*/
-// 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;
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+/*
+================
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
+================
+*/
+void Host_AbortCurrentFrame(void)
+{
+ longjmp (host_abortserver, 1);
+}
+
/*
================
Host_Error
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[4096];
+ static char hosterrorstring2[4096];
+ static qboolean hosterror = false;
va_list argptr;
va_start (argptr,error);
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();
-
- //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();
Host_ShutdownServer (false);
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;
+ 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
{
cls.state = ca_dedicated;
// default players unless specified
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
+ if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
if (COM_CheckParm ("-listen"))
Sys_Error ("Only one of -dedicated or -listen can be specified");
}
if (i)
{
// default players unless specified
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
+ if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = 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;
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ svs.maxclients = 1;
}
}
}
// 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 (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = 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 = 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", 0, NULL);
- 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);
Cvar_RegisterVariable (&host_framerate);
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", "wb", false);
+ f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
{
Con_Print("Couldn't write config.cfg.\n");
Con_Printf("Client \"%s\" dropped\n", host_client->name);
// make sure edict is not corrupt (from a level change for example)
- host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+ 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
+ // LordHavoc: no opportunity for resending, so use unreliable 3 times
MSG_WriteByte(&host_client->message, svc_disconnect);
NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
}
// break the net connection
NetConn_Close(host_client->netconnection);
// 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->active && sv.active && host_client->edict && host_client->spawned)
+ 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 = 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;
+ 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;
}
// remove leaving player from scoreboard
- //host_client->edict->v->netname = PR_SetString(host_client->name);
- //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+ //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->v->frags = 0;
+ //host_client->edict->fields.server->frags = 0;
host_client->name[0] = 0;
host_client->colors = 0;
host_client->frags = 0;
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
- ED_ClearEdict(host_client->edict);
+ PRVM_ED_ClearEdict(host_client->edict);
}
// clear the client struct (this sets active to false)
if (!sv.active)
return;
- // print out where the crash happened, if it was caused by QC
- PR_Crash();
+ SV_VM_Begin();
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active)
+ if (host_client->active) {
SV_DropClient(crash); // server shutdown
+ }
NetConn_CloseServerPorts();
sv.active = false;
-
//
// clear structures
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+ PRVM_ResetProg();
+
+ SV_VM_End();
}
*/
extern qboolean cl_capturevideo_active;
extern double cl_capturevideo_framerate;
+extern qfile_t *cl_capturevideo_soundfile;
qboolean Host_FilterTime (double time)
{
double timecap, timeleft;
timecap = 1.0 / cl_maxfps.value;
}
- timeleft = (oldrealtime - realtime) + timecap;
+ timeleft = timecap - (realtime - oldrealtime);
if (timeleft > 0)
{
int msleft;
host_realframetime = host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
+ if (cl_capturevideo_active && !cl_capturevideo_soundfile)
+ host_frametime = timecap;
+
// apply slowmo scaling
host_frametime *= slowmo.value;
}
}
-
/*
==================
Host_ServerFrame
{
// never run more than 5 frames at a time as a sanity limit
int framecount, framelimit = 5;
- double advancetime, newtime;
+ double advancetime;
if (!sv.active)
+ {
+ sv.timer = 0;
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;
+ }
+ sv.timer += host_realframetime;
+
+
// 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 && sv.timer < newtime;framecount++)
+ for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
+ // setup the VM frame
+ SV_VM_Begin();
+
if (cl.islocalgame)
- advancetime = min(newtime - sv.timer, sys_ticrate.value);
+ advancetime = min(sv.timer, sys_ticrate.value);
else
advancetime = sys_ticrate.value;
- sv.timer += advancetime;
+ 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;
- pr_global_struct->frametime = sv.frametime;
-
// set the time and clear the general datagram
SV_ClearDatagram();
// come in midframe (particularly if host is running really slow)
NetConn_ServerFrame();
- // read client messages
- SV_RunClients();
-
// move things around and think unless paused
if (sv.frametime)
SV_Physics();
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
+
+ // end the server VM frame
+ SV_VM_End();
}
+
+
// if we fell behind too many frames just don't worry about it
- if (sv.timer < newtime)
- sv.timer = newtime;
+ if (sv.timer > 0)
+ sv.timer = 0;
}
// get new key events
Sys_SendKeyEvents();
- // allow mice or other external controllers to add commands
- IN_Commands();
-
// Collect input into cmd
- IN_ProcessMove();
+ CL_Move();
// process console commands
Cbuf_Execute();
time2 = Sys_DoubleTime();
// update audio
- if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
- {
- // LordHavoc: this used to use renderer variables (eww)
- S_Update(&cl_entities[cl.viewentity].render.matrix);
- }
- else
- S_Update(&identitymatrix);
+ S_Update(&r_refdef.viewentitymatrix);
CDAudio_Update();
}
host_framecount++;
- host_loopactive = true;
-
}
void Host_Frame (float time)
//============================================================================
-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();
+ CL_InitTEnts(); // We must wait after sound startup to load tent sounds
+ MR_Init();
+ }
+}
+
+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";
+#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"))
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");
- else
- Cbuf_InsertText("exec quake.rc\n");
- Cbuf_Execute();
-
- host_initialized = true;
-
- Con_DPrint("========Initialized=========\n");
-
- if (cls.state != ca_dedicated)
- {
- VID_Open();
- CL_InitTEnts (); // We must wait after sound startup to load tent sounds
- SCR_BeginLoadingPlaque();
- MR_Init();
- }
-
- // set up the default startmap_sp and startmap_dm aliases, mods can
- // override these
+ // 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_InsertText ("alias startmap_sp \"map nehstart\"\n");
- Cbuf_InsertText ("alias startmap_dm \"map nehstart\"\n");
- }
+ Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
else if (gamemode == GAME_TRANSFUSION)
- {
- Cbuf_InsertText ("alias startmap_sp \"map e1m1\"\n");
- Cbuf_InsertText ("alias startmap_dm \"map bb1\"\n");
- }
+ Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
else if (gamemode == GAME_NEXUIZ)
- {
- Cbuf_InsertText ("alias startmap_sp \"map nexdm01\"\n");
- Cbuf_InsertText ("alias startmap_dm \"map nexdm01\"\n");
- }
+ Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\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_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
+ Cbuf_Execute();
+
+ // if stuffcmds wasn't run, then quake.rc is probably missing, use default
+ if (!host_stuffcmdsrun)
{
- Cbuf_InsertText ("alias startmap_sp \"map start\"\n");
- Cbuf_InsertText ("alias startmap_dm \"map start\"\n");
+ Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_Execute();
}
- // 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();
- Cbuf_Execute();
- Cbuf_Execute();
-
- if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
- Cbuf_InsertText ("startmap_dm\n");
+ // save console log up to this point to log_file if it was set by configs
+ Log_Start();
// 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 && !sv.active)
- Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+ 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();
+ }
+ if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
- Cbuf_InsertText("togglemenu\n");
+ {
+ Cbuf_AddText("startmap_dm\n");
+ Cbuf_Execute();
+ }
- 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();
+ }
- // We must wait for the log_file cvar to be initialized to start the log
- Log_Start ();
+ Con_DPrint("========Initialized=========\n");
+
+ Host_StartVideo();
}
}
isdown = true;
+ // be quiet while shutting down
+ S_StopAllSounds();
+
// disconnect client from server if active
CL_Disconnect();
CDAudio_Shutdown ();
S_Terminate ();
NetConn_Shutdown ();
- PR_Shutdown ();
- Cbuf_Shutdown ();
+ //PR_Shutdown ();
if (cls.state != ca_dedicated)
{
Cmd_Shutdown();
CL_Shutdown();
Sys_Shutdown();
- Log_Close ();
- COM_Shutdown ();
+ Log_Close();
+ FS_Shutdown();
Memory_Shutdown();
}