/*
-A server can allways be started, even if the system started out as a client
+A server can always be started, even if the system started out as a client
to a remote system.
A client can NOT be started if the system started as a dedicated server.
quakeparms_t host_parms;
qboolean host_initialized; // true if into command execution
+qboolean host_loopactive = false; // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
+qboolean host_shuttingdown = false; // LordHavoc: set when quit is executed
double host_frametime;
-double host_time;
+double host_realframetime; // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
double realtime; // without any filtering or bounding
double oldrealtime; // last frame run
int host_framecount;
-double sv_frametime;
-
-int host_hunklevel;
-
-int minimum_memory;
+int forcedeveloper; // used for -developer commandline parameter, hacky hacky
client_t *host_client; // current client
jmp_buf host_abortserver;
-byte *host_basepal;
-//byte *host_colormap;
-
-cvar_t host_framerate = {"host_framerate","0"}; // set for slow motion
-cvar_t host_speeds = {"host_speeds","0"}; // set for running times
-cvar_t slowmo = {"slowmo", "1.0"}; // LordHavoc: framerate independent slowmo
+cvar_t host_framerate = {0, "host_framerate","0"}; // set for slow motion
+cvar_t host_speeds = {0, "host_speeds","0"}; // set for running times
+cvar_t slowmo = {0, "slowmo", "1.0"}; // LordHavoc: framerate independent slowmo
+cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"}; // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
+cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"}; // LordHavoc: framerate upper cap
-cvar_t sys_ticrate = {"sys_ticrate","0.05"};
-cvar_t serverprofile = {"serverprofile","0"};
+cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
+cvar_t serverprofile = {0, "serverprofile","0"};
-cvar_t fraglimit = {"fraglimit","0",false,true};
-cvar_t timelimit = {"timelimit","0",false,true};
-cvar_t teamplay = {"teamplay","0",false,true};
+cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
+cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
+cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
-cvar_t samelevel = {"samelevel","0"};
-cvar_t noexit = {"noexit","0",false,true};
+cvar_t samelevel = {0, "samelevel","0"};
+cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
-cvar_t developer = {"developer","0"};
+cvar_t developer = {0, "developer","0"};
-cvar_t skill = {"skill","1"}; // 0 - 3
-cvar_t deathmatch = {"deathmatch","0"}; // 0, 1, or 2
-cvar_t coop = {"coop","0"}; // 0 or 1
+cvar_t skill = {0, "skill","1"}; // 0 - 3
+cvar_t deathmatch = {0, "deathmatch","0"}; // 0, 1, or 2
+cvar_t coop = {0, "coop","0"}; // 0 or 1
-cvar_t pausable = {"pausable","1"};
+cvar_t pausable = {0, "pausable","1"};
-cvar_t temp1 = {"temp1","0"};
+cvar_t temp1 = {0, "temp1","0"};
-cvar_t timestamps = {"timestamps", "0", true};
-cvar_t timeformat = {"timeformat", "[%b %e %X] ", true};
+cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
/*
================
{
va_list argptr;
char string[1024];
-
+
va_start (argptr,message);
vsprintf (string,message,argptr);
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n",string);
-
+
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
-
+
if (cls.demonum != -1)
CL_NextDemo ();
else
This shuts down both the client and server
================
*/
-char hosterrorstring[1024];
+char hosterrorstring[4096];
void Host_Error (char *error, ...)
{
va_list argptr;
static qboolean inerror = false;
-
+
+ // LordHavoc: if first frame has not been shown, or currently shutting
+ // down, do Sys_Error instead
+ if (!host_loopactive || host_shuttingdown)
+ {
+ char string[4096];
+ va_start (argptr,error);
+ vsprintf (string,error,argptr);
+ va_end (argptr);
+ Sys_Error ("%s", string);
+ }
+
if (inerror)
{
- char string[1024];
+ char string[4096];
va_start (argptr,error);
vsprintf (string,error,argptr);
va_end (argptr);
}
inerror = true;
- SCR_EndLoadingPlaque (); // reenable screen updates
+// SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr,error);
vsprintf (hosterrorstring,error,argptr);
longjmp (host_abortserver, 1);
}
+static mempool_t *clients_mempool;
+
/*
================
Host_FindMaxClients
int i;
svs.maxclients = 1;
-
+
i = COM_CheckParm ("-dedicated");
if (i)
{
svs.maxclientslimit = svs.maxclients;
if (svs.maxclientslimit < MAX_SCOREBOARD) // LordHavoc: upped listen mode limit from 4 to MAX_SCOREBOARD
svs.maxclientslimit = MAX_SCOREBOARD;
- svs.clients = Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients");
+ if (!clients_mempool)
+ clients_mempool = Mem_AllocPool("clients");
+ if (svs.clients)
+ Mem_Free(svs.clients);
+ svs.clients = Mem_Alloc(clients_mempool, svs.maxclientslimit*sizeof(client_t));
if (svs.maxclients > 1)
Cvar_SetValue ("deathmatch", 1.0);
void Host_InitLocal (void)
{
Host_InitCommands ();
-
+
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&slowmo);
+ Cvar_RegisterVariable (&host_minfps);
+ Cvar_RegisterVariable (&host_maxfps);
Cvar_RegisterVariable (&sys_ticrate);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (&noexit);
Cvar_RegisterVariable (&skill);
Cvar_RegisterVariable (&developer);
+ if (forcedeveloper) // make it real now that the cvar is registered
+ Cvar_SetValue("developer", 1);
Cvar_RegisterVariable (&deathmatch);
Cvar_RegisterVariable (&coop);
Cvar_RegisterVariable (&timeformat);
Host_FindMaxClients ();
-
- host_time = 1.0; // so a think at time 0 won't get called
}
*/
void Host_WriteConfiguration (void)
{
- FILE *f;
+ QFile *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- if (host_initialized & !isDedicated)
+ if (host_initialized && cls.state != ca_dedicated)
{
- f = fopen (va("%s/config.cfg",com_gamedir), "w");
+ f = Qopen (va("%s/config.cfg",com_gamedir), "w");
if (!f)
{
Con_Printf ("Couldn't write config.cfg.\n");
Key_WriteBindings (f);
Cvar_WriteVariables (f);
- fclose (f);
+ Qclose (f);
}
}
// this will set the body to a dead frame, among other things
saveSelf = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
+ PR_ExecuteProgram (pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
pr_global_struct->self = saveSelf;
}
sv.active = false;
// stop all client sounds immediately
- if (cls.state == ca_connected)
- CL_Disconnect ();
+ CL_Disconnect ();
// flush any pending messages - like the score!!!
- start = Sys_FloatTime();
+ start = Sys_DoubleTime();
do
{
count = 0;
}
}
}
- if ((Sys_FloatTime() - start) > 3.0)
+ if ((Sys_DoubleTime() - start) > 3.0)
break;
}
while (count);
{
Con_DPrintf ("Clearing memory\n");
Mod_ClearAll ();
- if (host_hunklevel)
- Hunk_FreeToLowMark (host_hunklevel);
cls.signon = 0;
memset (&sv, 0, sizeof(sv));
Returns false if the time is too short to run a frame
===================
*/
-qboolean Host_FilterTime (float time)
+qboolean Host_FilterTime (double time)
{
+ double timecap;
realtime += time;
-// if (!cls.timedemo && realtime - oldrealtime < (1.0 / 72.0))
-// return false; // framerate is too high
+ if (slowmo.value < 0.0f)
+ Cvar_SetValue("slowmo", 0.0f);
+ if (host_minfps.value < 10.0f)
+ Cvar_SetValue("host_minfps", 10.0f);
+ if (host_maxfps.value < host_minfps.value)
+ Cvar_SetValue("host_maxfps", host_minfps.value);
- host_frametime = (realtime - oldrealtime) * slowmo.value; // LordHavoc: slowmo cvar
+ // check if framerate is too high
+ if (!cls.timedemo)
+ {
+ timecap = sys_ticrate.value;
+ if (cls.state == ca_connected)
+ timecap = 1.0 / host_maxfps.value;
+
+ if ((realtime - oldrealtime) < timecap)
+ return false;
+ }
+
+ // LordHavoc: copy into host_realframetime as well
+ host_realframetime = host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
+ if (cls.timedemo)
+ {
+ // disable time effects
+ cl.frametime = host_frametime;
+ return true;
+ }
+
if (host_framerate.value > 0)
host_frametime = host_framerate.value;
else
- { // don't allow really long or short frames
- if (host_frametime > 0.1)
- host_frametime = 0.1;
- if (host_frametime < 0.001)
- host_frametime = 0.001;
+ {
+ // don't allow really short frames
+ if (host_frametime > (1.0 / host_minfps.value))
+ host_frametime = (1.0 / host_minfps.value);
}
+
+ cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
return true;
}
==================
*/
-#ifdef FPS_20
-
-void _Host_ServerFrame (void)
-{
-// run the world state
- pr_global_struct->frametime = host_frametime;
-
-// read client messages
- SV_RunClients ();
-
-// move things around and think
-// always pause in single player if in console or menus
- if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
- SV_Physics ();
-}
-
-void Host_ServerFrame (void)
-{
- float save_host_frametime;
- float temp_host_frametime;
- static float host_serverframe_timevalue;
-
-// run the world state
- pr_global_struct->frametime = host_frametime;
-
-// set the time and clear the general datagram
- SV_ClearDatagram ();
-
-// check for new clients
- SV_CheckForNewClients ();
-
- temp_host_frametime = save_host_frametime = host_frametime;
- // LordHavoc: the results of my attempts to mangle this code to process no more than sys_ticrate,
- // when I found that was too choppy, I changed it back to processing at least 20fps,
- // I consider it a bit of a failure... because I felt a little out of control in singleplayer
- // (sliding around)
- //if (host_serverframe_timevalue < -0.2) // don't let it get way out of range
- // host_serverframe_timevalue = -0.2;
- //host_serverframe_timevalue += host_frametime;
- // process frames (several if rendering is too slow to run well as a server)
- while(temp_host_frametime > 0.0)
- {
- host_frametime = temp_host_frametime;
- if (host_frametime > 0.05)
- host_frametime = 0.05;
- temp_host_frametime -= host_frametime;
- // host_serverframe_timevalue -= host_frametime;
- _Host_ServerFrame ();
- }
- host_frametime = save_host_frametime;
-
-// send all messages to the clients
- SV_SendClientMessages ();
-// LordHavoc: sadly, this didn't look good to the person running the server in listen mode
- /*
-// wait until enough time has built up when the framerate exceeds sys_ticrate
- if (host_serverframe_timevalue >= sys_ticrate.value)
- //{
- // while(host_serverframe_timevalue >= sys_ticrate.value)
- // host_serverframe_timevalue -= sys_ticrate.value;
-// send all messages to the clients
- SV_SendClientMessages ();
- }
- */
-}
-
-#else
-
-double frametimetotal = 0, lastservertime = 0;
void Host_ServerFrame (void)
{
+ static double frametimetotal = 0, lastservertime = 0;
frametimetotal += host_frametime;
// LordHavoc: cap server at sys_ticrate in listen games
- if (!isDedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
+ if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
return;
// run the world state
- sv_frametime = pr_global_struct->frametime = frametimetotal;
+ if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
+ sv.frametime = pr_global_struct->frametime = frametimetotal;
+ else
+ sv.frametime = 0;
frametimetotal = 0;
+ lastservertime = realtime;
// pr_global_struct->frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram ();
-
+
// check for new clients
SV_CheckForNewClients ();
// read client messages
SV_RunClients ();
-
+
// move things around and think
// always pause in single player if in console or menus
if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
SV_SendClientMessages ();
}
-#endif
-
/*
==================
// keep the random time dependent
rand ();
-
+
// decide the simulation time
if (!Host_FilterTime (time))
- return; // don't run too fast, or packets will flood out
-
+ {
+ // if time was rejected, don't totally hog the CPU
+ Sys_Sleep();
+ return;
+ }
+
// get new key events
Sys_SendKeyEvents ();
// if running the server locally, make intentions now
if (sv.active)
CL_SendCmd ();
-
+
//-------------------
//
// server operations
// check for commands typed to the host
Host_GetConsoleCommands ();
-
+
if (sv.active)
Host_ServerFrame ();
if (!sv.active)
CL_SendCmd ();
- host_time += host_frametime;
-
// fetch results from server
if (cls.state == ca_connected)
- {
CL_ReadFromServer ();
- }
+
+ ui_update();
// update video
- if (host_speeds.value)
- time1 = Sys_FloatTime ();
-
- SCR_UpdateScreen ();
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime ();
+
+ CL_UpdateScreen ();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime ();
- if (host_speeds.value)
- time2 = Sys_FloatTime ();
-
// update audio
if (cls.signon == SIGNONS)
{
- S_Update (r_origin, vpn, vright, vup);
- CL_DecayLights ();
+ // LordHavoc: this used to use renderer variables (eww)
+ vec3_t forward, right, up;
+ AngleVectors(cl.viewangles, forward, right, up);
+ S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up);
}
else
S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
-
+
CDAudio_Update();
- if (host_speeds.value)
+ if (host_speeds.integer)
{
- pass1 = (time1 - time3)*1000;
- time3 = Sys_FloatTime ();
- pass2 = (time2 - time1)*1000;
- pass3 = (time3 - time2)*1000;
- Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
+ pass1 = (time1 - time3)*1000000;
+ time3 = Sys_DoubleTime ();
+ pass2 = (time2 - time1)*1000000;
+ pass3 = (time3 - time2)*1000000;
+ Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
pass1+pass2+pass3, pass1, pass2, pass3);
}
-
+
host_framecount++;
+ host_loopactive = true;
}
void Host_Frame (float time)
static int timecount;
int i, c, m;
- if (!serverprofile.value)
+ if (!serverprofile.integer)
{
_Host_Frame (time);
return;
}
-
- time1 = Sys_FloatTime ();
+
+ time1 = Sys_DoubleTime ();
_Host_Frame (time);
- time2 = Sys_FloatTime ();
+ time2 = Sys_DoubleTime ();
timetotal += time2 - time1;
timecount++;
//============================================================================
-
-extern int vcrFile;
-#define VCR_SIGNATURE 0x56435231
-// "VCR1"
-
-void Host_InitVCR (quakeparms_t *parms)
-{
- int i, len, n;
- char *p;
-
- if (COM_CheckParm("-playback"))
- {
- if (com_argc != 2)
- Sys_Error("No other parameters allowed with -playback\n");
-
- Sys_FileOpenRead("quake.vcr", &vcrFile);
- if (vcrFile == -1)
- Sys_Error("playback file not found\n");
-
- Sys_FileRead (vcrFile, &i, sizeof(int));
- if (i != VCR_SIGNATURE)
- Sys_Error("Invalid signature in vcr file\n");
-
- Sys_FileRead (vcrFile, &com_argc, sizeof(int));
- com_argv = malloc(com_argc * sizeof(char *));
- com_argv[0] = parms->argv[0];
- for (i = 0; i < com_argc; i++)
- {
- Sys_FileRead (vcrFile, &len, sizeof(int));
- p = malloc(len);
- Sys_FileRead (vcrFile, p, len);
- com_argv[i+1] = p;
- }
- com_argc++; /* add one for arg[0] */
- parms->argc = com_argc;
- parms->argv = com_argv;
- }
-
- if ( (n = COM_CheckParm("-record")) != 0)
- {
- vcrFile = Sys_FileOpenWrite("quake.vcr");
-
- i = VCR_SIGNATURE;
- Sys_FileWrite(vcrFile, &i, sizeof(int));
- i = com_argc - 1;
- Sys_FileWrite(vcrFile, &i, sizeof(int));
- for (i = 1; i < com_argc; i++)
- {
- if (i == n)
- {
- len = 10;
- Sys_FileWrite(vcrFile, &len, sizeof(int));
- Sys_FileWrite(vcrFile, "-playback", len);
- continue;
- }
- len = strlen(com_argv[i]) + 1;
- Sys_FileWrite(vcrFile, &len, sizeof(int));
- Sys_FileWrite(vcrFile, com_argv[i], len);
- }
- }
-
-}
+void Render_Init(void);
+void QuakeIO_Init(void);
/*
====================
Host_Init
====================
*/
-void Host_Init (quakeparms_t *parms)
+void Host_Init (void)
{
+ com_argc = host_parms.argc;
+ com_argv = host_parms.argv;
+ // FIXME: this is evil, but possibly temporary
+ if (COM_CheckParm("-developer"))
+ {
+ forcedeveloper = true;
+ developer.integer = 1;
+ developer.value = 1;
+ }
- if (standard_quake)
- minimum_memory = MINIMUM_MEMORY;
- else
- minimum_memory = MINIMUM_MEMORY_LEVELPAK;
-
- if (COM_CheckParm ("-minmemory"))
- parms->memsize = minimum_memory;
-
- host_parms = *parms;
-
- if (parms->memsize < minimum_memory)
- Sys_Error ("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float)0x100000);
-
- com_argc = parms->argc;
- com_argv = parms->argv;
-
- Memory_Init (parms->membase, parms->memsize);
+ Memory_Init ();
+ Cmd_Init ();
+ Memory_Init_Commands();
+ R_Modules_Init();
Cbuf_Init ();
- Cmd_Init ();
+ QuakeIO_Init ();
V_Init ();
- Chase_Init ();
- Host_InitVCR (parms);
- COM_Init (parms->basedir);
+ COM_Init ();
Host_InitLocal ();
W_LoadWadFile ("gfx.wad");
Key_Init ();
- Con_Init ();
- M_Init ();
+ Con_Init ();
+ Chase_Init ();
+ M_Init ();
PR_Init ();
Mod_Init ();
NET_Init ();
SV_Init ();
Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
- Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0));
-
- R_InitTextures (); // needed even for dedicated servers
-
+
if (cls.state != ca_dedicated)
{
- host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp", false);
- if (!host_basepal)
- Sys_Error ("Couldn't load gfx/palette.lmp");
- host_basepal[765] = host_basepal[766] = host_basepal[767] = 0; // LordHavoc: force the transparent color to black
-// host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp", false);
-// if (!host_colormap)
-// Sys_Error ("Couldn't load gfx/colormap.lmp");
+ VID_InitCvars();
+
+ Gamma_Init();
+
+ Palette_Init();
#ifndef _WIN32 // on non win32, mouse comes before video for security reasons
IN_Init ();
#endif
- VID_Init (host_basepal);
+ VID_Init ();
- Draw_Init ();
- SCR_Init ();
- R_Init ();
+ Render_Init();
S_Init ();
CDAudio_Init ();
Sbar_Init ();
Cbuf_InsertText ("exec quake.rc\n");
- Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
- host_hunklevel = Hunk_LowMark ();
-
host_initialized = true;
Sys_Printf ("========Quake Initialized=========\n");
if (cls.state != ca_dedicated)
{
+ R_Modules_Shutdown();
VID_Shutdown();
}
}