*/
// host.c -- coordinates spawning and killing of local servers
-#include <time.h>
#include "quakedef.h"
+
+#include <time.h>
#include "libcurl.h"
#include "cdaudio.h"
+#include "cl_gecko.h"
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
+#include "sv_demo.h"
/*
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, 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 = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, 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_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 developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_entityparsing);
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
// LordHavoc: don't save a config if it crashed in startup
- if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark"))
+ if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
void SV_DropClient(qboolean crash)
{
int i;
- Con_Printf("Client \"%s^%i\" dropped\n", host_client->name, STRING_COLOR_DEFAULT);
+ 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);
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
+ 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);
}
// break the net connection
NetConn_Close(host_client->netconnection);
// 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_TimeReport
+
+Returns a time report string, for example for
+==================
+*/
+const char *Host_TimingReport()
+{
+ 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);
+}
+
/*
==================
Host_Frame
double cl_timer, sv_timer;
double clframetime, deltarealtime, oldrealtime;
double wait;
- int pass1, pass2, pass3;
+ int pass1, pass2, pass3, i;
Host_Init();
cl_timer += deltarealtime;
sv_timer += deltarealtime;
- if (slowmo.value < 0)
+ 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)
+ {
+ // 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;
+ }
+ else if(svs.perf_acc_realtime > 5)
+ {
+ 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)
+ 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)
Cvar_SetValue("slowmo", 0);
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
Cvar_SetValue("host_framerate", 0);
- if (cl_maxfps.value < 1)
- Cvar_SetValue("cl_maxfps", 1);
// keep the random time dependent, but not when playing demos/benchmarking
if(!*sv_random_seed.string && !cls.demoplayback)
NetConn_UpdateSockets();
+ Log_DestBuffer_Flush();
+
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
if (sv.active)
wait = max(cl_timer, sv_timer) * -1000000.0;
if (wait > 100000)
wait = 100000;
+
if (!cls.timedemo && wait > 0)
{
+ double time0 = Sys_DoubleTime();
if (sv_checkforpacketsduringsleep.integer)
{
if (wait >= 1)
if (wait >= 1000)
Sys_Sleep((int)wait / 1000);
}
+ svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
continue;
}
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)
{
// slow down if the server is taking too long.
int framecount, framelimit = 1;
double advancetime, aborttime = 0;
+ float offset;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
}
advancetime = min(advancetime, 0.1);
+ if(advancetime > 0)
+ {
+ offset = sv_timer + (Sys_DoubleTime() - realtime);
+ ++svs.perf_acc_offset_samples;
+ svs.perf_acc_offset += offset;
+ svs.perf_acc_offset_squared += offset * offset;
+ if(svs.perf_acc_offset_max < offset)
+ svs.perf_acc_offset_max = offset;
+ }
+
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
sv.frametime = advancetime * slowmo.value;
}
}
else if (vid_activewindow)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
else
- clframetime = cl.realframetime = 0.1;
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
//ui_update();
- CL_VideoFrame();
+ CL_Video_Frame();
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Frame();
+#endif
CL_UpdateScreen();
if (cl_timer >= 0)
cl_timer = 0;
if (sv_timer >= 0)
+ {
+ svs.perf_acc_lost += sv_timer;
sv_timer = 0;
+ }
host_framecount++;
}
int i;
const char* os;
+ if (COM_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(false);
+
// LordHavoc: quake never seeded the random number generator before... heh
if (COM_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
Cbuf_Execute();
}
+// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
+ i = COM_CheckParm("-capturedemo");
+ 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_Execute();
+ }
+
if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
Con_Print("recursive shutdown\n");
return;
}
+ if (setjmp(host_abortframe))
+ {
+ Con_Print("aborted the quitting frame?!?\n");
+ return;
+ }
isdown = true;
// be quiet while shutting down
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Shutdown();
+#endif
CL_Video_Shutdown();
Host_SaveConfig_f();