va_list argptr;
va_start (argptr,error);
- vsprintf (hosterrorstring1,error,argptr);
+ vsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
Con_Printf("Host_Error: %s\n", hosterrorstring1);
}
if (sv_echobprint.integer && cls.state == ca_dedicated)
- Sys_Print(msg);
+ Con_Print(msg);
}
/*
char string[1024];
va_start(argptr,fmt);
- vsprintf(string, fmt,argptr);
+ vsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
MSG_WriteByte(&host_client->message, svc_stufftext);
double timecap, timeleft;
realtime += time;
- if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.1)
+ if (sys_ticrate.value < 0.01 || 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);
timeleft = (oldrealtime - realtime) + timecap;
if (timeleft > 0)
{
+ int msleft;
// don't totally hog the CPU
- int msleft = (int)(timeleft * 1000);
- // if not dedicated, try to hit exactly a steady framerate by by not
- // sleeping the full amount
- if (cls.state != ca_dedicated)
- msleft -= 1;
+ if (cls.state == ca_dedicated)
+ {
+ // if dedicated, try to use as little cpu as possible by waiting
+ // just a little longer than necessary
+ // (yes this means it doesn't quite keep up with the framerate)
+ msleft = (int)ceil(timeleft * 1000);
+ }
+ else
+ {
+ // if not dedicated, try to hit exactly a steady framerate by not
+ // sleeping the full amount
+ msleft = (int)floor(timeleft * 1000);
+ }
if (msleft > 0)
Sys_Sleep(msleft);
return false;
*/
void Host_ServerFrame (void)
{
- // never run more than 20 frames at a time as a sanity limit
- int framecount, framelimit = 20;
- double advancetime;
- static double frametimetotal = 0, lastservertime = 0;
- frametimetotal += host_frametime;
- // LordHavoc: cap server at sys_ticrate in networked games
- if (frametimetotal < 0.001 || (!cl.islocalgame && cls.state == ca_connected && sv.active && ((realtime - lastservertime) < sys_ticrate.value)))
+ // never run more than 5 frames at a time as a sanity limit
+ int framecount, framelimit = 5;
+ double advancetime, newtime;
+ if (!sv.active)
+ return;
+ newtime = Sys_DoubleTime();
+ // if this is the first frame of a new server, ignore the huge time difference
+ if (!sv.timer)
+ sv.timer = newtime;
+ // if we're already past the new time, don't run a frame
+ // (does not happen if cl.islocalgame)
+ if (sv.timer > newtime)
return;
- lastservertime = realtime;
-
- // set the time and clear the general datagram
- SV_ClearDatagram();
-
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
- for (framecount = 0;framecount < framelimit && frametimetotal > 0;framecount++, frametimetotal -= advancetime)
+ for (framecount = 0;framecount < framelimit && sv.timer < newtime;framecount++)
{
- advancetime = min(frametimetotal, sys_ticrate.value);
+ if (cl.islocalgame)
+ advancetime = min(newtime - sv.timer, sys_ticrate.value);
+ else
+ advancetime = sys_ticrate.value;
+ sv.timer += advancetime;
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
- if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
- sv.frametime = advancetime;
- else
+ sv.frametime = advancetime * slowmo.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
sv.frametime = 0;
pr_global_struct->frametime = sv.frametime;
+ // set the time and clear the general datagram
+ SV_ClearDatagram();
+
// check for network packets to the server each world step incase they
// come in midframe (particularly if host is running really slow)
NetConn_ServerFrame();
// move things around and think unless paused
if (sv.frametime)
SV_Physics();
- }
- // send all messages to the clients
- SV_SendClientMessages();
+ // send all messages to the clients
+ SV_SendClientMessages();
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
+ // 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 < newtime)
+ sv.timer = newtime;
}
static double time2 = 0;
static double time3 = 0;
int pass1, pass2, pass3;
- usercmd_t cmd; // Used for receiving input
if (setjmp(host_abortserver))
return; // something bad happened, or the server disconnected
IN_Commands();
// Collect input into cmd
- IN_ProcessMove(&cmd);
+ IN_ProcessMove();
// process console commands
Cbuf_Execute();
// if running the server locally, make intentions now
if (cls.state == ca_connected && sv.active)
- CL_SendCmd(&cmd);
+ CL_SendCmd();
//-------------------
//
// if running the server remotely, send intentions now after
// the incoming messages have been read
if (!sv.active)
- CL_SendCmd(&cmd);
+ CL_SendCmd();
CL_ReadFromServer();
}
if (cls.state != ca_dedicated)
{
VID_Open();
+ CL_InitTEnts (); // We must wait after sound startup to load tent sounds
SCR_BeginLoadingPlaque();
MR_Init();
}
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+ CL_Video_Shutdown();
Host_SaveConfig_f();
VID_Shutdown();
}
+ Cmd_Shutdown();
+ CL_Shutdown();
Sys_Shutdown();
Log_Close ();
}