*/
// 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"
/*
jmp_buf host_abortframe;
-// random seed
-cvar_t sv_random_seed = {0, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"};
-
// 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"};
// 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 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 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 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_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", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
-cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
-
/*
================
Host_AbortCurrentFrame
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 (&sv_random_seed);
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 (&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);
-
- Cvar_RegisterVariable (&sv_checkforpacketsduringsleep);
}
// 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)
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);
// 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
static void Host_Init(void);
void Host_Main(void)
{
- static double time1 = 0;
- static double time2 = 0;
- static double time3 = 0;
- // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
- static double frameoldtime, framenewtime, framedeltatime, cl_timer, sv_timer;
- double clframetime;
+ double time1 = 0;
+ double time2 = 0;
+ double time3 = 0;
+ double cl_timer, sv_timer;
+ double clframetime, deltarealtime, oldrealtime;
double wait;
- int pass1, pass2, pass3;
+ int pass1, pass2, pass3, i;
Host_Init();
cl_timer = 0;
sv_timer = 0;
- framenewtime = Sys_DoubleTime();
+ realtime = Sys_DoubleTime();
for (;;)
{
if (setjmp(host_abortframe))
continue; // something bad happened, or the server disconnected
- frameoldtime = framenewtime;
- framenewtime = Sys_DoubleTime();
- framedeltatime = framenewtime - frameoldtime;
- realtime += framedeltatime;
+ oldrealtime = realtime;
+ realtime = Sys_DoubleTime();
+
+ deltarealtime = realtime - oldrealtime;
+ cl_timer += deltarealtime;
+ sv_timer += deltarealtime;
- // accumulate the new frametime into the timers
- cl_timer += framedeltatime;
- sv_timer += framedeltatime;
+ svs.perf_acc_realtime += deltarealtime;
- if (slowmo.value < 0)
+ // 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
- if(!*sv_random_seed.string)
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
rand();
cl.islocalgame = NetConn_IsLocalGame();
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
// 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 = Sys_DoubleTime() + 0.1;
+ aborttime = realtime + 0.1;
}
else
{
if (cls.state == ca_connected)
{
framelimit = 10;
- aborttime = Sys_DoubleTime() + 0.1;
+ 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 (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 (framelimit > 1 && Sys_DoubleTime() >= aborttime)
break;
}
+ // send all messages to the clients
+ SV_SendClientMessages();
+
// end the server VM frame
SV_VM_End();
}
}
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 *= slowmo.value;
+ 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)
// Collect input into cmd
CL_Input();
+ // check for new packets
NetConn_ClientFrame();
- 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();
- }
+ // 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)
//ui_update();
- CL_VideoFrame();
+ CL_Video_Frame();
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Frame();
+#endif
CL_UpdateScreen();
time2 = Sys_DoubleTime();
// update audio
- if(csqc_usecsqclistener)
+ if(cl.csqc_usecsqclistener)
{
- S_Update(&csqc_listenermatrix);
- csqc_usecsqclistener = false;
+ S_Update(&cl.csqc_listenermatrix);
+ cl.csqc_usecsqclistener = false;
}
else
S_Update(&r_view.matrix);
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
- srand(time(NULL));
+ 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)
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();