*/
void Host_AbortCurrentFrame(void)
{
+ // in case we were previously nice, make us mean again
+ Sys_MakeProcessMean();
+
longjmp (host_abortframe, 1);
}
// process console commands
// R_TimeReport("preconsole");
CL_VM_PreventInformationLeaks();
- Cbuf_Execute();
+ Cbuf_Frame();
// R_TimeReport("console");
}
advancetime = sv_timer;
else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
{
- // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
- advancetime = bound(0.01, cl_timer, sys_ticrate.value);
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = realtime + 0.1;
+ // synchronize to the client frametime, but no less than 10ms and no more than 100ms
+ advancetime = bound(0.01, cl_timer, 0.1);
}
else
{
advancetime = sys_ticrate.value;
// listen servers can run multiple server frames per client frame
- if (cls.state == ca_connected)
- {
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = realtime + 0.1;
- }
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = Sys_DirtyTime() + 0.1;
}
if(slowmo.value > 0 && slowmo.value < 1)
advancetime = min(advancetime, 0.1 / slowmo.value);
if(advancetime > 0)
{
- offset = Sys_DirtyTime() - realtime;if (offset < 0 || offset >= 1800) offset = 0;
+ offset = Sys_DirtyTime() - dirtytime;if (offset < 0 || offset >= 1800) offset = 0;
offset += sv_timer;
++svs.perf_acc_offset_samples;
svs.perf_acc_offset += offset;
dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
Con_Printf("%s\n", engineversion);
+ // initialize process nice level
+ Sys_InitProcessNice();
+
// initialize ixtable
Mathlib_Init();
// be quiet while shutting down
S_StopAllSounds();
+ // end the server thread
+ if (svs.threaded)
+ SV_StopThread();
+
// disconnect client from server if active
CL_Disconnect();
Host_ShutdownServer ();
SV_UnlockThreadMutex();
- // end the server thread
- if (svs.threaded)
- SV_StopThread();
-
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();