime;
629 svs.perf_acc_realtime += deltarealtime;
631 // Look for clients who have spawned
632 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
633 if(host_client->spawned)
634 if(host_client->netconnection)
636 if(i == svs.maxclients)
638 // Nobody is looking? Then we won't do timing...
639 // Instead, reset it to zero
640 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
642 else if(svs.perf_acc_realtime > 5)
644 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
645 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
646 if(svs.perf_acc_offset_samples > 0)
648 svs.perf_offset_max = svs.perf_acc_offset_max;
649 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
650 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
652 if(svs.perf_lost > 0)
653 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
654 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
657 if (slowmo.value < 0.00001 && slowmo.value != 0)
658 Cvar_SetValue("slowmo", 0);
659 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
660 Cvar_SetValue("host_framerate", 0);
662 // keep the random time dependent, but not when playing demos/benchmarking
663 if(!*sv_random_seed.string && !cls.demoplayback)
666 cl.islocalgame = NetConn_IsLocalGame();
668 // begin gathering mouse input
669 in_mouse_x = in_mouse_y = 0;
671 // get new key events
674 NetConn_UpdateSockets();
676 Log_DestBuffer_Flush();
678 // receive packets on each main loop iteration, as the main loop may
679 // be undersleeping due to select() detecting a new packet
681 NetConn_ServerFrame();
685 // check for commands typed to the host
686 Host_GetConsoleCommands();
688 // when a server is running we only execute console commands on server frames
689 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
690 // otherwise we execute them on client frames
691 if (sv.active ? sv_timer > 0 : cl_timer > 0)
693 // process console commands
697 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
699 // if the accumulators haven't become positive yet, wait a while
700 if (cls.state == ca_dedicated)
701 wait = sv_timer * -1000000.0;
703 wait = cl_timer * -1000000.0;
705 wait = max(cl_timer, sv_timer) * -1000000.0;
706 wait = bound(0, wait, 100000);
708 if (!cls.timedemo && wait >= 1)
710 double time0 = Sys_DoubleTime();
711 if (sv_checkforpacketsduringsleep.integer)
712 NetConn_SleepMicroseconds((int)wait);
714 Sys_Sleep((int)wait);
715 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
719 //-------------------
723 //-------------------
725 // limit the frametime steps to no more than 100ms each
730 svs.perf_acc_lost += (sv_timer - 0.1);
734 if (sv.active && sv_timer > 0)
736 // execute one or more server frames, with an upper limit on how much
737 // execution time to spend on server frames to avoid freezing the game if
738 // the server is overloaded, this execution time limit means the game will
739 // slow down if the server is taking too long.
740 int framecount, framelimit = 1;
741 double advancetime, aborttime = 0;
744 // run the world state
745 // don't allow simulation to run too fast or too slow or logic glitches can occur
747 // stop running server frames if the wall time reaches this value
748 if (sys_ticrate.value <= 0)
749 advancetime = sv_timer;
750 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
752 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
753 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
755 aborttime = realtime + 0.1;
759 advancetime = sys_ticrate.value;
760 // listen servers can run multiple server frames per client frame
761 if (cls.state == ca_connected)
764 aborttime = realtime + 0.1;
767 advancetime = min(advancetime, 0.1);
771 offset = sv_timer + (Sys_DoubleTime() - realtime);
772 ++svs.perf_acc_offset_samples;
773 svs.perf_acc_offset += offset;
774 svs.perf_acc_offset_squared += offset * offset;
775 if(svs.perf_acc_offset_max < offset)
776 svs.perf_acc_offset_max = offset;
779 // only advance time if not paused
780 // the game also pauses in singleplayer when menu or console is used
781 sv.frametime = advancetime * slowmo.value;
782 if (host_framerate.value)
783 sv.frametime = host_framerate.value;
784 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
787 // setup the VM frame
790 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
792 sv_timer -= advancetime;
794 // move things around and think unless paused
798 // if this server frame took too long, break out of the loop
799 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
803 // send all messages to the clients
804 SV_SendClientMessages();
806 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
807 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
808 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
811 // end the server VM frame
814 // send an heartbeat if enough time has passed since the last one
815 NetConn_Heartbeat(0);
818 //-------------------
822 //-------------------
824 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
826 // decide the simulation time
827 if (cls.capturevideo.active)
829 if (cls.capturevideo.realtime)
830 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
833 clframetime = 1.0 / cls.capturevideo.framerate;
834 cl.realframetime = max(cl_timer, clframetime);
837 else if (vid_activewindow && cl_maxfps.value >= 1)
838 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
839 else if (!vid_activewindow && cl_maxidlefps.value >= 1)
840 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
842 clframetime = cl.realframetime = cl_timer;
844 // apply slowmo scaling
845 clframetime *= cl.movevars_timescale;
846 // scale playback speed of demos by slowmo cvar
847 if (cls.demoplayback)
849 clframetime *= slowmo.value;
850 // if demo playback is paused, don't advance time at all
855 // host_framerate overrides all else
856 if (host_framerate.value)
857 clframetime = host_framerate.value;
860 clframetime = cl.realframetime = cl_timer;
862 // deduct the frame time from the accumulator
863 cl_timer -= cl.realframetime;
865 cl.oldtime = cl.time;
866 cl.time += clframetime;
868 // Collect input into cmd
871 // check for new packets
872 NetConn_ClientFrame();
874 // read a new frame from a demo if needed
875 CL_ReadDemoMessage();
877 // now that packets have been read, send input to server
880 // update client world (interpolate entities, create trails, etc)
884 if (host_speeds.integer)
885 time1 = Sys_DoubleTime();
892 if (host_speeds.integer)
893 time2 = Sys_DoubleTime();
896 if(cl.csqc_usecsqclistener)
898 S_Update(&cl.csqc_listenermatrix);
899 cl.csqc_usecsqclistener = false;
902 S_Update(&r_refdef.view.matrix);
906 if (host_speeds.integer)
908 pass1 = (int)((time1 - time3)*1000000);
909 time3 = Sys_DoubleTime();
910 pass2 = (int)((time2 - time1)*1000000);
911 pass3 = (int)((time3 - time2)*1000000);
912 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
913 pass1+pass2+pass3, pass1, pass2, pass3);
917 // if there is some time remaining from this frame, reset the timers
922 svs.perf_acc_lost += sv_timer;
930 //============================================================================
932 qboolean vid_opened = false;
933 void Host_StartVideo(void)
935 if (!vid_opened && cls.state != ca_dedicated)
938 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
939 NetConn_UpdateSockets();
945 char engineversion[128];
947 qboolean sys_nostdout = false;
949 extern void Render_Init(void);
950 extern void Mathlib_Init(void);
951 extern void FS_Init(void);
952 extern void FS_Shutdown(void);
953 extern void PR_Cmd_Init(void);
954 extern void COM_Init_Commands(void);
955 extern void FS_Init_Commands(void);
956 extern qboolean host_stuffcmdsrun;
963 static void Host_Init (void)
968 if (COM_CheckParm("-profilegameonly"))
969 Sys_AllowProfiling(false);
971 // LordHavoc: quake never seeded the random number generator before... heh
972 if (COM_CheckParm("-benchmark"))
973 srand(0); // predictable random sequence for -benchmark
977 // FIXME: this is evil, but possibly temporary
978 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
979 if (COM_CheckParm("-developer"))
981 developer.value = developer.integer = 1;
982 developer.string = "1";
985 if (COM_CheckParm("-developer2"))
987 developer.value = developer.integer = 100;
988 developer.string = "100";
989 developer_memory.value = developer_memory.integer = 100;
990 developer.string = "100";
991 developer_memorydebug.value = developer_memorydebug.integer = 100;
992 developer_memorydebug.string = "100";
995 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
996 if (COM_CheckParm("-nostdout"))
999 // used by everything
1002 // initialize console command/cvar/alias/command execution systems
1005 // initialize memory subsystem cvars/commands
1006 Memory_Init_Commands();
1008 // initialize console and logging and its cvars/commands
1011 // initialize various cvars that could not be initialized earlier
1012 Curl_Init_Commands();
1013 Cmd_Init_Commands();
1014 Sys_Init_Commands();
1015 COM_Init_Commands();
1018 // initialize console window (only used by sys_win.c)
1021 // detect gamemode from commandline options or executable name
1024 // construct a version string for the corner of the console
1026 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1027 Con_Printf("%s\n", engineversion);
1029 // initialize ixtable
1032 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1043 Host_InitCommands();
1045 Host_ServerOptions();
1047 if (cls.state == ca_dedicated)
1048 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1051 Con_DPrintf("Initializing client\n");
1066 // set up the default startmap_sp and startmap_dm aliases (mods can
1067 // override these) and then execute the quake.rc startup script
1068 if (gamemode == GAME_NEHAHRA)
1069 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1070 else if (gamemode == GAME_TRANSFUSION)
1071 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1072 else if (gamemode == GAME_TEU)
1073 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1075 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1078 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1079 if (!host_stuffcmdsrun)
1081 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1085 // put up the loading image so the user doesn't stare at a black screen...
1086 SCR_BeginLoadingPlaque();
1088 // FIXME: put this into some neat design, but the menu should be allowed to crash
1089 // without crashing the whole game, so this should just be a short-time solution
1091 // here comes the not so critical stuff
1092 if (setjmp(host_abortframe)) {
1096 if (cls.state != ca_dedicated)
1101 // check for special benchmark mode
1102 // 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)
1103 i = COM_CheckParm("-benchmark");
1104 if (i && i + 1 < com_argc)
1105 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1107 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1111 // check for special demo mode
1112 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1113 i = COM_CheckParm("-demo");
1114 if (i && i + 1 < com_argc)
1115 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1117 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1121 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1122 i = COM_CheckParm("-capturedemo");
1123 if (i && i + 1 < com_argc)
1124 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1126 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1130 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1131 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1133 Cbuf_AddText("startmap_dm\n");
1137 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1139 Cbuf_AddText("togglemenu\n");
1143 Con_DPrint("========Initialized=========\n");
1145 //Host_StartVideo();
1153 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1154 to run quit through here before the final handoff to the sys code.
1157 void Host_Shutdown(void)
1159 static qboolean isdown = false;
1163 Con_Print("recursive shutdown\n");
1166 if (setjmp(host_abortframe))
1168 Con_Print("aborted the quitting frame?!?\n");
1173 // be quiet while shutting down
1176 // disconnect client from server if active
1179 // shut down local server if active
1180 Host_ShutdownServer ();
1187 // AK hmm, no PRVM_Shutdown(); yet
1189 CL_Gecko_Shutdown();
1190 CL_Video_Shutdown();
1194 CDAudio_Shutdown ();
1197 NetConn_Shutdown ();
1200 if (cls.state != ca_dedicated)
1202 R_Modules_Shutdown();