// shows time used by certain subsystems
cvar_t host_speeds = {CVAR_CLIENT | CVAR_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t host_maxwait = {CVAR_CLIENT | CVAR_SERVER, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
-cvar_t cl_minfps = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
-cvar_t cl_minfps_fade = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
-cvar_t cl_minfps_qualitymax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymin = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymultiply = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
-cvar_t cl_minfps_qualityhysteresis = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
-cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
-cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
-cvar_t cl_maxfps = {CVAR_CLIENT | 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)"};
-cvar_t cl_maxfps_alwayssleep = {CVAR_CLIENT, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
-cvar_t cl_maxidlefps = {CVAR_CLIENT | CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
cvar_t developer = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
cvar_t developer_extra = {CVAR_CLIENT | CVAR_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&host_maxwait);
- Cvar_RegisterVariable (&cl_minfps);
- Cvar_RegisterVariable (&cl_minfps_fade);
- Cvar_RegisterVariable (&cl_minfps_qualitymax);
- Cvar_RegisterVariable (&cl_minfps_qualitymin);
- Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
- Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
- Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
- Cvar_RegisterVariable (&cl_minfps_force);
- Cvar_RegisterVariable (&cl_maxfps);
- Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
- Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_extra);
static void Host_Init(void);
void Host_Main(void)
{
- double time1 = 0;
- double time2 = 0;
- double time3 = 0;
double cl_timer = 0, sv_timer = 0;
- double clframetime, time, oldtime, newtime;
+ double time, oldtime, newtime;
double wait;
- int pass1, pass2, pass3, i;
+ int i;
char vabuf[1024];
qboolean playing;
Log_DestBuffer_Flush();
- // receive packets on each main loop iteration, as the main loop may
- // be undersleeping due to select() detecting a new packet
- if (sv.active && !svs.threaded)
- NetConn_ServerFrame();
-
Curl_Run();
// check for commands typed to the host
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- // if the accumulators haven't become positive yet, wait a while
- if (cls.state == ca_dedicated)
- wait = sv_timer * -1000000.0;
- else if (!sv.active || svs.threaded)
- wait = cl_timer * -1000000.0;
- else
- wait = max(cl_timer, sv_timer) * -1000000.0;
-
- if (!host.restless && wait >= 1)
- {
- double time0, delta;
-
- if(host_maxwait.value <= 0)
- wait = min(wait, 1000000.0);
- else
- wait = min(wait, host_maxwait.value * 1000.0);
- if(wait < 1)
- wait = 1; // because we cast to int
-
- time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)wait);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)wait);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800)
- delta = 0;
- host.sleeptime += delta;
-// R_TimeReport("sleep");
- continue;
- }
-
R_TimeReport("---");
//-------------------
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 = host.sleeptime = 0;
}
- if (sv.active && sv_timer > 0 && !svs.threaded)
+ if (sv.active && sv_timer > 0)
{
// execute one or more server frames, with an upper limit on how much
// execution time to spend on server frames to avoid freezing the game if
double advancetime, aborttime = 0;
float offset;
prvm_prog_t *prog = SVVM_prog;
-
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active && !svs.threaded)
+ NetConn_ServerFrame();
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
// stop running server frames if the wall time reaches this value
if (sys_ticrate.value <= 0)
advancetime = sv_timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- {
- // synchronize to the client frametime, but no less than 10ms and no more than 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
- }
else
{
advancetime = sys_ticrate.value;
//
//-------------------
- // limit the frametime steps to no more than 100ms each
- if (cl_timer > 0.1)
- cl_timer = 0.1;
-
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
- {
- R_TimeReport("---");
- Collision_Cache_NewFrame();
- R_TimeReport("photoncache");
-#ifdef CONFIG_VIDEO_CAPTURE
- // decide the simulation time
- if (cls.capturevideo.active)
- {
- //***
- if (cls.capturevideo.realtime)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
- else
- {
- clframetime = 1.0 / cls.capturevideo.framerate;
- cl.realframetime = max(cl_timer, clframetime);
- }
- }
- else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ cl_timer = CL_Frame(cl_timer);
+ cl_timer += time;
+#if MEMPARANOIA
+ Mem_CheckSentinelsGlobal();
#else
- if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ if (developer_memorydebug.integer)
+ Mem_CheckSentinelsGlobal();
#endif
- {
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
- // when running slow, we need to sleep to keep input responsive
- wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
- if (wait > 0)
- Sys_Sleep((int)wait);
- }
- else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
- else
- clframetime = cl.realframetime = cl_timer;
- // apply slowmo scaling
- clframetime *= cl.movevars_timescale;
- // scale playback speed of demos by slowmo cvar
- if (cls.demoplayback)
- {
- clframetime *= host_timescale.value;
- // if demo playback is paused, don't advance time at all
- if (cls.demopaused)
- clframetime = 0;
- }
- else
- {
- // host_framerate overrides all else
- if (host_framerate.value)
- clframetime = host_framerate.value;
-
- if (cl.paused || host.paused)
- clframetime = 0;
- }
-
- if (cls.timedemo)
- clframetime = cl.realframetime = cl_timer;
-
- // deduct the frame time from the accumulator
- cl_timer -= cl.realframetime;
-
- cl.oldtime = cl.time;
- cl.time += clframetime;
-
- // update video
- if (host_speeds.integer)
- time1 = Sys_DirtyTime();
- R_TimeReport("pre-input");
-
- // Collect input into cmd
- CL_Input();
-
- R_TimeReport("input");
-
- // check for new packets
- NetConn_ClientFrame();
-
- // read a new frame from a demo if needed
- CL_ReadDemoMessage();
- R_TimeReport("clientnetwork");
-
- // now that packets have been read, send input to server
- CL_SendMove();
- R_TimeReport("sendmove");
-
- // update client world (interpolate entities, create trails, etc)
- CL_UpdateWorld();
- R_TimeReport("lerpworld");
-
- CL_Video_Frame();
-
- R_TimeReport("client");
-
- CL_UpdateScreen();
- R_TimeReport("render");
+ // if the accumulators haven't become positive yet, wait a while
+ wait = max(cl_timer, sv_timer) * -1000000.0;
- if (host_speeds.integer)
- time2 = Sys_DirtyTime();
+ if (!host.restless && wait >= 1)
+ {
+ double time0, delta;
- // update audio
- if(cl.csqc_usecsqclistener)
- {
- S_Update(&cl.csqc_listenermatrix);
- cl.csqc_usecsqclistener = false;
- }
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
else
- S_Update(&r_refdef.view.matrix);
-
- CDAudio_Update();
- R_TimeReport("audio");
-
- // reset gathering of mouse input
- in_mouse_x = in_mouse_y = 0;
+ wait = min(wait, host_maxwait.value * 1000.0);
+ if(wait < 1)
+ wait = 1; // because we cast to int
- if (host_speeds.integer)
- {
- pass1 = (int)((time1 - time3)*1000000);
- time3 = Sys_DirtyTime();
- pass2 = (int)((time2 - time1)*1000000);
- pass3 = (int)((time3 - time2)*1000000);
- Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
- pass1+pass2+pass3, pass1, pass2, pass3);
+ time0 = Sys_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
+ NetConn_SleepMicroseconds((int)wait);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
}
+ else
+ Sys_Sleep((int)wait);
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800)
+ delta = 0;
+ host.sleeptime += delta;
+// R_TimeReport("sleep");
}
- // if there is some time remaining from this frame, reset the timer
- if (cl_timer >= 0)
- cl_timer = 0;
-
- cl_timer += time;
-
-#if MEMPARANOIA
- Mem_CheckSentinelsGlobal();
-#else
- if (developer_memorydebug.integer)
- Mem_CheckSentinelsGlobal();
-#endif
-
host.framecount++;
oldtime = newtime;
}
}
isdown = true;
- // be quiet while shutting down
- S_StopAllSounds();
+ if(cls.state != ca_dedicated)
+ CL_Shutdown();
// end the server thread
if (svs.threaded)
SV_StopThread();
- // disconnect client from server if active
- CL_Disconnect();
-
// shut down local server if active
SV_LockThreadMutex();
SV_Shutdown ();
SV_UnlockThreadMutex();
-#ifdef CONFIG_MENU
- // Shutdown menu
- if(MR_Shutdown)
- MR_Shutdown();
-#endif
-
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
- CL_Video_Shutdown();
-
Host_SaveConfig();
- CDAudio_Shutdown ();
- S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
- if (cls.state != ca_dedicated)
- {
- R_Modules_Shutdown();
- VID_Shutdown();
- }
-
SV_StopThread();
TaskQueue_Shutdown();
Thread_Shutdown();
Cmd_Shutdown();
- Key_Shutdown();
- CL_Shutdown();
Sys_Shutdown();
Log_Close();
Crypto_Shutdown();
Host_UnlockSession();
- S_Shutdown();
Con_Shutdown();
Memory_Shutdown();
}