Cvar_SetValueQuick(&csqc_progsize, -1);
SV_LockThreadMutex();
- Host_ShutdownServer ();
+ SV_Shutdown ();
SV_UnlockThreadMutex();
if (cls.state == ca_dedicated)
Cvar_SetValueQuick(&deathmatch, 1);
}
+/*
+==================
+Host_Quit_f
+==================
+*/
+void Host_Quit_f(cmd_state_t *cmd)
+{
+ if(host.state == host_shutdown)
+ Con_Printf("shutting down already!\n");
+ else
+ host.state = host_shutdown;
+}
+
+static void Host_Version_f(cmd_state_t *cmd)
+{
+ Con_Printf("Version: %s build %s\n", gamename, buildstring);
+}
+
/*
=======================
Host_InitLocal
extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
+ Cmd_AddCommand(CMD_SHARED, "quit", Host_Quit_f, "quit the game");
+ Cmd_AddCommand(CMD_SHARED, "version", Host_Version_f, "print engine version");
Cmd_AddCommand(CMD_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand(CMD_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Host_AddConfigText(&cmd_client);
}
-/*
-=================
-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
-
-Sends text across to be displayed
-FIXME: make this just a stuffed echo?
-=================
-*/
-void SV_ClientPrintf(const char *fmt, ...)
-{
- va_list argptr;
- char msg[MAX_INPUTLINE];
-
- va_start(argptr,fmt);
- dpvsnprintf(msg,sizeof(msg),fmt,argptr);
- va_end(argptr);
-
- SV_ClientPrint(msg);
-}
-
-/*
-=================
-SV_BroadcastPrint
-
-Sends text to all active clients
-=================
-*/
-void SV_BroadcastPrint(const char *msg)
-{
- int i;
- client_t *client;
-
- for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
- {
- if (client->active && client->netconnection)
- {
- MSG_WriteByte(&client->netconnection->message, svc_print);
- MSG_WriteString(&client->netconnection->message, msg);
- }
- }
-
- if (sv_echobprint.integer && cls.state == ca_dedicated)
- 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);
-}
-
-/*
-=================
-Host_ClientCommands
-
-Send text over to the client to be executed
-=================
-*/
-void Host_ClientCommands(const char *fmt, ...)
-{
- va_list argptr;
- char string[MAX_INPUTLINE];
-
- if (!host_client->netconnection)
- return;
-
- va_start(argptr,fmt);
- dpvsnprintf(string, sizeof(string), fmt, argptr);
- va_end(argptr);
-
- MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
- MSG_WriteString(&host_client->netconnection->message, string);
-}
-
-/*
-=====================
-SV_DropClient
-
-Called when the player is getting totally kicked off the host
-if (crash = true), don't bother sending signofs
-=====================
-*/
-void SV_DropClient(qboolean crash)
-{
- prvm_prog_t *prog = SVVM_prog;
- int i;
- Con_Printf("Client \"%s\" dropped\n", host_client->name);
-
- SV_StopDemoRecording(host_client);
-
- // 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)
- {
- // tell the client to be gone
- if (!crash)
- {
- // LadyHavoc: 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, 10000, 0, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
- }
- }
-
- // call qc ClientDisconnect function
- // LadyHavoc: 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)
- {
- // call the prog function for removing a client
- // this will set the body to a dead frame, among other things
- int saveSelf = PRVM_serverglobaledict(self);
- host_client->clientconnectcalled = false;
- PRVM_serverglobalfloat(time) = sv.time;
- PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
- prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
- PRVM_serverglobaledict(self) = saveSelf;
- }
-
- if (host_client->netconnection)
- {
- // break the net connection
- NetConn_Close(host_client->netconnection);
- host_client->netconnection = NULL;
- }
-
- // if a download is active, close it
- if (host_client->download_file)
- {
- Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
- FS_Close(host_client->download_file);
- host_client->download_file = NULL;
- host_client->download_name[0] = 0;
- host_client->download_expectedposition = 0;
- host_client->download_started = false;
- }
-
- // remove leaving player from scoreboard
- 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(prog, 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);
-
- if (sv.loadgame)
- {
- for (i = 0;i < svs.maxclients;i++)
- if (svs.clients[i].active && !svs.clients[i].spawned)
- break;
- if (i == svs.maxclients)
- {
- Con_Printf("Loaded game, everyone rejoined - unpausing\n");
- sv.paused = sv.loadgame = false; // we're basically done with loading now
- }
- }
-}
-
-/*
-==================
-Host_ShutdownServer
-
-This only happens at the end of a game, not between levels
-==================
-*/
-void Host_ShutdownServer(void)
-{
- prvm_prog_t *prog = SVVM_prog;
- int i;
-
- Con_DPrintf("Host_ShutdownServer\n");
-
- if (!sv.active)
- return;
-
- NetConn_Heartbeat(2);
- NetConn_Heartbeat(2);
-
-// make sure all the clients know we're disconnecting
- World_End(&sv.world);
- if(prog->loaded)
- {
- if(PRVM_serverfunction(SV_Shutdown))
- {
- func_t s = PRVM_serverfunction(SV_Shutdown);
- PRVM_serverglobalfloat(time) = sv.time;
- PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
- prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
- }
- }
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active)
- SV_DropClient(false); // server shutdown
-
- NetConn_CloseServerPorts();
-
- sv.active = false;
-//
-// clear structures
-//
- memset(&sv, 0, sizeof(sv));
- memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-
- cl.islocalgame = false;
-}
-
-
//============================================================================
/*
int i;
const char* os;
char vabuf[1024];
- qboolean dedicated_server = COM_CheckParm("-dedicated") || !cl_available;
cmd_state_t *cmd = &cmd_client;
host.state = host_init;
// initialize console command/cvar/alias/command execution systems
Cmd_Init();
- Cmd_Init_Commands(dedicated_server);
-
// initialize memory subsystem cvars/commands
Memory_Init_Commands();
Curl_Init_Commands();
Sys_Init_Commands();
COM_Init_Commands();
- FS_Init_Commands();
-
- // initialize console window (only used by sys_win.c)
- Sys_InitConsole();
- // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
- FS_Init_SelfPack();
-
- // detect gamemode from commandline options or executable name
- COM_InitGameType();
+ // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+ FS_Init();
// construct a version string for the corner of the console
os = DP_OS_NAME;
// initialize ixtable
Mathlib_Init();
- // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
- FS_Init();
-
// register the cvars for session locking
Host_InitSession();
NetConn_Init();
Curl_Init();
- //PR_Init();
- //PR_Cmd_Init();
PRVM_Init();
Mod_Init();
World_Init();
Host_AddConfigText(cmd);
+ Host_StartVideo();
+
// if quake.rc is missing, use default
if (!FS_FileExists("quake.rc"))
{
host.state = host_active;
+ // run stuffcmds now, deferred previously because it can crash if a server starts that early
+ Cbuf_AddText(cmd,"stuffcmds\n");
+ Cbuf_Execute(cmd);
+
Log_Start();
+ // put up the loading image so the user doesn't stare at a black screen...
+ SCR_BeginLoadingPlaque(true);
+
// 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");
// shut down local server if active
SV_LockThreadMutex();
- Host_ShutdownServer ();
+ SV_Shutdown ();
SV_UnlockThreadMutex();
#ifdef CONFIG_MENU
S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
- //PR_Shutdown ();
if (cls.state != ca_dedicated)
{