cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
+cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
+cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
+
+
client_static_t cls;
client_state_t cl;
MSG_WriteByte(&buf, clc_disconnect);
if(cls.protocol == PROTOCOL_DARKPLACES8)
MSG_WriteString(&buf, reason);
+ // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
+ // to send a disconnect message indicating we crashed
}
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
- if(fmt)
- Con_Printf("Disconnect: %s\n", reason);
+
+ // It's possible for a server to disconnect a player with an empty reason
+ // which is checked here rather than above so we don't print "Disconnect by user".
+ if(fmt && reason[0] != '\0')
+ dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
else
- Con_Printf("Disconnected\n");
+ dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
+ Con_Printf("%s\n", cl_connect_status);
}
cls.state = ca_disconnected;
cl.islocalgame = false;
-
- cls.demoplayback = cls.timedemo = host.restless = false;
cls.signon = 0;
+ cls.demoplayback = cls.timedemo = host.restless = false;
+ Cvar_Callback(&vid_vsync); // might need to re-enable vsync
Cvar_Callback(&cl_netport);
if (temp[0])
CL_EstablishConnection(temp, -1);
else
- Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
+ Con_Printf(CON_WARN "Reconnect to what server? (you have not connected to a server yet)\n");
return;
}
// if connected, do something based on protocol
if (Sys_CheckParm("-benchmark"))
return;
- // clear menu's connect error message
-#ifdef CONFIG_MENU
- M_Update_Return_Reason("");
-#endif
-
// make sure the client ports are open before attempting to connect
NetConn_UpdateSockets();
if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_trying = true;
- cls.connect_remainingtries = 3;
+ cls.connect_remainingtries = 10;
cls.connect_nextsendtime = 0;
// only NOW, set connect_userinfo
*cls.connect_userinfo = 0;
}
-#ifdef CONFIG_MENU
- M_Update_Return_Reason("Trying to connect...");
-#endif
+ dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
SCR_BeginLoadingPlaque(false);
}
else
{
- Con_Print("Unable to find a suitable network socket to connect to server.\n");
-#ifdef CONFIG_MENU
- M_Update_Return_Reason("No network");
-#endif
+ Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
+ dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
}
}
dl->die = 0;
dl->cubemapname[0] = 0;
if (cubemapname && cubemapname[0])
- strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
+ dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
// someone or watching a cutscene of some sort
if (cl_nolerp.integer || cls.timedemo)
interpolate = false;
+
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
{
VectorCopy(cl.movement_origin, origin);
r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
- strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
+ dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
}
cl_locnode_t *loc;
loc = CL_Locs_FindNearest(point);
if (loc)
- strlcpy(buffer, loc->name, buffersize);
+ dp_strlcpy(buffer, loc->name, buffersize);
else
dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
}
NetConn_UpdateSockets();
#endif
VID_Start();
- CDAudio_Startup();
}
}
extern cvar_t host_framerate;
extern cvar_t host_speeds;
-
+extern qbool serverlist_querystage;
double CL_Frame (double time)
{
static double clframetime;
static double cl_timer = 0;
static double time1 = 0, time2 = 0, time3 = 0;
int pass1, pass2, pass3;
+ float maxfps;
CL_VM_PreventInformationLeaks();
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
/*
* If the accumulator hasn't become positive, don't
* run the frame. Everything that happens before this
if (cl_timer > 0.1)
cl_timer = 0.1;
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
+ // Run at full speed when querying servers, compared to waking up early to parse
+ // this is simpler and gives pings more representative of what can be expected when playing.
+ maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
+
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
{
R_TimeReport("---");
Collision_Cache_NewFrame();
// decide the simulation time
if (cls.capturevideo.active)
{
- //***
if (cls.capturevideo.realtime)
clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
else
cl.realframetime = max(time, clframetime);
}
}
- else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
-
-#else
- if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ else
#endif
{
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
- // when running slow, we need to sleep to keep input responsive
- if (cl_maxfps_alwayssleep.value > 0)
- Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
+ if (maxfps <= 0 || cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
+ else
+ // networking assumes at least 10fps
+ clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
+
+ // on some legacy systems, we need to sleep to keep input responsive
+ if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
+ Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
}
- 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;
MR_Shutdown();
#endif
- CDAudio_Shutdown ();
S_Terminate ();
R_Modules_Shutdown();
CL_MeshEntities_Shutdown();
Key_Shutdown();
- S_Shutdown();
Mem_FreePool (&cls.permanentmempool);
Mem_FreePool (&cls.levelmempool);
VID_Init();
Render_Init();
S_Init();
- CDAudio_Init();
Key_Init();
V_Init();
// for QW connections
Cvar_RegisterVariable(&qport);
- Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+ // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
+ Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
+ Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
+ Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
CL_Video_Init();
- NetConn_UpdateSockets_Client();
+ Cvar_Callback(&cl_netport);
host.hook.ConnectLocal = CL_EstablishConnection_Local;
host.hook.Disconnect = CL_DisconnectEx;