*/
// 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"
/*
// how many frames have occurred
// (checked by Host_Error and Host_SaveConfig_f)
-int host_framecount;
+int host_framecount = 0;
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
-double host_frametime;
-// LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
-double host_realframetime;
-// the real time, without any slowmo or clamping
+// the real time since application started, without any slowmo or clamping
double realtime;
-// realtime from previous frame
-double oldrealtime;
// current client
client_t *host_client;
jmp_buf host_abortframe;
// 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 host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+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"};
// 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 independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
// 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)"};
-
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
-cvar_t serverprofile = {0, "serverprofile","0", "print some timings on server code"};
-
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
+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 samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-
-cvar_t developer = {0, "developer","100", "prints additional debugging messages and information (recommended for modders and level designers)"};
+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_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
-cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
-cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-
-cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-
-cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
/*
================
Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
hosterror = true;
- strcpy(hosterrorstring2, hosterrorstring1);
+ strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
CL_Parse_DumpPacket();
svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
- if (svs.maxclients > 1 && !deathmatch.integer)
+ if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
Cvar_SetValueQuick(&deathmatch, 1);
}
======================
*/
void Host_SaveConfig_f(void);
-void Host_InitLocal (void)
+void Host_LoadConfig_f(void);
+static void Host_InitLocal (void)
{
Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+ Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
- Cvar_RegisterVariable (&slowmo);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxidlefps);
- Cvar_RegisterVariable (&sv_echobprint);
-
- Cvar_RegisterVariable (&sys_ticrate);
- Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
- Cvar_RegisterVariable (&serverprofile);
-
- Cvar_RegisterVariable (&fraglimit);
- Cvar_RegisterVariable (&timelimit);
- Cvar_RegisterVariable (&teamplay);
- Cvar_RegisterVariable (&samelevel);
- Cvar_RegisterVariable (&noexit);
- Cvar_RegisterVariable (&skill);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_entityparsing);
- Cvar_RegisterVariable (&deathmatch);
- Cvar_RegisterVariable (&coop);
-
- Cvar_RegisterVariable (&pausable);
-
- Cvar_RegisterVariable (&temp1);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
// 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)
+ if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
}
+/*
+===============
+Host_LoadConfig_f
+
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
+*/
+void Host_LoadConfig_f(void)
+{
+ // unlock the cvar default strings so they can be updated by the new default.cfg
+ Cvar_UnlockDefaults();
+ // reset cvars to their defaults, and then exec startup scripts again
+ Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+}
+
/*
=================
SV_ClientPrint
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
- if (client->spawned && client->netconnection)
+ if (client->active && client->netconnection)
{
MSG_WriteByte(&client->netconnection->message, svc_print);
MSG_WriteString(&client->netconnection->message, msg);
int i;
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);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ 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);
prog->globals.server->self = saveSelf;
}
+ // if a download is active, close it
+ if (host_client->download_file)
+ {
+ Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
+ FS_Close(host_client->download_file);
+ host_client->download_file = NULL;
+ host_client->download_name[0] = 0;
+ host_client->download_expectedposition = 0;
+ host_client->download_started = false;
+ }
+
// remove leaving player from scoreboard
- //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->fields.server->frags = 0;
host_client->name[0] = 0;
host_client->colors = 0;
host_client->frags = 0;
// 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_ClearMemory
-
-This clears all the memory used by both the client and server, but does
-not reinitialize anything.
-================
-*/
-void Host_ClearMemory (void)
-{
- Con_DPrint("Clearing memory\n");
- Mod_ClearAll ();
-
- cls.signon = 0;
- memset (&sv, 0, sizeof(sv));
- memset (&cl, 0, sizeof(cl));
-}
-
-
//============================================================================
-/*
-===================
-Host_FilterTime
-
-Returns false if the time is too short to run a frame
-===================
-*/
-extern qboolean cl_capturevideo_active;
-extern double cl_capturevideo_framerate;
-extern qfile_t *cl_capturevideo_soundfile;
-qboolean Host_FilterTime (double time)
-{
- double timecap, timeleft;
- realtime += time;
-
- if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
- Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
- if (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);
-
- if (cls.timedemo)
- {
- // disable time effects during timedemo
- cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
- oldrealtime = realtime;
- return true;
- }
-
- // check if framerate is too high
- // default to sys_ticrate (server framerate - presumably low) unless we
- // have a good reason to run faster
- timecap = host_framerate.value;
- if (!timecap)
- timecap = sys_ticrate.value;
- if (cls.state != ca_dedicated)
- {
- if (cl_capturevideo_active)
- timecap = 1.0 / cl_capturevideo_framerate;
- else if (vid_activewindow)
- timecap = 1.0 / cl_maxfps.value;
- }
-
- timeleft = timecap - (realtime - oldrealtime);
- if (timeleft > 0)
- {
-#if 1
- if (timeleft * 1000 >= 10)
- Sys_Sleep(1);
-#else
- int msleft;
- // don't totally hog the CPU
- // try to hit exactly a steady framerate by not sleeping the full amount
- msleft = (int)floor(timeleft * 1000);
- if (msleft >= 10)
- Sys_Sleep(msleft);
-#endif
- return false;
- }
-
- // LordHavoc: copy into host_realframetime as well
- 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_framerate overrides all else
- if (host_framerate.value)
- host_frametime = host_framerate.value;
-
- // never run a frame longer than 1 second
- if (host_frametime > 1)
- host_frametime = 1;
-
- cl.frametime = host_frametime;
-
- return true;
-}
-
-
/*
===================
Host_GetConsoleCommands
/*
==================
-Host_ServerFrame
+Host_TimeReport
+Returns a time report string, for example for
==================
*/
-void Host_ServerFrame (void)
+const char *Host_TimingReport()
{
- // 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
- // the server is overloaded, this execution time limit means the game will
- // slow down if the server is taking too long.
- int framecount, framelimit = 100;
- double advancetime, aborttime;
- if (!sv.active)
- {
- sv.timer = 0;
- 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
-
- // setup the VM frame
- SV_VM_Begin();
- // stop running server frames if the wall time reaches this value
- aborttime = Sys_DoubleTime() + 0.05;
- for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
- {
- if (sys_ticrate.value <= 0)
- advancetime = sv.timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- advancetime = min(sv.timer, sys_ticrate.value);
- else
- advancetime = sys_ticrate.value;
- advancetime = min(advancetime, 0.1);
- 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;
-
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- // clear the general datagram
- SV_ClearDatagram();
-
- // if this server frame took too long, break out of the loop
- if (Sys_DoubleTime() >= aborttime)
- break;
- }
-
- // end the server VM frame
- SV_VM_End();
-
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
-
- // if we fell behind too many frames just don't worry about it
- if (sv.timer > 0)
- sv.timer = 0;
+ 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
Runs all active servers
==================
*/
-void _Host_Frame (float time)
+static void Host_Init(void);
+void Host_Main(void)
{
- static double time1 = 0;
- static double time2 = 0;
- static double time3 = 0;
- int pass1, pass2, pass3;
-
- if (setjmp(host_abortframe))
- return; // something bad happened, or the server disconnected
-
- // decide the simulation time
- if (!Host_FilterTime(time))
- return;
-
- // keep the random time dependent
- rand();
+ double time1 = 0;
+ double time2 = 0;
+ double time3 = 0;
+ double cl_timer, sv_timer;
+ double clframetime, deltarealtime, oldrealtime;
+ double wait;
+ int pass1, pass2, pass3, i;
- cl.islocalgame = NetConn_IsLocalGame();
+ Host_Init();
- // get new key events
- Sys_SendKeyEvents();
+ cl_timer = 0;
+ sv_timer = 0;
- // Collect input into cmd
- CL_Move();
+ realtime = Sys_DoubleTime();
+ for (;;)
+ {
+ if (setjmp(host_abortframe))
+ continue; // something bad happened, or the server disconnected
- // process console commands
- Cbuf_Execute();
+ oldrealtime = realtime;
+ realtime = Sys_DoubleTime();
- // if running the server locally, make intentions now
- //if (cl.islocalgame)
- // CL_SendCmd();
+ deltarealtime = realtime - oldrealtime;
+ cl_timer += deltarealtime;
+ sv_timer += deltarealtime;
-//-------------------
-//
-// server operations
-//
-//-------------------
+ svs.perf_acc_realtime += deltarealtime;
- // receive server packets now, which might contain rcon commands, which
- // may change level or other such things we don't want to have happen in
- // the middle of Host_Frame
- NetConn_ServerFrame();
+ // 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;
+ }
- // check for commands typed to the host
- Host_GetConsoleCommands();
+ 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 (sv.active)
- Host_ServerFrame();
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
-//-------------------
-//
-// client operations
-//
-//-------------------
+ cl.islocalgame = NetConn_IsLocalGame();
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
+ // get new key events
+ Sys_SendKeyEvents();
- NetConn_ClientFrame();
+ NetConn_UpdateSockets();
- if (cls.state == ca_connected)
- {
- CL_ReadFromServer();
- // if running the server remotely, send intentions now after
- // the incoming messages have been read
- //if (!cl.islocalgame)
- // CL_SendCmd();
- }
+ Log_DestBuffer_Flush();
- //ui_update();
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active)
+ NetConn_ServerFrame();
- CL_VideoFrame();
+ Curl_Run();
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
- CL_UpdateScreen();
+ // when a server is running we only execute console commands on server frames
+ // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
+ // otherwise we execute them on all frames
+ if (sv_timer > 0 || !sv.active)
+ {
+ // process console commands
+ Cbuf_Execute();
+ }
- if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- // update audio
- if(csqc_usecsqclistener)
- {
- S_Update(&csqc_listenermatrix);
- csqc_usecsqclistener = false;
- }
- else
- S_Update(&r_refdef.viewentitymatrix);
+ // 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)
+ wait = cl_timer * -1000000.0;
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0;
+ if (wait > 100000)
+ wait = 100000;
- CDAudio_Update();
+ if (!cls.timedemo && wait > 0)
+ {
+ double time0 = Sys_DoubleTime();
+ if (sv_checkforpacketsduringsleep.integer)
+ {
+ if (wait >= 1)
+ NetConn_SleepMicroseconds((int)wait);
+ }
+ else
+ {
+ if (wait >= 1000)
+ Sys_Sleep((int)wait / 1000);
+ }
+ svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+ continue;
+ }
- if (host_speeds.integer)
- {
- pass1 = (time1 - time3)*1000000;
- time3 = Sys_DoubleTime();
- pass2 = (time2 - time1)*1000000;
- pass3 = (time3 - time2)*1000000;
- Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
- pass1+pass2+pass3, pass1, pass2, pass3);
- }
+ //-------------------
+ //
+ // server operations
+ //
+ //-------------------
- host_framecount++;
-}
+ // 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;
+ }
-void Host_Frame (float time)
-{
- double time1, time2;
- static double timetotal;
- static int timecount;
- int i, c, m;
+ if (sv.active && sv_timer > 0)
+ {
+ // 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
+ // the server is overloaded, this execution time limit means the game will
+ // 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
+
+ // stop running server frames if the wall time reaches this value
+ if (sys_ticrate.value <= 0)
+ 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;
+ }
+ 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;
+ }
+ }
+ 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;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ sv.frametime = 0;
+
+ // setup the VM frame
+ SV_VM_Begin();
+
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
+
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
+
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ break;
+ }
+
+ // send all messages to the clients
+ SV_SendClientMessages();
+
+ // end the server VM frame
+ SV_VM_End();
+
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ }
- if (!serverprofile.integer)
- {
- _Host_Frame (time);
- return;
- }
+ //-------------------
+ //
+ // client operations
+ //
+ //-------------------
- time1 = Sys_DoubleTime ();
- _Host_Frame (time);
- time2 = Sys_DoubleTime ();
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+ {
+ // decide the simulation time
+ if (cls.capturevideo.active)
+ {
+ if (cls.capturevideo.realtime)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
+ else
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(cl_timer, clframetime);
+ }
+ }
+ else if (vid_activewindow)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
+ else
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
+
+ // apply slowmo scaling
+ clframetime *= cl.movevars_timescale;
+ // scale playback speed of demos by slowmo cvar
+ if (cls.demoplayback)
+ {
+ clframetime *= slowmo.value;
+ // if demo playback is paused, don't advance time at all
+ if (cls.demopaused)
+ clframetime = 0;
+ }
+
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
+
+ if (cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
+
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
+
+ cl.oldtime = cl.time;
+ cl.time += clframetime;
+
+ // Collect input into cmd
+ CL_Input();
+
+ // check for new packets
+ NetConn_ClientFrame();
+
+ // read a new frame from a demo if needed
+ CL_ReadDemoMessage();
+
+ // now that packets have been read, send input to server
+ CL_SendMove();
+
+ // update client world (interpolate entities, create trails, etc)
+ CL_UpdateWorld();
+
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
+
+ //ui_update();
+
+ CL_Video_Frame();
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Frame();
+#endif
- timetotal += time2 - time1;
- timecount++;
+ CL_UpdateScreen();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime();
+
+ // update audio
+ if(cl.csqc_usecsqclistener)
+ {
+ S_Update(&cl.csqc_listenermatrix);
+ cl.csqc_usecsqclistener = false;
+ }
+ else
+ S_Update(&r_view.matrix);
+
+ CDAudio_Update();
+
+ if (host_speeds.integer)
+ {
+ pass1 = (int)((time1 - time3)*1000000);
+ time3 = Sys_DoubleTime();
+ pass2 = (int)((time2 - time1)*1000000);
+ pass3 = (int)((time3 - time2)*1000000);
+ Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
+ pass1+pass2+pass3, pass1, pass2, pass3);
+ }
+ }
- if (timecount < 1000)
- return;
+ // if there is some time remaining from this frame, reset the timers
+ if (cl_timer >= 0)
+ cl_timer = 0;
+ if (sv_timer >= 0)
+ {
+ svs.perf_acc_lost += sv_timer;
+ sv_timer = 0;
+ }
- m = timetotal*1000/timecount;
- timecount = 0;
- timetotal = 0;
- c = 0;
- for (i=0 ; i<svs.maxclients ; i++)
- {
- if (svs.clients[i].active)
- c++;
+ host_framecount++;
}
-
- Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
}
//============================================================================
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;
/*
Host_Init
====================
*/
-void Host_Init (void)
+static void Host_Init (void)
{
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
+ else
+ srand(time(NULL));
+
// 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 = developer.integer = 100;developer.string = "100";
+ {
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ }
if (COM_CheckParm("-developer2"))
{
- developer.value = developer.integer = 100;developer.string = "100";
- developer_memory.value = developer_memory.integer = 100;developer.string = "100";
- developer_memorydebug.value = developer_memorydebug.integer = 100;developer_memorydebug.string = "100";
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ developer_memory.value = developer_memory.integer = 100;
+ developer.string = "100";
+ developer_memorydebug.value = developer_memorydebug.integer = 100;
+ developer_memorydebug.string = "100";
}
- // LordHavoc: quake never seeded the random number generator before... heh
- srand(time(NULL));
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+ if (COM_CheckParm("-nostdout"))
+ sys_nostdout = 1;
// 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 memory subsystem cvars/commands
+ Memory_Init_Commands();
+
+ // initialize console and logging and its cvars/commands
+ Con_Init();
+
+ // initialize various cvars that could not be initialized earlier
+ Curl_Init_Commands();
+ Cmd_Init_Commands();
+ Sys_Init_Commands();
+ COM_Init_Commands();
+ FS_Init_Commands();
// initialize console window (only used by sys_win.c)
Sys_InitConsole();
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);
-
- // 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();
- Con_Init_Commands();
- Cmd_Init_Commands();
- Sys_Init_Commands();
- COM_Init_Commands();
- FS_Init_Commands();
- COM_CheckRegistered();
+ Con_Printf("%s\n", engineversion);
// initialize ixtable
Mathlib_Init();
+ // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+ FS_Init();
+
NetConn_Init();
+ Curl_Init();
//PR_Init();
//PR_Cmd_Init();
PRVM_Init();
Mod_Init();
+ World_Init();
SV_Init();
Host_InitCommands();
Host_InitLocal();
Cbuf_Execute();
}
- // check for special demolooponly mode
-// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
- i = COM_CheckParm("-demolooponly");
+// 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\n", com_argv[i + 1]));
+ Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
Cbuf_Execute();
}
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();
CDAudio_Shutdown ();
S_Terminate ();
+ Curl_Shutdown ();
NetConn_Shutdown ();
//PR_Shutdown ();