*/
// host.c -- coordinates spawning and killing of local servers
-#include "quakedef.h"
#include <time.h>
+#include "quakedef.h"
+#include "cl_video.h"
/*
*/
-quakeparms_t host_parms;
+// 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;
+// LordHavoc: set when quit is executed
+qboolean host_shuttingdown = false;
-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;
+// LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
+double host_realframetime;
+// the real time, without any slowmo or clamping
+double realtime;
+// realtime from previous frame
+double oldrealtime;
+// how many frames have occurred
+int host_framecount;
-double host_frametime;
-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;
+// used for -developer commandline parameter, hacky hacky
+int forcedeveloper;
-int forcedeveloper; // used for -developer commandline parameter, hacky hacky
+// current client
+client_t *host_client;
-client_t *host_client; // current client
+jmp_buf host_abortserver;
-jmp_buf host_abortserver;
+// pretend frames take this amount of time (in seconds), 0 = realtime
+cvar_t host_framerate = {0, "host_framerate","0"};
+// shows time used by certain subsystems
+cvar_t host_speeds = {0, "host_speeds","0"};
+// 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"};
+// LordHavoc: framerate upper cap
+cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
-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
+// print broadcast messages in dedicated mode
+cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
-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"};
+cvar_t serverprofile = {0, "serverprofile","0"};
-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"};
+cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
+cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
-cvar_t samelevel = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+cvar_t samelevel = {0, "samelevel","0"};
+cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
-cvar_t developer = {0, "developer","0"};
+cvar_t developer = {0, "developer","0"};
-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 skill = {0, "skill","1"};
+cvar_t deathmatch = {0, "deathmatch","0"};
+cvar_t coop = {0, "coop","0"};
-cvar_t pausable = {0, "pausable","1"};
+cvar_t pausable = {0, "pausable","1"};
-cvar_t temp1 = {0, "temp1","0"};
+cvar_t temp1 = {0, "temp1","0"};
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
/*
================
Host_EndGame
================
*/
-void Host_EndGame (char *message, ...)
+void Host_EndGame (const char *format, ...)
{
- va_list argptr;
- char string[1024];
+ va_list argptr;
+ char string[1024];
- va_start (argptr,message);
- vsprintf (string,message,argptr);
+ va_start (argptr,format);
+ vsprintf (string,format,argptr);
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n",string);
================
*/
char hosterrorstring[4096];
-void Host_Error (char *error, ...)
+extern char sv_spawnmap[MAX_QPATH];
+extern char sv_loadgame[MAX_OSPATH];
+void Host_Error (const char *error, ...)
{
- va_list argptr;
- static qboolean inerror = false;
+ va_list argptr;
+ static qboolean inerror = false;
+
+ // make sure we don't get in a loading loop
+ sv_loadgame[0] = 0;
+ sv_spawnmap[0] = 0;
// LordHavoc: if first frame has not been shown, or currently shutting
// down, do Sys_Error instead
Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
}
inerror = true;
-
- SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr,error);
vsprintf (hosterrorstring,error,argptr);
va_end (argptr);
Con_Printf ("Host_Error: %s\n",hosterrorstring);
-
+
+ CL_Parse_DumpPacket();
+
+ PR_Crash();
+
if (sv.active)
Host_ShutdownServer (false);
CL_Disconnect ();
cls.demonum = -1;
+ // unload any partially loaded models
+ Mod_ClearErrorModels();
+
inerror = false;
longjmp (host_abortserver, 1);
}
-static mempool_t *clients_mempool;
-
-/*
-================
-Host_FindMaxClients
-================
-*/
-void Host_FindMaxClients (void)
+void Host_ServerOptions (void)
{
- int i;
+ int i, numplayers;
- svs.maxclients = 1;
-
- i = COM_CheckParm ("-dedicated");
- if (i)
+ if (cl_available)
{
- cls.state = ca_dedicated;
- if (i != (com_argc - 1))
+ // client exists, check what mode the user wants
+ i = COM_CheckParm ("-dedicated");
+ if (i)
{
- svs.maxclients = atoi (com_argv[i+1]);
+ cls.state = ca_dedicated;
+ numplayers = 8;
+ 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");
}
else
- svs.maxclients = 8;
+ {
+ numplayers = 1;
+ cls.state = ca_disconnected;
+ i = COM_CheckParm ("-listen");
+ if (i)
+ {
+ numplayers = 8;
+ if (i != (com_argc - 1))
+ numplayers = atoi (com_argv[i+1]);
+ }
+ }
}
else
- cls.state = ca_disconnected;
-
- i = COM_CheckParm ("-listen");
- if (i)
{
- if (cls.state == ca_dedicated)
- Sys_Error ("Only one of -dedicated or -listen can be specified");
- if (i != (com_argc - 1))
- svs.maxclients = atoi (com_argv[i+1]);
- else
- svs.maxclients = 8;
+ // no client in the executable, start dedicated server
+ if (COM_CheckParm ("-listen"))
+ Sys_Error ("-listen not available in a dedicated server executable");
+ numplayers = 8;
+ cls.state = ca_dedicated;
+ // check for -dedicated specifying how many players
+ i = COM_CheckParm ("-dedicated");
+ if (i && i != (com_argc - 1))
+ numplayers = atoi (com_argv[i+1]);
}
- // BloodBath doesn't support single player games
- if (gamemode == GAME_BLOODBATH && svs.maxclients < 4)
- svs.maxclients = 4;
+ if (numplayers < 1)
+ numplayers = 8;
+ if (numplayers > MAX_SCOREBOARD)
+ numplayers = MAX_SCOREBOARD;
- if (svs.maxclients < 1)
- svs.maxclients = 8;
- else if (svs.maxclients > MAX_SCOREBOARD)
- svs.maxclients = MAX_SCOREBOARD;
+ // Transfusion doesn't support single player games
+ if (gamemode == GAME_TRANSFUSION && numplayers < 4)
+ numplayers = 4;
+
+ if (numplayers > 1)
+ Cvar_SetValueQuick (&deathmatch, 1);
+ else
+ Cvar_SetValueQuick (&deathmatch, 0);
+
+ svs.maxclients = 0;
+ SV_SetMaxClients(numplayers);
+}
- svs.maxclientslimit = svs.maxclients;
- if (svs.maxclientslimit < MAX_SCOREBOARD) // LordHavoc: upped listen mode limit from 4 to MAX_SCOREBOARD
- svs.maxclientslimit = MAX_SCOREBOARD;
+static mempool_t *clients_mempool;
+void SV_SetMaxClients(int n)
+{
+ if (sv.active)
+ return;
+ n = bound(1, n, MAX_SCOREBOARD);
+ if (svs.maxclients == n)
+ return;
+ svs.maxclients = n;
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);
- else
- Cvar_SetValue ("deathmatch", 0.0);
+ svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
}
Cvar_RegisterVariable (&host_minfps);
Cvar_RegisterVariable (&host_maxfps);
+ Cvar_RegisterVariable (&sv_echobprint);
+
Cvar_RegisterVariable (&sys_ticrate);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
- Host_FindMaxClients ();
+ Host_ServerOptions ();
}
*/
void Host_WriteConfiguration (void)
{
- QFile *f;
+ QFile *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
Con_Printf ("Couldn't write config.cfg.\n");
return;
}
-
+
Key_WriteBindings (f);
Cvar_WriteVariables (f);
=================
SV_ClientPrintf
-Sends text across to be displayed
+Sends text across to be displayed
FIXME: make this just a stuffed echo?
=================
*/
-void SV_ClientPrintf (char *fmt, ...)
+void SV_ClientPrintf (const char *fmt, ...)
{
- va_list argptr;
- char string[1024];
-
+ va_list argptr;
+ char string[1024];
+
va_start (argptr,fmt);
vsprintf (string, fmt,argptr);
va_end (argptr);
-
+
MSG_WriteByte (&host_client->message, svc_print);
MSG_WriteString (&host_client->message, string);
}
Sends text to all active clients
=================
*/
-void SV_BroadcastPrintf (char *fmt, ...)
+void SV_BroadcastPrintf (const char *fmt, ...)
{
- va_list argptr;
- char string[1024];
- int i;
-
+ va_list argptr;
+ char string[1024];
+ int i;
+
va_start (argptr,fmt);
vsprintf (string, fmt,argptr);
va_end (argptr);
-
+
for (i=0 ; i<svs.maxclients ; i++)
if (svs.clients[i].active && svs.clients[i].spawned)
{
MSG_WriteByte (&svs.clients[i].message, svc_print);
MSG_WriteString (&svs.clients[i].message, string);
}
+
+ if (sv_echobprint.integer && cls.state == ca_dedicated)
+ Sys_Printf ("%s", string);
}
/*
Send text over to the client to be executed
=================
*/
-void Host_ClientCommands (char *fmt, ...)
+void Host_ClientCommands (const char *fmt, ...)
{
- va_list argptr;
- char string[1024];
-
+ va_list argptr;
+ char string[1024];
+
va_start (argptr,fmt);
vsprintf (string, fmt,argptr);
va_end (argptr);
-
+
MSG_WriteByte (&host_client->message, svc_stufftext);
MSG_WriteString (&host_client->message, string);
}
*/
void SV_DropClient (qboolean crash)
{
- int saveSelf;
- int i;
+ int saveSelf;
+ int i;
client_t *client;
if (!crash)
MSG_WriteByte (&host_client->message, svc_disconnect);
NET_SendMessage (host_client->netconnection, &host_client->message);
}
-
+
if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
{
// call the prog function for removing a client
MSG_WriteByte (&client->message, host_client - svs.clients);
MSG_WriteByte (&client->message, 0);
}
+
+ NET_Heartbeat (1);
}
/*
*/
void Host_ShutdownServer(qboolean crash)
{
- int i;
- int count;
- sizebuf_t buf;
- char message[4];
- double start;
+ int i, count;
+ sizebuf_t buf;
+ char message[4];
+ double start;
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 ();
+ NET_Heartbeat (2);
+ NET_Heartbeat (2);
+
// flush any pending messages - like the score!!!
start = Sys_DoubleTime();
do
// clear structures
//
memset (&sv, 0, sizeof(sv));
- memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
+ memset (svs.clients, 0, svs.maxclients * sizeof(client_t));
}
Returns false if the time is too short to run a frame
===================
*/
+extern cvar_t cl_avidemo;
qboolean Host_FilterTime (double time)
{
double timecap;
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);
- // check if framerate is too high
- if (!cls.timedemo)
+ // check if framerate is too high
+ if (cl_avidemo.value >= 0.1f)
{
+ timecap = 1.0 / (double)cl_avidemo.value;
+ if ((realtime - oldrealtime) < timecap)
+ return false;
+ }
+ else if (!cls.timedemo)
+ {
+ // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
timecap = sys_ticrate.value;
- if (cls.state == ca_connected)
+ if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
timecap = 1.0 / host_maxfps.value;
if ((realtime - oldrealtime) < timecap)
if (host_framerate.value > 0)
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
}
cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
-
+
return true;
}
*/
void Host_GetConsoleCommands (void)
{
- char *cmd;
+ char *cmd;
while (1)
{
if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
return;
// run the world state
- if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
+ if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
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 ();
// 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) )
+ if (sv.frametime)
SV_Physics ();
// send all messages to the clients
SV_SendClientMessages ();
+
+// send an heartbeat if enough time has passed since the last one
+ NET_Heartbeat (0);
}
*/
void _Host_Frame (float time)
{
- static double time1 = 0;
- static double time2 = 0;
- static double time3 = 0;
- int pass1, pass2, pass3;
+ static double time1 = 0;
+ static double time2 = 0;
+ static double time3 = 0;
+ int pass1, pass2, pass3;
if (setjmp (host_abortserver) )
return; // something bad happened, or the server disconnected
// process console commands
Cbuf_Execute ();
+ // LordHavoc: map and load are delayed until video is initialized
+ Host_PerformSpawnServerAndLoadGame();
+
NET_Poll();
// if running the server locally, make intentions now
ui_update();
+ CL_VideoFrame();
+
// update video
if (host_speeds.integer)
time1 = Sys_DoubleTime ();
void Host_Frame (float time)
{
- double time1, time2;
- static double timetotal;
- static int timecount;
- int i, c, m;
+ double time1, time2;
+ static double timetotal;
+ static int timecount;
+ int i, c, m;
if (!serverprofile.integer)
{
// LordHavoc: quake never seeded the random number generator before... heh
srand(time(NULL));
- com_argc = host_parms.argc;
- com_argv = host_parms.argv;
// FIXME: this is evil, but possibly temporary
if (COM_CheckParm("-developer"))
{
developer.value = 1;
}
- Memory_Init ();
Cmd_Init ();
Memory_Init_Commands();
R_Modules_Init();
NET_Init ();
SV_Init ();
- Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
+ Con_Printf ("Builddate: %s\n", buildstring);
if (cls.state != ca_dedicated)
{
- VID_InitCvars();
-
Gamma_Init();
-
Palette_Init();
-
-#ifndef _WIN32 // on non win32, mouse comes before video for security reasons
- IN_Init ();
-#endif
- VID_Init ();
+ VID_Shared_Init();
+ VID_Init();
Render_Init();
S_Init ();
CDAudio_Init ();
- Sbar_Init ();
CL_Init ();
-#ifdef _WIN32 // on non win32, mouse comes before video for security reasons
- IN_Init ();
-#endif
}
Cbuf_InsertText ("exec quake.rc\n");
+ Cbuf_Execute ();
+ Cbuf_Execute ();
+ Cbuf_Execute ();
+ Cbuf_Execute ();
host_initialized = true;
- Sys_Printf ("========Quake Initialized=========\n");
+ Con_Printf ("========Quake Initialized=========\n");
+
+ if (cls.state != ca_dedicated)
+ VID_Open();
}
}
isdown = true;
-// keep Con_Printf from trying to update the screen
-// scr_disabled_for_loading = true;
-
Host_WriteConfiguration ();
CDAudio_Shutdown ();
NET_Shutdown ();
S_Shutdown();
- IN_Shutdown ();
if (cls.state != ca_dedicated)
{