2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
28 A server can always be started, even if the system started out as a client
31 A client can NOT be started if the system started as a dedicated server.
33 Memory is cleared / released when a server or client begins, not when they end.
37 // true if into command execution
38 qboolean host_initialized;
39 // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
40 qboolean host_loopactive = false;
41 // LordHavoc: set when quit is executed
42 qboolean host_shuttingdown = false;
44 double host_frametime;
45 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
46 double host_realframetime;
47 // the real time, without any slowmo or clamping
49 // realtime from previous frame
51 // how many frames have occurred
54 // used for -developer commandline parameter, hacky hacky
58 client_t *host_client;
60 jmp_buf host_abortserver;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 cvar_t host_framerate = {0, "host_framerate","0"};
64 // shows time used by certain subsystems
65 cvar_t host_speeds = {0, "host_speeds","0"};
66 // LordHavoc: framerate independent slowmo
67 cvar_t slowmo = {0, "slowmo", "1.0"};
68 // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
69 cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
70 // LordHavoc: framerate upper cap
71 cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
73 // print broadcast messages in dedicated mode
74 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
76 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
77 cvar_t serverprofile = {0, "serverprofile","0"};
79 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
80 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
81 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
83 cvar_t samelevel = {0, "samelevel","0"};
84 cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
86 cvar_t developer = {0, "developer","0"};
88 cvar_t skill = {0, "skill","1"};
89 cvar_t deathmatch = {0, "deathmatch","0"};
90 cvar_t coop = {0, "coop","0"};
92 cvar_t pausable = {0, "pausable","1"};
94 cvar_t temp1 = {0, "temp1","0"};
96 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
97 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
103 This shuts down both the client and server
106 void PRVM_ProcessError(void);
107 static char hosterrorstring1[4096];
108 static char hosterrorstring2[4096];
109 static qboolean hosterror = false;
110 void Host_Error (const char *error, ...)
114 va_start (argptr,error);
115 vsprintf (hosterrorstring1,error,argptr);
118 Con_Printf("Host_Error: %s\n", hosterrorstring1);
120 // LordHavoc: if first frame has not been shown, or currently shutting
121 // down, do Sys_Error instead
122 if (!host_loopactive || host_shuttingdown)
123 Sys_Error ("Host_Error: %s", hosterrorstring1);
126 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
129 strcpy(hosterrorstring2, hosterrorstring1);
131 CL_Parse_DumpPacket();
135 //PRVM_Crash(); // crash current prog
137 // crash all prvm progs
142 Host_ShutdownServer (false);
144 if (cls.state == ca_dedicated)
145 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
152 longjmp (host_abortserver, 1);
155 mempool_t *sv_clients_mempool = NULL;
157 void Host_ServerOptions (void)
164 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
165 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
168 // client exists, check what mode the user wants
169 i = COM_CheckParm ("-dedicated");
172 cls.state = ca_dedicated;
173 // default players unless specified
174 if (i != (com_argc - 1))
175 numplayers = atoi (com_argv[i+1]);
176 if (COM_CheckParm ("-listen"))
177 Sys_Error ("Only one of -dedicated or -listen can be specified");
181 cls.state = ca_disconnected;
182 i = COM_CheckParm ("-listen");
185 // default players unless specified
186 if (i != (com_argc - 1))
187 numplayers = atoi (com_argv[i+1]);
191 // default players in some games, singleplayer in most
192 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
199 // no client in the executable, always start dedicated server
200 if (COM_CheckParm ("-listen"))
201 Sys_Error ("-listen not available in a dedicated server executable");
202 cls.state = ca_dedicated;
203 // check for -dedicated specifying how many players
204 i = COM_CheckParm ("-dedicated");
205 // default players unless specified
206 if (i && i != (com_argc - 1))
207 numplayers = atoi (com_argv[i+1]);
213 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
215 if (numplayers > 1 && !deathmatch.integer)
216 Cvar_SetValueQuick(&deathmatch, 1);
218 svs.maxclients = numplayers;
219 sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
220 svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
224 =======================
226 ======================
228 void Host_SaveConfig_f(void);
229 void Host_InitLocal (void)
231 Host_InitCommands ();
233 Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
235 Cvar_RegisterVariable (&host_framerate);
236 Cvar_RegisterVariable (&host_speeds);
237 Cvar_RegisterVariable (&slowmo);
238 Cvar_RegisterVariable (&host_minfps);
239 Cvar_RegisterVariable (&host_maxfps);
241 Cvar_RegisterVariable (&sv_echobprint);
243 Cvar_RegisterVariable (&sys_ticrate);
244 Cvar_RegisterVariable (&serverprofile);
246 Cvar_RegisterVariable (&fraglimit);
247 Cvar_RegisterVariable (&timelimit);
248 Cvar_RegisterVariable (&teamplay);
249 Cvar_RegisterVariable (&samelevel);
250 Cvar_RegisterVariable (&noexit);
251 Cvar_RegisterVariable (&skill);
252 Cvar_RegisterVariable (&developer);
253 if (forcedeveloper) // make it real now that the cvar is registered
254 Cvar_SetValue("developer", 1);
255 Cvar_RegisterVariable (&deathmatch);
256 Cvar_RegisterVariable (&coop);
258 Cvar_RegisterVariable (&pausable);
260 Cvar_RegisterVariable (&temp1);
262 Cvar_RegisterVariable (×tamps);
263 Cvar_RegisterVariable (&timeformat);
265 Host_ServerOptions ();
273 Writes key bindings and archived cvars to config.cfg
276 void Host_SaveConfig_f(void)
280 // dedicated servers initialize the host but don't parse and set the
282 if (host_initialized && cls.state != ca_dedicated)
284 f = FS_Open ("config.cfg", "w", false);
287 Con_Print("Couldn't write config.cfg.\n");
291 Key_WriteBindings (f);
292 Cvar_WriteVariables (f);
303 Sends text across to be displayed
304 FIXME: make this just a stuffed echo?
307 void SV_ClientPrint(const char *msg)
309 MSG_WriteByte(&host_client->message, svc_print);
310 MSG_WriteString(&host_client->message, msg);
317 Sends text across to be displayed
318 FIXME: make this just a stuffed echo?
321 void SV_ClientPrintf(const char *fmt, ...)
326 va_start(argptr,fmt);
327 vsnprintf(msg,sizeof(msg),fmt,argptr);
337 Sends text to all active clients
340 void SV_BroadcastPrint(const char *msg)
345 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
349 MSG_WriteByte(&client->message, svc_print);
350 MSG_WriteString(&client->message, msg);
354 if (sv_echobprint.integer && cls.state == ca_dedicated)
362 Sends text to all active clients
365 void SV_BroadcastPrintf(const char *fmt, ...)
370 va_start(argptr,fmt);
371 vsnprintf(msg,sizeof(msg),fmt,argptr);
374 SV_BroadcastPrint(msg);
381 Send text over to the client to be executed
384 void Host_ClientCommands(const char *fmt, ...)
389 va_start(argptr,fmt);
390 vsprintf(string, fmt,argptr);
393 MSG_WriteByte(&host_client->message, svc_stufftext);
394 MSG_WriteString(&host_client->message, string);
398 =====================
401 Called when the player is getting totally kicked off the host
402 if (crash = true), don't bother sending signofs
403 =====================
405 void SV_DropClient(qboolean crash)
407 Con_Printf("Client \"%s\" dropped\n", host_client->name);
409 // send any final messages (don't check for errors)
410 if (host_client->netconnection)
412 // free the client (the body stays around)
415 // LordHavoc: no opportunity for resending, so use unreliable
416 MSG_WriteByte(&host_client->message, svc_disconnect);
417 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
420 // break the net connection
421 NetConn_Close(host_client->netconnection);
422 host_client->netconnection = NULL;
424 // LordHavoc: don't call QC if server is dead (avoids recursive
425 // Host_Error in some mods when they run out of edicts)
426 if (sv.active && host_client->edict && host_client->spawned)
428 // call the prog function for removing a client
429 // this will set the body to a dead frame, among other things
430 int saveSelf = pr_global_struct->self;
431 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
432 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
433 pr_global_struct->self = saveSelf;
437 // free the client now
438 if (host_client->entitydatabase)
439 EntityFrame_FreeDatabase(host_client->entitydatabase);
440 if (host_client->entitydatabase4)
441 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
442 if (host_client->entitydatabase5)
443 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
444 // clear the client struct (this sets active to false)
445 memset(host_client, 0, sizeof(*host_client));
447 // force next SV_UpdateToReliableMessages to update this client's
448 // scoreboard data by plugging in fake old values that don't match the
450 strlcpy(host_client->old_name, "nothing", sizeof(host_client->old_name));
451 host_client->old_frags = 1;
452 host_client->old_colors = 1;
454 // update server listing on the master because player count changed
455 // (which the master uses for filtering empty/full servers)
456 NetConn_Heartbeat(1);
463 This only happens at the end of a game, not between levels
466 void Host_ShutdownServer(qboolean crash)
472 Con_DPrintf("Host_ShutdownServer\n");
477 // print out where the crash happened, if it was caused by QC
480 NetConn_Heartbeat(2);
481 NetConn_Heartbeat(2);
483 // make sure all the clients know we're disconnecting
487 MSG_WriteByte(&buf, svc_disconnect);
488 count = NetConn_SendToAll(&buf, 5);
490 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
492 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
493 if (host_client->active)
494 SV_DropClient(crash); // server shutdown
496 NetConn_CloseServerPorts();
503 memset(&sv, 0, sizeof(sv));
504 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
512 This clears all the memory used by both the client and server, but does
513 not reinitialize anything.
516 void Host_ClearMemory (void)
518 Con_DPrint("Clearing memory\n");
522 memset (&sv, 0, sizeof(sv));
523 memset (&cl, 0, sizeof(cl));
527 //============================================================================
533 Returns false if the time is too short to run a frame
536 extern cvar_t cl_avidemo;
537 qboolean Host_FilterTime (double time)
539 double timecap, timeleft;
542 if (slowmo.value < 0.0f)
543 Cvar_SetValue("slowmo", 0.0f);
544 if (host_minfps.value < 10.0f)
545 Cvar_SetValue("host_minfps", 10.0f);
546 if (host_maxfps.value < host_minfps.value)
547 Cvar_SetValue("host_maxfps", host_minfps.value);
548 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
549 Cvar_SetValue("cl_avidemo", 0.0f);
551 // check if framerate is too high
554 // default to sys_ticrate (server framerate - presumably low) unless we
555 // have a good reason to run faster
556 timecap = sys_ticrate.value;
557 if (cls.state != ca_dedicated)
559 if (cl_avidemo.value >= 0.1f)
560 timecap = 1.0 / (double)cl_avidemo.value;
561 else if (vid_activewindow)
562 timecap = 1.0 / host_maxfps.value;
565 timeleft = oldrealtime + timecap - realtime;
568 // don't totally hog the CPU
569 if (timeleft >= 0.02)
570 Sys_Sleep((int)(timeleft * 1000) - 5);
575 // LordHavoc: copy into host_realframetime as well
576 host_realframetime = host_frametime = realtime - oldrealtime;
577 oldrealtime = realtime;
581 // disable time effects
582 cl.frametime = host_frametime;
586 if (host_framerate.value > 0)
587 host_frametime = host_framerate.value;
588 else if (cl_avidemo.value >= 0.1f)
589 host_frametime = (1.0 / cl_avidemo.value);
592 // don't allow really short frames
593 if (host_frametime > (1.0 / host_minfps.value))
594 host_frametime = (1.0 / host_minfps.value);
597 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
605 Host_GetConsoleCommands
607 Add them exactly as if they had been typed at the console
610 void Host_GetConsoleCommands (void)
616 cmd = Sys_ConsoleInput ();
630 void Host_ServerFrame (void)
632 static double frametimetotal = 0, lastservertime = 0;
633 frametimetotal += host_frametime;
634 // LordHavoc: cap server at sys_ticrate in networked games
635 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
638 NetConn_ServerFrame();
640 // run the world state
641 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
642 sv.frametime = pr_global_struct->frametime = frametimetotal;
646 lastservertime = realtime;
648 // set the time and clear the general datagram
651 // read client messages
654 // move things around and think
655 // always pause in single player if in console or menus
659 // send all messages to the clients
660 SV_SendClientMessages();
662 // send an heartbeat if enough time has passed since the last one
663 NetConn_Heartbeat(0);
671 Runs all active servers
674 void _Host_Frame (float time)
676 static double time1 = 0;
677 static double time2 = 0;
678 static double time3 = 0;
679 int pass1, pass2, pass3;
680 usercmd_t cmd; // Used for receiving input
682 if (setjmp(host_abortserver))
683 return; // something bad happened, or the server disconnected
685 // keep the random time dependent
688 // decide the simulation time
689 if (!Host_FilterTime(time))
692 cl.islocalgame = NetConn_IsLocalGame();
694 // get new key events
697 // allow mice or other external controllers to add commands
700 // Collect input into cmd
701 IN_ProcessMove(&cmd);
703 // process console commands
706 // if running the server locally, make intentions now
707 if (cls.state == ca_connected && sv.active)
710 //-------------------
714 //-------------------
716 // check for commands typed to the host
717 Host_GetConsoleCommands();
722 //-------------------
726 //-------------------
728 cl.oldtime = cl.time;
729 cl.time += cl.frametime;
731 NetConn_ClientFrame();
733 if (cls.state == ca_connected)
735 // if running the server remotely, send intentions now after
736 // the incoming messages have been read
747 if (host_speeds.integer)
748 time1 = Sys_DoubleTime();
752 if (host_speeds.integer)
753 time2 = Sys_DoubleTime();
756 if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
758 // LordHavoc: this used to use renderer variables (eww)
759 S_Update(&cl_entities[cl.viewentity].render.matrix);
762 S_Update(&identitymatrix);
766 if (host_speeds.integer)
768 pass1 = (time1 - time3)*1000000;
769 time3 = Sys_DoubleTime();
770 pass2 = (time2 - time1)*1000000;
771 pass3 = (time3 - time2)*1000000;
772 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
773 pass1+pass2+pass3, pass1, pass2, pass3);
777 host_loopactive = true;
781 void Host_Frame (float time)
784 static double timetotal;
785 static int timecount;
788 if (!serverprofile.integer)
794 time1 = Sys_DoubleTime ();
796 time2 = Sys_DoubleTime ();
798 timetotal += time2 - time1;
801 if (timecount < 1000)
804 m = timetotal*1000/timecount;
808 for (i=0 ; i<svs.maxclients ; i++)
810 if (svs.clients[i].active)
814 Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
817 //============================================================================
819 void Render_Init(void);
826 void Host_Init (void)
830 // LordHavoc: quake never seeded the random number generator before... heh
833 // FIXME: this is evil, but possibly temporary
834 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
835 if (COM_CheckParm("-developer"))
837 forcedeveloper = true;
838 developer.integer = 1;
843 Memory_Init_Commands();
857 Con_Printf("Builddate: %s\n", buildstring);
859 if (cls.state != ca_dedicated)
872 // only cvars are executed when host_initialized == false
873 if (gamemode == GAME_TEU)
874 Cbuf_InsertText("exec teu.rc\n");
876 Cbuf_InsertText("exec quake.rc\n");
879 host_initialized = true;
881 Con_DPrint("========Initialized=========\n");
883 if (cls.state != ca_dedicated)
886 SCR_BeginLoadingPlaque();
890 // stuff it again so the first host frame will execute it again, this time
892 if (gamemode == GAME_TEU)
893 Cbuf_InsertText("exec teu.rc\n");
895 Cbuf_InsertText("exec quake.rc\n");
897 // check for special benchmark mode
898 // 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)
899 i = COM_CheckParm("-benchmark");
900 if (i && i + 1 < com_argc)
901 Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
905 // We must wait for the log_file cvar to be initialized to start the log
914 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
915 to run quit through here before the final handoff to the sys code.
918 void Host_Shutdown(void)
920 static qboolean isdown = false;
924 Con_Print("recursive shutdown\n");
929 // disconnect client from server if active
932 // shut down local server if active
933 Host_ShutdownServer (false);
940 // AK hmm, no PRVM_Shutdown(); yet
948 if (cls.state != ca_dedicated)
950 R_Modules_Shutdown();