#include <time.h>
#include "libcurl.h"
+#ifdef CONFIG_CD
#include "cdaudio.h"
+#endif
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
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
// print out where the crash happened, if it was caused by QC (and do a cleanup)
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);
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;
}
}
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);
{
// 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();
}
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);
}
}
double wait;
int pass1, pass2, pass3, i;
char vabuf[1024];
+ qboolean playing;
Host_Init();
realtime = 0;
- dirtytime = Sys_DirtyTime();
+ host_dirtytime = Sys_DirtyTime();
for (;;)
{
if (setjmp(host_abortframe))
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->spawned)
+ if(host_client->begun)
if(host_client->netconnection)
- break;
- if(i == svs.maxclients)
+ playing = true;
+ if(sv.time < 10)
{
- // Nobody is looking? Then we won't do timing...
- // Instead, reset it to zero
+ // 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_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)
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ 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;
}
}
wait = 1; // because we cast to int
time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
+ 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);
delta = Sys_DirtyTime() - time0;
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;
SV_SendClientMessages();
if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
+ 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");
}
{
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;
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;
// 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
}
}
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
// 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();
R_Modules_Init();
Palette_Init();
+#ifdef CONFIG_MENU
MR_Init_Commands();
+#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 (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText("togglemenu\n");
+#ifdef CONFIG_MENU
+ Cbuf_AddText("togglemenu 1\n");
+#endif
Cbuf_Execute();
}
Host_ShutdownServer ();
SV_UnlockThreadMutex();
+#ifdef CONFIG_MENU
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();
+#endif
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
Host_SaveConfig();
+#ifdef CONFIG_CD
CDAudio_Shutdown ();
+#endif
S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
Sys_Shutdown();
Log_Close();
Crypto_Shutdown();
- FS_Shutdown();
+
+ Host_UnlockSession();
+
+ S_Shutdown();
Con_Shutdown();
Memory_Shutdown();
}