#include <time.h>
#include "quakedef.h"
+#include "cdaudio.h"
#include "cl_video.h"
+#include "progsvm.h"
+#include "csprogs.h"
/*
*/
-// true if into command execution
-qboolean host_initialized;
-// LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
-qboolean host_loopactive = false;
+// how many frames have occurred
+// (checked by Host_Error and Host_SaveConfig_f)
+int host_framecount;
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
double realtime;
// realtime from previous frame
double oldrealtime;
-// how many frames have occurred
-int host_framecount;
// used for -developer commandline parameter, hacky hacky
int forcedeveloper;
// current client
client_t *host_client;
-jmp_buf host_abortserver;
+jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {0, "host_framerate","0"};
+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 host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
// shows time used by certain subsystems
-cvar_t host_speeds = {0, "host_speeds","0"};
+cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0"};
-// 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_minfps = {CVAR_SAVE, "host_minfps", "10"};
+cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
// LordHavoc: framerate upper cap
-cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
+cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
-cvar_t serverprofile = {0, "serverprofile","0"};
+cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
+cvar_t serverprofile = {0, "serverprofile","0", "print some timings on server code"};
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
+cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
+cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-cvar_t samelevel = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
+cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-cvar_t developer = {0, "developer","0"};
+cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
-cvar_t skill = {0, "skill","1"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
+cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
+cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
+cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-cvar_t pausable = {0, "pausable","1"};
+cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-cvar_t temp1 = {0, "temp1","0"};
+cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
/*
================
-Host_EndGame
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
================
*/
-void Host_EndGame (const char *format, ...)
+void Host_AbortCurrentFrame(void)
{
- va_list argptr;
- char string[1024];
-
- va_start (argptr,format);
- vsprintf (string,format,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
- CL_Disconnect ();
-
- longjmp (host_abortserver, 1);
+ longjmp (host_abortframe, 1);
}
/*
This shuts down both the client and server
================
*/
-void PRVM_ProcessError(void);
-static char hosterrorstring1[4096];
-static char hosterrorstring2[4096];
-static qboolean hosterror = false;
void Host_Error (const char *error, ...)
{
+ static char hosterrorstring1[MAX_INPUTLINE];
+ static char hosterrorstring2[MAX_INPUTLINE];
+ static qboolean hosterror = false;
va_list argptr;
+ // turn off rcon redirect if it was active when the crash occurred
+ rcon_redirect = false;
+
va_start (argptr,error);
- vsprintf (hosterrorstring1,error,argptr);
+ dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
- Con_Printf ("Host_Error: %s\n", hosterrorstring1);
+ Con_Printf("Host_Error: %s\n", hosterrorstring1);
- // LordHavoc: if first frame has not been shown, or currently shutting
- // down, do Sys_Error instead
- if (!host_loopactive || host_shuttingdown)
+ // LordHavoc: if crashing very early, or currently shutting down, do
+ // Sys_Error instead
+ if (host_framecount < 3 || host_shuttingdown)
Sys_Error ("Host_Error: %s", hosterrorstring1);
if (hosterror)
CL_Parse_DumpPacket();
- PR_Crash();
+ CL_Parse_ErrorCleanUp();
- //PRVM_Crash(); // crash current prog
+ //PR_Crash();
- // crash all prvm progs
- PRVM_CrashAll();
+ // print out where the crash happened, if it was caused by QC (and do a cleanup)
+ PRVM_Crash();
- PRVM_ProcessError();
- if (sv.active)
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
if (cls.state == ca_dedicated)
- Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
+ Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
hosterror = false;
- longjmp (host_abortserver, 1);
+ Host_AbortCurrentFrame();
}
-mempool_t *sv_clients_mempool = NULL;
-
void Host_ServerOptions (void)
{
- int i, numplayers;
+ int i;
// general default
- numplayers = 8;
-
- if (cl_available)
+ svs.maxclients = 8;
+
+// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
+// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
+ // if no client is in the executable or -dedicated is specified on
+ // commandline, start a dedicated server
+ i = COM_CheckParm ("-dedicated");
+ if (i || !cl_available)
{
- // client exists, check what mode the user wants
- i = COM_CheckParm ("-dedicated");
+ cls.state = ca_dedicated;
+ // check for -dedicated specifying how many players
+ if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
+ if (COM_CheckParm ("-listen"))
+ Con_Printf ("Only one of -dedicated or -listen can be specified\n");
+ // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
+ Cvar_SetValue("sv_public", 1);
+ }
+ else if (cl_available)
+ {
+ // client exists and not dedicated, check if -listen is specified
+ cls.state = ca_disconnected;
+ i = COM_CheckParm ("-listen");
if (i)
{
- cls.state = ca_dedicated;
// default players unless specified
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- if (COM_CheckParm ("-listen"))
- Sys_Error ("Only one of -dedicated or -listen can be specified");
+ if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
}
else
{
- cls.state = ca_disconnected;
- i = COM_CheckParm ("-listen");
- if (i)
- {
- // default players unless specified
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- }
- else
- {
- // default players in some games, singleplayer in most
- if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
- numplayers = 1;
- }
+ // default players in some games, singleplayer in most
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ svs.maxclients = 1;
}
}
- else
- {
- // no client in the executable, always start dedicated server
- if (COM_CheckParm ("-listen"))
- Sys_Error ("-listen not available in a dedicated server executable");
- cls.state = ca_dedicated;
- // check for -dedicated specifying how many players
- i = COM_CheckParm ("-dedicated");
- // default players unless specified
- if (i && i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- }
- if (numplayers < 1)
- numplayers = 8;
+ svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
- numplayers = bound(1, numplayers, MAX_SCOREBOARD);
+ svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
- if (numplayers > 1 && !deathmatch.integer)
+ if (svs.maxclients > 1 && !deathmatch.integer)
Cvar_SetValueQuick(&deathmatch, 1);
-
- svs.maxclients = numplayers;
- sv_clients_mempool = Mem_AllocPool("server clients");
- svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
}
/*
void Host_SaveConfig_f(void);
void Host_InitLocal (void)
{
- Host_InitCommands ();
-
- Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&slowmo);
- Cvar_RegisterVariable (&host_minfps);
- Cvar_RegisterVariable (&host_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps);
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sys_ticrate);
+ Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (&fraglimit);
Cvar_RegisterVariable (&developer);
if (forcedeveloper) // make it real now that the cvar is registered
Cvar_SetValue("developer", 1);
+ Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (&deathmatch);
Cvar_RegisterVariable (&coop);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
-
- Host_ServerOptions ();
}
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- if (host_initialized && cls.state != ca_dedicated)
+ // LordHavoc: don't save a config if it crashed in startup
+ if (host_framecount >= 3 && cls.state != ca_dedicated)
{
- f = FS_Open ("config.cfg", "w", false);
+ f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
{
- Con_Printf ("Couldn't write config.cfg.\n");
+ Con_Print("Couldn't write config.cfg.\n");
return;
}
}
+/*
+=================
+SV_ClientPrint
+
+Sends text across to be displayed
+FIXME: make this just a stuffed echo?
+=================
+*/
+void SV_ClientPrint(const char *msg)
+{
+ if (host_client->netconnection)
+ {
+ MSG_WriteByte(&host_client->netconnection->message, svc_print);
+ MSG_WriteString(&host_client->netconnection->message, msg);
+ }
+}
+
/*
=================
SV_ClientPrintf
void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char msg[MAX_INPUTLINE];
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
+ va_start(argptr,fmt);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+ va_end(argptr);
- MSG_WriteByte (&host_client->message, svc_print);
- MSG_WriteString (&host_client->message, string);
+ SV_ClientPrint(msg);
}
/*
=================
-SV_BroadcastPrintf
+SV_BroadcastPrint
Sends text to all active clients
=================
*/
-void SV_BroadcastPrintf(const char *fmt, ...)
+void SV_BroadcastPrint(const char *msg)
{
- va_list argptr;
- char string[4096];
int i;
client_t *client;
- va_start(argptr,fmt);
- vsnprintf(string, sizeof(string), fmt,argptr);
- va_end(argptr);
-
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
- if (client->spawned)
+ if (client->spawned && client->netconnection)
{
- MSG_WriteByte(&client->message, svc_print);
- MSG_WriteString(&client->message, string);
+ MSG_WriteByte(&client->netconnection->message, svc_print);
+ MSG_WriteString(&client->netconnection->message, msg);
}
}
if (sv_echobprint.integer && cls.state == ca_dedicated)
- Sys_Printf("%s", string);
+ Con_Print(msg);
+}
+
+/*
+=================
+SV_BroadcastPrintf
+
+Sends text to all active clients
+=================
+*/
+void SV_BroadcastPrintf(const char *fmt, ...)
+{
+ va_list argptr;
+ char msg[MAX_INPUTLINE];
+
+ va_start(argptr,fmt);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+ va_end(argptr);
+
+ SV_BroadcastPrint(msg);
}
/*
void Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char string[MAX_INPUTLINE];
+
+ if (!host_client->netconnection)
+ return;
va_start(argptr,fmt);
- vsprintf(string, fmt,argptr);
+ dpvsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
- MSG_WriteByte(&host_client->message, svc_stufftext);
- MSG_WriteString(&host_client->message, string);
+ MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
+ MSG_WriteString(&host_client->netconnection->message, string);
}
/*
*/
void SV_DropClient(qboolean crash)
{
- int saveSelf;
int i;
- client_t *client;
-
Con_Printf("Client \"%s\" dropped\n", host_client->name);
- // send any final messages (don't check for errors)
+ // make sure edict is not corrupt (from a level change for example)
+ host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
+
if (host_client->netconnection)
{
// free the client (the body stays around)
if (!crash)
{
- // LordHavoc: no opportunity for resending, so use unreliable
- MSG_WriteByte(&host_client->message, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+ // LordHavoc: no opportunity for resending, so use unreliable 3 times
+ unsigned char bufdata[8];
+ sizebuf_t buf;
+ memset(&buf, 0, sizeof(buf));
+ buf.data = bufdata;
+ buf.maxsize = sizeof(bufdata);
+ MSG_WriteByte(&buf, svc_disconnect);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
}
-
// break the net connection
NetConn_Close(host_client->netconnection);
host_client->netconnection = NULL;
-
- // LordHavoc: don't call QC if server is dead (avoids recursive
- // Host_Error in some mods when they run out of edicts)
- if (sv.active && host_client->edict && host_client->spawned)
- {
- // call the prog function for removing a client
- // 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, "QC function ClientDisconnect is missing");
- pr_global_struct->self = saveSelf;
- }
}
- // send notification to all clients
- for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+ // call qc ClientDisconnect function
+ // LordHavoc: don't call QC if server is dead (avoids recursive
+ // Host_Error in some mods when they run out of edicts)
+ if (host_client->clientconnectcalled && sv.active && host_client->edict)
{
- if (!client->active)
- continue;
- MSG_WriteByte(&client->message, svc_updatename);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteString(&client->message, "");
- MSG_WriteByte(&client->message, svc_updatefrags);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteShort(&client->message, 0);
- MSG_WriteByte(&client->message, svc_updatecolors);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteByte(&client->message, 0);
+ // call the prog function for removing a client
+ // this will set the body to a dead frame, among other things
+ int saveSelf = prog->globals.server->self;
+ host_client->clientconnectcalled = false;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
+ PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
+ prog->globals.server->self = saveSelf;
}
- NetConn_Heartbeat(1);
+ // remove leaving player from scoreboard
+ //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
+ //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+ // val->_float = 0;
+ //host_client->edict->fields.server->frags = 0;
+ host_client->name[0] = 0;
+ host_client->colors = 0;
+ host_client->frags = 0;
+ // send notification to all clients
+ // get number of client manually just to make sure we get it right...
+ i = host_client - svs.clients;
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteString (&sv.reliable_datagram, host_client->name);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
// free the client now
+ if (host_client->entitydatabase)
+ EntityFrame_FreeDatabase(host_client->entitydatabase);
if (host_client->entitydatabase4)
EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+ if (host_client->entitydatabase5)
+ EntityFrame5_FreeDatabase(host_client->entitydatabase5);
+
+ if (sv.active)
+ {
+ // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
+ PRVM_ED_ClearEdict(host_client->edict);
+ }
+
// clear the client struct (this sets active to false)
memset(host_client, 0, sizeof(*host_client));
+
+ // update server listing on the master because player count changed
+ // (which the master uses for filtering empty/full servers)
+ NetConn_Heartbeat(1);
}
/*
This only happens at the end of a game, not between levels
==================
*/
-void Host_ShutdownServer(qboolean crash)
+void Host_ShutdownServer(void)
{
- int i, count;
- sizebuf_t buf;
- char message[4];
+ int i;
+
+ Con_DPrintf("Host_ShutdownServer\n");
if (!sv.active)
return;
- // print out where the crash happened, if it was caused by QC
- PR_Crash();
-
- sv.active = false;
-
-// stop all client sounds immediately
- CL_Disconnect();
-
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- buf.data = message;
- buf.maxsize = 4;
- buf.cursize = 0;
- MSG_WriteByte(&buf, svc_disconnect);
- count = NetConn_SendToAll(&buf, 5);
- if (count)
- Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
-
+ SV_VM_Begin();
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if (host_client->active)
- SV_DropClient(crash); // server shutdown
+ SV_DropClient(false); // server shutdown
+ SV_VM_End();
NetConn_CloseServerPorts();
+ sv.active = false;
//
// clear structures
//
*/
void Host_ClearMemory (void)
{
- Con_DPrintf ("Clearing memory\n");
+ Con_DPrint("Clearing memory\n");
Mod_ClearAll ();
cls.signon = 0;
Returns false if the time is too short to run a frame
===================
*/
-extern cvar_t cl_avidemo;
+extern qboolean cl_capturevideo_active;
+extern double cl_capturevideo_framerate;
+extern qfile_t *cl_capturevideo_soundfile;
qboolean Host_FilterTime (double time)
{
double timecap, timeleft;
realtime += time;
- 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);
- if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
- Cvar_SetValue("cl_avidemo", 0.0f);
+ if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
+ Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
+ if (slowmo.value < 0)
+ Cvar_SetValue("slowmo", 0);
+ if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+ Cvar_SetValue("host_framerate", 0);
+ if (cl_maxfps.value < 1)
+ Cvar_SetValue("cl_maxfps", 1);
- // check if framerate is too high
- if (!cls.timedemo)
+ if (cls.timedemo)
{
- // default to sys_ticrate (server framerate - presumably low) unless we
- // have a good reason to run faster
+ // disable time effects during timedemo
+ cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
+ oldrealtime = realtime;
+ return true;
+ }
+
+ // check if framerate is too high
+ // default to sys_ticrate (server framerate - presumably low) unless we
+ // have a good reason to run faster
+ timecap = host_framerate.value;
+ if (!timecap)
timecap = sys_ticrate.value;
- if (cls.state != ca_dedicated)
- {
- if (cl_avidemo.value >= 0.1f)
- timecap = 1.0 / (double)cl_avidemo.value;
- else if (vid_activewindow)
- timecap = 1.0 / host_maxfps.value;
- }
+ if (cls.state != ca_dedicated)
+ {
+ if (cl_capturevideo_active)
+ timecap = 1.0 / cl_capturevideo_framerate;
+ else if (vid_activewindow)
+ timecap = 1.0 / cl_maxfps.value;
+ }
- timeleft = oldrealtime + timecap - realtime;
- if (timeleft > 0)
- {
- // don't totally hog the CPU
- if (timeleft >= 0.02)
- Sys_Sleep((int)(timeleft * 1000) - 5);
- return false;
- }
+ timeleft = timecap - (realtime - oldrealtime);
+ if (timeleft > 0)
+ {
+#if 1
+ if (timeleft * 1000 >= 10)
+ Sys_Sleep(1);
+#else
+ int msleft;
+ // don't totally hog the CPU
+ // try to hit exactly a steady framerate by not sleeping the full amount
+ msleft = (int)floor(timeleft * 1000);
+ if (msleft >= 10)
+ Sys_Sleep(msleft);
+#endif
+ 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 (cl_capturevideo_active && !cl_capturevideo_soundfile)
+ host_frametime = timecap;
+
+ // apply slowmo scaling
+ host_frametime *= slowmo.value;
- if (host_framerate.value > 0)
+ // host_framerate overrides all else
+ if (host_framerate.value)
host_frametime = host_framerate.value;
- else if (cl_avidemo.value >= 0.1f)
- host_frametime = (1.0 / cl_avidemo.value);
- else
- {
- // 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
+ // never run a frame longer than 1 second
+ if (host_frametime > 1)
+ host_frametime = 1;
+
+ cl.frametime = host_frametime;
return true;
}
}
}
-
/*
==================
Host_ServerFrame
*/
void Host_ServerFrame (void)
{
- static double frametimetotal = 0, lastservertime = 0;
- frametimetotal += host_frametime;
- // LordHavoc: cap server at sys_ticrate in networked games
- if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
+ // 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
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 100;
+ double advancetime, aborttime;
+ if (!sv.active)
+ {
+ sv.timer = 0;
return;
+ }
+ sv.timer += host_realframetime;
- NetConn_ServerFrame();
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
-// run the world state
- if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
- sv.frametime = pr_global_struct->frametime = frametimetotal;
- else
- sv.frametime = 0;
- frametimetotal = 0;
- lastservertime = realtime;
+ // setup the VM frame
+ SV_VM_Begin();
+ // stop running server frames if the wall time reaches this value
+ aborttime = Sys_DoubleTime() + 0.05;
+ for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
+ {
+ if (sys_ticrate.value <= 0)
+ advancetime = sv.timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+ advancetime = min(sv.timer, sys_ticrate.value);
+ else
+ advancetime = sys_ticrate.value;
+ advancetime = min(advancetime, 0.1);
+ sv.timer -= advancetime;
+
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * slowmo.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ sv.frametime = 0;
-// set the time and clear the general datagram
- SV_ClearDatagram();
-// read client messages
- SV_RunClients();
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
-// move things around and think
-// always pause in single player if in console or menus
- if (sv.frametime)
- SV_Physics();
+ // send all messages to the clients
+ SV_SendClientMessages();
-// send all messages to the clients
- SV_SendClientMessages();
+ // clear the general datagram
+ SV_ClearDatagram();
-// send an heartbeat if enough time has passed since the last one
+ // if this server frame took too long, break out of the loop
+ if (Sys_DoubleTime() >= aborttime)
+ break;
+ }
+
+ // end the server VM frame
+ SV_VM_End();
+
+ // send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+
+ // if we fell behind too many frames just don't worry about it
+ if (sv.timer > 0)
+ sv.timer = 0;
}
static double time2 = 0;
static double time3 = 0;
int pass1, pass2, pass3;
- usercmd_t cmd; // Used for receiving input
- if (setjmp(host_abortserver))
+ if (setjmp(host_abortframe))
return; // something bad happened, or the server disconnected
- // keep the random time dependent
- rand();
-
// decide the simulation time
if (!Host_FilterTime(time))
return;
+ // keep the random time dependent
+ rand();
+
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
Sys_SendKeyEvents();
- // allow mice or other external controllers to add commands
- IN_Commands();
-
// Collect input into cmd
- IN_ProcessMove(&cmd);
+ CL_Move();
// process console commands
Cbuf_Execute();
// if running the server locally, make intentions now
- if (cls.state == ca_connected && sv.active)
- CL_SendCmd(&cmd);
+ //if (cl.islocalgame)
+ // CL_SendCmd();
//-------------------
//
//
//-------------------
+ // receive server packets now, which might contain rcon commands, which
+ // may change level or other such things we don't want to have happen in
+ // the middle of Host_Frame
+ NetConn_ServerFrame();
+
// check for commands typed to the host
Host_GetConsoleCommands();
if (cls.state == ca_connected)
{
+ CL_ReadFromServer();
// if running the server remotely, send intentions now after
// the incoming messages have been read
- if (!sv.active)
- CL_SendCmd(&cmd);
- CL_ReadFromServer();
+ //if (!cl.islocalgame)
+ // CL_SendCmd();
}
//ui_update();
if (host_speeds.integer)
time1 = Sys_DoubleTime();
- R_UpdateWorld();
CL_UpdateScreen();
if (host_speeds.integer)
time2 = Sys_DoubleTime();
// update audio
- if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ if(csqc_usecsqclistener)
{
- // LordHavoc: this used to use renderer variables (eww)
- vec3_t forward, left, up, origin;
- Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, left, up, origin);
- S_Update(origin, forward, left, up);
+ S_Update(&csqc_listenermatrix);
+ csqc_usecsqclistener = false;
}
else
- S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+ S_Update(&r_refdef.viewentitymatrix);
CDAudio_Update();
}
host_framecount++;
- host_loopactive = true;
-
}
void Host_Frame (float time)
c++;
}
- Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
+ Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
}
//============================================================================
-void Render_Init(void);
+qboolean vid_opened = false;
+void Host_StartVideo(void)
+{
+ if (!vid_opened && cls.state != ca_dedicated)
+ {
+ vid_opened = true;
+ VID_Start();
+ CDAudio_Startup();
+ }
+}
+
+char engineversion[128];
+
+qboolean sys_nostdout = false;
+
+extern void Render_Init(void);
+extern void Mathlib_Init(void);
+extern void FS_Init(void);
+extern void FS_Shutdown(void);
+extern void PR_Cmd_Init(void);
+extern void COM_Init_Commands(void);
+extern void FS_Init_Commands(void);
+extern void COM_CheckRegistered(void);
+extern qboolean host_stuffcmdsrun;
/*
====================
*/
void Host_Init (void)
{
+ int i;
+ const char* os;
+
// LordHavoc: quake never seeded the random number generator before... heh
srand(time(NULL));
+ // used by everything
+ Memory_Init();
+
+ // initialize console and logging
+ Con_Init();
+
+ // initialize console command/cvar/alias/command execution systems
+ Cmd_Init();
+
+ // parse commandline
+ COM_InitArgv();
+
+ // initialize console window (only used by sys_win.c)
+ Sys_InitConsole();
+
+ // detect gamemode from commandline options or executable name
+ COM_InitGameType();
+
+ // construct a version string for the corner of the console
+#if defined(__linux__)
+ os = "Linux";
+#elif defined(WIN32)
+ os = "Windows";
+#elif defined(__FreeBSD__)
+ os = "FreeBSD";
+#elif defined(__NetBSD__)
+ os = "NetBSD";
+#elif defined(__OpenBSD__)
+ os = "OpenBSD";
+#elif defined(MACOSX)
+ os = "Mac OS X";
+#elif defined(__MORPHOS__)
+ os = "MorphOS";
+#else
+ os = "Unknown";
+#endif
+ dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+ if (COM_CheckParm("-nostdout"))
+ sys_nostdout = 1;
+ else
+ Con_Printf("%s\n", engineversion);
+
// FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
{
forcedeveloper = true;
developer.value = 1;
}
- Cmd_Init();
+ // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
+ FS_Init();
+
+ // initialize various cvars that could not be initialized earlier
Memory_Init_Commands();
- R_Modules_Init();
- Cbuf_Init();
- V_Init();
- COM_Init();
- Host_InitLocal();
- Key_Init();
- Con_Init();
- PR_Init();
+ Con_Init_Commands();
+ Cmd_Init_Commands();
+ Sys_Init_Commands();
+ COM_Init_Commands();
+ FS_Init_Commands();
+ COM_CheckRegistered();
+
+ // initialize ixtable
+ Mathlib_Init();
+
+ NetConn_Init();
+ //PR_Init();
+ //PR_Cmd_Init();
PRVM_Init();
Mod_Init();
- NetConn_Init();
SV_Init();
-
- Con_Printf ("Builddate: %s\n", buildstring);
+ Host_InitCommands();
+ Host_InitLocal();
+ Host_ServerOptions();
if (cls.state != ca_dedicated)
{
+ Con_Printf("Initializing client\n");
+
+ R_Modules_Init();
Palette_Init();
+ MR_Init_Commands();
VID_Shared_Init();
VID_Init();
-
Render_Init();
S_Init();
CDAudio_Init();
+ Key_Init();
+ V_Init();
CL_Init();
}
- // only cvars are executed when host_initialized == false
- if (gamemode == GAME_TEU)
- Cbuf_InsertText("exec teu.rc\n");
+ // set up the default startmap_sp and startmap_dm aliases (mods can
+ // override these) and then execute the quake.rc startup script
+ if (gamemode == GAME_NEHAHRA)
+ Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
+ else if (gamemode == GAME_TRANSFUSION)
+ Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
+ else if (gamemode == GAME_TEU)
+ Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
- Cbuf_InsertText("exec quake.rc\n");
+ Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
Cbuf_Execute();
- host_initialized = true;
+ // if stuffcmds wasn't run, then quake.rc is probably missing, use default
+ if (!host_stuffcmdsrun)
+ {
+ Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_Execute();
+ }
+
+ // save console log up to this point to log_file if it was set by configs
+ Log_Start();
+
+ // put up the loading image so the user doesn't stare at a black screen...
+ SCR_BeginLoadingPlaque();
+
+ // FIXME: put this into some neat design, but the menu should be allowed to crash
+ // without crashing the whole game, so this should just be a short-time solution
- Con_DPrintf ("========Initialized=========\n");
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
if (cls.state != ca_dedicated)
{
- VID_Open();
- SCR_BeginLoadingPlaque();
MR_Init();
}
- // stuff it again so the first host frame will execute it again, this time
- // in its entirety
- if (gamemode == GAME_TEU)
- Cbuf_InsertText("exec teu.rc\n");
- else
- Cbuf_InsertText("exec quake.rc\n");
- Cbuf_Execute();
+ // check for special benchmark mode
+// 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)
+ i = COM_CheckParm("-benchmark");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ // check for special demo mode
+// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demo");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ // check for special demolooponly mode
+// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demolooponly");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText("startmap_dm\n");
+ Cbuf_Execute();
+ }
+
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
+ else
+ Cbuf_AddText("togglemenu\n");
+ Cbuf_Execute();
+ }
+
+ Con_DPrint("========Initialized=========\n");
+
+ //Host_StartVideo();
}
if (isdown)
{
- Con_Printf ("recursive shutdown\n");
+ Con_Print("recursive shutdown\n");
return;
}
isdown = true;
+ // be quiet while shutting down
+ S_StopAllSounds();
+
+ // disconnect client from server if active
+ CL_Disconnect();
+
+ // shut down local server if active
+ Host_ShutdownServer ();
+
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+ CL_Video_Shutdown();
Host_SaveConfig_f();
CDAudio_Shutdown ();
+ S_Terminate ();
NetConn_Shutdown ();
+ //PR_Shutdown ();
if (cls.state != ca_dedicated)
{
R_Modules_Shutdown();
VID_Shutdown();
}
+
+ Cmd_Shutdown();
+ CL_Shutdown();
+ Sys_Shutdown();
+ Log_Close();
+ FS_Shutdown();
+ Memory_Shutdown();
}