================
*/
char hosterrorstring[4096];
+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;
+ // 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
if (!host_loopactive || host_shuttingdown)
va_end (argptr);
Con_Printf ("Host_Error: %s\n",hosterrorstring);
+ CL_Parse_DumpPacket();
+
PR_Crash();
if (sv.active)
CL_Disconnect ();
cls.demonum = -1;
+ // unload any partially loaded models
+ Mod_ClearErrorModels();
+
inerror = false;
longjmp (host_abortserver, 1);
{
int i, numplayers;
- numplayers = 1;
-
- i = COM_CheckParm ("-dedicated");
- if (i)
+ if (cl_available)
{
- cls.state = ca_dedicated;
- numplayers = 0;
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
+ // client exists, check what mode the user wants
+ i = COM_CheckParm ("-dedicated");
+ if (i)
+ {
+ 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
+ {
+ 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");
- numplayers = 0;
- if (i != (com_argc - 1))
+ // 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]);
}
MSG_WriteByte (&client->message, host_client - svs.clients);
MSG_WriteByte (&client->message, 0);
}
+
+ NET_Heartbeat (1);
}
/*
// stop all client sounds immediately
CL_Disconnect ();
+ NET_Heartbeat (2);
+ NET_Heartbeat (2);
+
// flush any pending messages - like the score!!!
start = Sys_DoubleTime();
do
// send all messages to the clients
SV_SendClientMessages ();
+
+// send an heartbeat if enough time has passed since the last one
+ NET_Heartbeat (0);
}
// 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
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_fullscreen.integer, vid_width.integer, vid_height.integer);
+ 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();
}
CDAudio_Shutdown ();
NET_Shutdown ();
S_Shutdown();
- IN_Shutdown ();
if (cls.state != ca_dedicated)
{