#include <time.h>
#include "libcurl.h"
+#ifdef CONFIG_CD
#include "cdaudio.h"
-#include "cl_gecko.h"
+#endif
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
#include "sv_demo.h"
#include "snd_main.h"
#include "thread.h"
+#include "utf8lib.h"
/*
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
-// the real time since application started, without any slowmo or clamping
+// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
double realtime;
+// the main loop wall time for this frame
+double host_dirtytime;
// current client
client_t *host_client;
jmp_buf host_abortframe;
-double host_starttime = 0;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
-cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
-cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
+cvar_t cl_minfps_qualitymultiply = {CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
+cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
+cvar_t sessionid = {CVAR_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
+cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
+
/*
================
Host_AbortCurrentFrame
aborts the current host frame and goes on with the next one
================
*/
+void Host_AbortCurrentFrame(void) DP_FUNC_NORETURN;
void Host_AbortCurrentFrame(void)
{
+ // in case we were previously nice, make us mean again
+ Sys_MakeProcessMean();
+
longjmp (host_abortframe, 1);
}
*/
void Host_Error (const char *error, ...)
{
- static char hosterrorstring1[MAX_INPUTLINE];
- static char hosterrorstring2[MAX_INPUTLINE];
+ static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
+ static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
static qboolean hosterror = false;
va_list argptr;
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
- PRVM_Crash();
+ PRVM_Crash(SVVM_prog);
+ PRVM_Crash(CLVM_prog);
+#ifdef CONFIG_MENU
+ PRVM_Crash(MVM_prog);
+#endif
+ cl.csqc_loaded = false;
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
+ SV_LockThreadMutex();
Host_ShutdownServer ();
+ SV_UnlockThreadMutex();
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
Host_AbortCurrentFrame();
}
-void Host_ServerOptions (void)
+static void Host_ServerOptions (void)
{
int i;
else
{
// default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
+ if (gamemode != GAME_GOODVSBAD2 && !IS_NEXUIZ_DERIVED(gamemode) && gamemode != GAME_BATTLEMECH)
svs.maxclients = 1;
}
}
Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
+ Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&host_maxwait);
Cvar_RegisterVariable (&cl_minfps_fade);
Cvar_RegisterVariable (&cl_minfps_qualitymax);
Cvar_RegisterVariable (&cl_minfps_qualitymin);
- Cvar_RegisterVariable (&cl_minfps_qualitypower);
- Cvar_RegisterVariable (&cl_minfps_qualityscale);
+ Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
+ Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
+ Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
+ Cvar_RegisterVariable (&cl_minfps_force);
Cvar_RegisterVariable (&cl_maxfps);
Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_SaveConfig_to(const char *file)
+static void Host_SaveConfig_to(const char *file)
{
qfile_t *f;
Host_SaveConfig_to(file);
}
-void Host_AddConfigText(void)
+static void Host_AddConfigText(void)
{
// set up the default startmap_sp and startmap_dm aliases (mods can
// override these) and then execute the quake.rc startup script
{
// reset all cvars, commands and aliases to init values
Cmd_RestoreInitState();
+#ifdef CONFIG_MENU
// prepend a menu restart command to execute after the config
Cbuf_InsertText("\nmenu_restart\n");
+#endif
// reset cvars to their defaults, and then exec startup scripts again
Host_AddConfigText();
}
*/
void SV_DropClient(qboolean crash)
{
+ prvm_prog_t *prog = SVVM_prog;
int i;
Con_Printf("Client \"%s\" dropped\n", host_client->name);
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
+ 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 the prog function for removing a client
// this will set the body to a dead frame, among other things
- int saveSelf = prog->globals.server->self;
+ int saveSelf = PRVM_serverglobaledict(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;
+ 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)
if (sv.active)
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
- PRVM_ED_ClearEdict(host_client->edict);
+ PRVM_ED_ClearEdict(prog, host_client->edict);
}
// clear the client struct (this sets active to false)
*/
void Host_ShutdownServer(void)
{
+ prvm_prog_t *prog = SVVM_prog;
int i;
Con_DPrintf("Host_ShutdownServer\n");
NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- SV_VM_Begin();
World_End(&sv.world);
if(prog->loaded)
- if(prog->funcoffsets.SV_Shutdown)
+ {
+ if(PRVM_serverfunction(SV_Shutdown))
{
- func_t s = prog->funcoffsets.SV_Shutdown;
- prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
- PRVM_ExecuteProgram(s,"SV_Shutdown() required");
+ 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
- SV_VM_End();
NetConn_CloseServerPorts();
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
+
+ cl.islocalgame = false;
}
Add them exactly as if they had been typed at the console
===================
*/
-void Host_GetConsoleCommands (void)
+static void Host_GetConsoleCommands (void)
{
char *cmd;
Returns a time report string, for example for
==================
*/
-const char *Host_TimingReport(void)
+const char *Host_TimingReport(char *buf, size_t buflen)
{
- return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
+ return va(buf, buflen, "%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
}
/*
double time1 = 0;
double time2 = 0;
double time3 = 0;
- double cl_timer, sv_timer;
- double clframetime, deltarealtime, oldrealtime;
+ double cl_timer = 0, sv_timer = 0;
+ double clframetime, deltacleantime, olddirtytime, dirtytime;
double wait;
int pass1, pass2, pass3, i;
+ char vabuf[1024];
+ qboolean playing;
Host_Init();
- cl_timer = 0;
- sv_timer = 0;
-
- realtime = host_starttime = Sys_DoubleTime();
+ realtime = 0;
+ host_dirtytime = Sys_DirtyTime();
for (;;)
{
if (setjmp(host_abortframe))
continue; // something bad happened, or the server disconnected
}
- oldrealtime = realtime;
- realtime = Sys_DoubleTime();
-
- deltarealtime = realtime - oldrealtime;
- cl_timer += deltarealtime;
- sv_timer += deltarealtime;
-
- svs.perf_acc_realtime += deltarealtime;
-
- // Look for clients who have spawned
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->spawned)
- if(host_client->netconnection)
- break;
- if(i == svs.maxclients)
+ olddirtytime = host_dirtytime;
+ dirtytime = Sys_DirtyTime();
+ deltacleantime = dirtytime - olddirtytime;
+ if (deltacleantime < 0)
+ {
+ // warn if it's significant
+ if (deltacleantime < -0.01)
+ Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ deltacleantime = 0;
+ }
+ else if (deltacleantime >= 1800)
{
- // Nobody is looking? Then we won't do timing...
- // Instead, reset it to zero
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
+ Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
+ deltacleantime = 0;
}
- else if(svs.perf_acc_realtime > 5)
+ realtime += deltacleantime;
+ host_dirtytime = dirtytime;
+
+ cl_timer += deltacleantime;
+ sv_timer += deltacleantime;
+
+ if (!svs.threaded)
{
- svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
- svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
- if(svs.perf_acc_offset_samples > 0)
+ svs.perf_acc_realtime += deltacleantime;
+
+ // Look for clients who have spawned
+ playing = false;
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->begun)
+ if(host_client->netconnection)
+ playing = true;
+ if(sv.time < 10)
+ {
+ // don't accumulate time for the first 10 seconds of a match
+ // so things can settle
+ svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
+ }
+ else if(svs.perf_acc_realtime > 5)
{
- svs.perf_offset_max = svs.perf_acc_offset_max;
- svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
- svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+ svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+ if(svs.perf_acc_offset_samples > 0)
+ {
+ svs.perf_offset_max = svs.perf_acc_offset_max;
+ svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+ svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ }
+ if(svs.perf_lost > 0 && developer_extra.integer)
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
}
- if(svs.perf_lost > 0 && developer_extra.integer)
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
}
if (slowmo.value < 0.00001 && slowmo.value != 0)
if(!*sv_random_seed.string && !cls.demoplayback)
rand();
- cl.islocalgame = NetConn_IsLocalGame();
-
// get new key events
Key_EventQueue_Unblock();
SndSys_SendKeyEvents();
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
- if (sv.active)
+ if (sv.active && !svs.threaded)
NetConn_ServerFrame();
Curl_Run();
// process console commands
// R_TimeReport("preconsole");
CL_VM_PreventInformationLeaks();
- Cbuf_Execute();
+ Cbuf_Frame();
// R_TimeReport("console");
}
// if the accumulators haven't become positive yet, wait a while
if (cls.state == ca_dedicated)
wait = sv_timer * -1000000.0;
- else if (!sv.active)
+ else if (!sv.active || svs.threaded)
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
if (!cls.timedemo && wait >= 1)
{
- double time0;
+ double time0, delta;
if(host_maxwait.value <= 0)
wait = min(wait, 1000000.0);
if(wait < 1)
wait = 1; // because we cast to int
- time0 = Sys_DoubleTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
+ time0 = Sys_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
NetConn_SleepMicroseconds((int)wait);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
+ }
else
Sys_Sleep((int)wait);
- svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800) delta = 0;
+ if (!svs.threaded)
+ svs.perf_acc_sleeptime += delta;
// R_TimeReport("sleep");
continue;
}
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+ if (sv_timer > 0.1)
+ {
+ if (!svs.threaded)
+ svs.perf_acc_lost += (sv_timer - 0.1);
+ sv_timer = 0.1;
+ }
+
R_TimeReport("---");
//-------------------
//-------------------
// limit the frametime steps to no more than 100ms each
- if (cl_timer > 0.1)
- cl_timer = 0.1;
- if (sv_timer > 0.1)
- {
- svs.perf_acc_lost += (sv_timer - 0.1);
- sv_timer = 0.1;
- }
-
- if (sv.active && sv_timer > 0)
+ if (sv.active && sv_timer > 0 && !svs.threaded)
{
// execute one or more server frames, with an upper limit on how much
// execution time to spend on server frames to avoid freezing the game if
int framecount, framelimit = 1;
double advancetime, aborttime = 0;
float offset;
-
- if (cls.state == ca_dedicated)
- Collision_Cache_NewFrame();
+ prvm_prog_t *prog = SVVM_prog;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
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 = 10;
- 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 = 10;
- 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 = sv_timer + (Sys_DoubleTime() - realtime);
+ offset = Sys_DirtyTime() - dirtytime;if (offset < 0 || offset >= 1800) offset = 0;
+ offset += sv_timer;
++svs.perf_acc_offset_samples;
svs.perf_acc_offset += offset;
svs.perf_acc_offset_squared += offset * offset;
if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
sv.frametime = 0;
- // setup the VM frame
- SV_VM_Begin();
-
for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
{
sv_timer -= advancetime;
SV_Physics();
// if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
break;
}
R_TimeReport("serverphysics");
// send all messages to the clients
SV_SendClientMessages();
-
+
if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
- PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
+ prog->globals.fp[OFS_PARM0] = realtime - sv.pausedstart;
+ PRVM_serverglobalfloat(time) = sv.time;
+ prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
}
- // end the server VM frame
- SV_VM_End();
-
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat(0);
R_TimeReport("servernetwork");
}
- else
+ else if (!svs.threaded)
{
// don't let r_speeds display jump around
R_TimeReport("serverphysics");
{
R_TimeReport("---");
Collision_Cache_NewFrame();
- R_TimeReport("collisioncache");
+ R_TimeReport("photoncache");
// decide the simulation time
if (cls.capturevideo.active)
{
if (cls.demopaused)
clframetime = 0;
}
+ else
+ {
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
- // host_framerate overrides all else
- if (host_framerate.value)
- clframetime = host_framerate.value;
-
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
- clframetime = 0;
+ if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ clframetime = 0;
+ }
if (cls.timedemo)
clframetime = cl.realframetime = cl_timer;
// update video
if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ time1 = Sys_DirtyTime();
R_TimeReport("pre-input");
// Collect input into cmd
R_TimeReport("lerpworld");
CL_Video_Frame();
- CL_Gecko_Frame();
R_TimeReport("client");
R_TimeReport("render");
if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ time2 = Sys_DirtyTime();
// update audio
if(cl.csqc_usecsqclistener)
else
S_Update(&r_refdef.view.matrix);
+#ifdef CONFIG_CD
CDAudio_Update();
R_TimeReport("audio");
+#endif
// reset gathering of mouse input
in_mouse_x = in_mouse_y = 0;
if (host_speeds.integer)
{
pass1 = (int)((time1 - time3)*1000000);
- time3 = Sys_DoubleTime();
+ time3 = Sys_DirtyTime();
pass2 = (int)((time2 - time1)*1000000);
pass3 = (int)((time3 - time2)*1000000);
Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
cl_timer = 0;
if (sv_timer >= 0)
{
- svs.perf_acc_lost += sv_timer;
+ if (!svs.threaded)
+ svs.perf_acc_lost += sv_timer;
sv_timer = 0;
}
// make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
NetConn_UpdateSockets();
VID_Start();
+#ifdef CONFIG_CD
CDAudio_Startup();
+#endif
}
}
qboolean sys_nostdout = false;
-extern void u8_Init(void);
-extern void Render_Init(void);
-extern void Mathlib_Init(void);
-extern void FS_Init_SelfPack(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 qboolean host_stuffcmdsrun;
+static qfile_t *locksession_fh = NULL;
+static qboolean locksession_run = false;
+static void Host_InitSession(void)
+{
+ int i;
+ Cvar_RegisterVariable(&sessionid);
+ Cvar_RegisterVariable(&locksession);
+
+ // load the session ID into the read-only cvar
+ if ((i = COM_CheckParm("-sessionid")) && (i + 1 < com_argc))
+ {
+ char vabuf[1024];
+ if(com_argv[i+1][0] == '.')
+ Cvar_SetQuick(&sessionid, com_argv[i+1]);
+ else
+ Cvar_SetQuick(&sessionid, va(vabuf, sizeof(vabuf), ".%s", com_argv[i+1]));
+ }
+}
+void Host_LockSession(void)
+{
+ if(locksession_run)
+ return;
+ locksession_run = true;
+ if(locksession.integer != 0 && !COM_CheckParm("-readonly"))
+ {
+ char vabuf[1024];
+ char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
+ FS_CreatePath(p);
+ locksession_fh = FS_SysOpen(p, "wl", false);
+ // TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
+ if(!locksession_fh)
+ {
+ if(locksession.integer == 2)
+ {
+ Con_Printf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
+ }
+ else
+ {
+ Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p);
+ }
+ }
+ }
+}
+void Host_UnlockSession(void)
+{
+ if(!locksession_run)
+ return;
+ locksession_run = false;
+
+ if(locksession_fh)
+ {
+ FS_Close(locksession_fh);
+ // NOTE: we can NOT unlink the lock here, as doing so would
+ // create a race condition if another process created it
+ // between our close and our unlink
+ locksession_fh = NULL;
+ }
+}
+
/*
====================
Host_Init
{
int i;
const char* os;
+ char vabuf[1024];
if (COM_CheckParm("-profilegameonly"))
Sys_AllowProfiling(false);
developer.string = "1";
}
- if (COM_CheckParm("-developer2"))
+ if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
{
developer.value = developer.integer = 1;
developer.string = "1";
developer_memorydebug.string = "1";
}
+ if (COM_CheckParm("-developer3"))
+ {
+ gl_paranoid.integer = 1;gl_paranoid.string = "1";
+ gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
+ }
+
// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
if (COM_CheckParm("-nostdout"))
sys_nostdout = 1;
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();
// initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
FS_Init();
+ // register the cvars for session locking
+ Host_InitSession();
+
// must be after FS_Init
Crypto_Init();
Crypto_Init_Commands();
Host_InitLocal();
Host_ServerOptions();
+ Thread_Init();
+
if (cls.state == ca_dedicated)
Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
else
R_Modules_Init();
Palette_Init();
+#ifdef CONFIG_MENU
MR_Init_Commands();
- Thread_Init();
+#endif
VID_Shared_Init();
VID_Init();
Render_Init();
S_Init();
+#ifdef CONFIG_CD
CDAudio_Init();
+#endif
Key_Init();
CL_Init();
}
}
// put up the loading image so the user doesn't stare at a black screen...
- SCR_BeginLoadingPlaque();
+ SCR_BeginLoadingPlaque(true);
+#ifdef CONFIG_MENU
if (cls.state != ca_dedicated)
{
MR_Init();
}
+#endif
// 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)
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_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
Cbuf_Execute();
}
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
Cbuf_Execute();
}
if (i && i + 1 < com_argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
+ Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
Cbuf_Execute();
}
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText("togglemenu\n");
+#ifdef CONFIG_MENU
+ Cbuf_AddText("togglemenu 1\n");
+#endif
Cbuf_Execute();
}
Con_DPrint("========Initialized=========\n");
//Host_StartVideo();
+
+ if (cls.state != ca_dedicated)
+ SV_StartThread();
}
// be quiet while shutting down
S_StopAllSounds();
+ // end the server thread
+ if (svs.threaded)
+ SV_StopThread();
+
// disconnect client from server if active
CL_Disconnect();
// shut down local server if active
+ SV_LockThreadMutex();
Host_ShutdownServer ();
+ SV_UnlockThreadMutex();
+#ifdef CONFIG_MENU
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();
+#endif
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
- CL_Gecko_Shutdown();
CL_Video_Shutdown();
Host_SaveConfig();
+#ifdef CONFIG_CD
CDAudio_Shutdown ();
+#endif
S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
{
R_Modules_Shutdown();
VID_Shutdown();
- Thread_Shutdown();
}
+ SV_StopThread();
+ Thread_Shutdown();
Cmd_Shutdown();
Key_Shutdown();
CL_Shutdown();
Sys_Shutdown();
Log_Close();
Crypto_Shutdown();
- FS_Shutdown();
+
+ Host_UnlockSession();
+
+ S_Shutdown();
Con_Shutdown();
Memory_Shutdown();
}