*/
// 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"
+#include "snd_main.h"
+#include "thread.h"
/*
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"};
// 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 developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+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_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_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 developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
+cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
+cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
va_list argptr;
// turn off rcon redirect if it was active when the crash occurred
- rcon_redirect = false;
+ // to prevent loops when it is a networking problem
+ Con_Rcon_Redirect_Abort();
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
else
{
// default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
svs.maxclients = 1;
}
}
- svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
+ svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
*/
void Host_SaveConfig_f(void);
void Host_LoadConfig_f(void);
+extern cvar_t sv_writepicture_quality;
+extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
- Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+ 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 (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
+ Cvar_RegisterVariable (&host_maxwait);
+ Cvar_RegisterVariable (&cl_minfps);
+ 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_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
+ Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
+ Cvar_RegisterVariable (&developer_extra);
+ Cvar_RegisterVariable (&developer_insane);
+ Cvar_RegisterVariable (&developer_loadfile);
+ Cvar_RegisterVariable (&developer_loading);
Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
+
+ Cvar_RegisterVariable (&sv_writepicture_quality);
+ Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
}
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_SaveConfig_f(void)
+void Host_SaveConfig_to(const char *file)
{
qfile_t *f;
// LordHavoc: don't save a config if it crashed in startup
if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
- f = FS_Open ("config.cfg", "wb", false, false);
+ f = FS_OpenRealFile(file, "wb", false);
if (!f)
{
- Con_Print("Couldn't write config.cfg.\n");
+ Con_Printf("Couldn't write %s.\n", file);
return;
}
FS_Close (f);
}
}
+void Host_SaveConfig(void)
+{
+ Host_SaveConfig_to(CONFIGFILENAME);
+}
+void Host_SaveConfig_f(void)
+{
+ const char *file = CONFIGFILENAME;
+
+ if(Cmd_Argc() >= 2) {
+ file = Cmd_Argv(1);
+ Con_Printf("Saving to %s\n", file);
+ }
+ Host_SaveConfig_to(file);
+}
+
+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
+ if (gamemode == GAME_NEHAHRA)
+ Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TRANSFUSION)
+ Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TEU)
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+ else
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+}
/*
===============
*/
void Host_LoadConfig_f(void)
{
- // unlock the cvar default strings so they can be updated by the new default.cfg
- Cvar_UnlockDefaults();
+ // reset all cvars, commands and aliases to init values
+ Cmd_RestoreInitState();
+ // prepend a menu restart command to execute after the config
+ Cbuf_InsertText("\nmenu_restart\n");
// reset cvars to their defaults, and then exec startup scripts again
- Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+ Host_AddConfigText();
}
/*
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
+ }
+ }
}
/*
// make sure all the clients know we're disconnecting
SV_VM_Begin();
+ World_End(&sv.world);
+ if(prog->loaded)
+ if(prog->funcoffsets.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");
+ }
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if (host_client->active)
SV_DropClient(false); // server shutdown
}
}
+/*
+==================
+Host_TimeReport
+
+Returns a time report string, for example for
+==================
+*/
+const char *Host_TimingReport(void)
+{
+ 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 = 0;
sv_timer = 0;
- realtime = Sys_DoubleTime();
+ realtime = host_starttime = Sys_DoubleTime();
for (;;)
{
if (setjmp(host_abortframe))
+ {
+ SCR_ClearLoadingScreen(false);
continue; // something bad happened, or the server disconnected
+ }
oldrealtime = realtime;
realtime = Sys_DoubleTime();
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 && 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)
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)
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
Sys_SendKeyEvents();
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)
// 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)
+ // otherwise we execute them on client frames
+ if (sv.active ? sv_timer > 0 : cl_timer > 0)
{
// process console commands
+// R_TimeReport("preconsole");
+ CL_VM_PreventInformationLeaks();
Cbuf_Execute();
+// R_TimeReport("console");
}
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
- if (wait > 100000)
- wait = 100000;
- if (!cls.timedemo && wait > 0)
+
+ if (!cls.timedemo && wait >= 1)
{
- if (sv_checkforpacketsduringsleep.integer)
- {
- if (wait >= 1)
- NetConn_SleepMicroseconds((int)wait);
- }
+ double time0;
+
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
else
- {
- if (wait >= 1000)
- Sys_Sleep((int)wait / 1000);
- }
+ wait = min(wait, host_maxwait.value * 1000.0);
+ if(wait < 1)
+ wait = 1; // because we cast to int
+
+ time0 = Sys_DoubleTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
+ NetConn_SleepMicroseconds((int)wait);
+ else
+ Sys_Sleep((int)wait);
+ svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
+// R_TimeReport("sleep");
continue;
}
+ R_TimeReport("---");
+
//-------------------
//
// server operations
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;
+
+ if (cls.state == ca_dedicated)
+ Collision_Cache_NewFrame();
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
aborttime = realtime + 0.1;
}
}
- advancetime = min(advancetime, 0.1);
+ if(slowmo.value > 0 && slowmo.value < 1)
+ advancetime = min(advancetime, 0.1 / slowmo.value);
+ else
+ 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)))
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
sv.frametime = 0;
// setup the VM frame
if (framelimit > 1 && Sys_DoubleTime() >= 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");
+ }
// 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
+ {
+ // don't let r_speeds display jump around
+ R_TimeReport("serverphysics");
+ R_TimeReport("servernetwork");
}
//-------------------
//
//-------------------
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
+ R_TimeReport("---");
+ Collision_Cache_NewFrame();
+ R_TimeReport("collisioncache");
// decide the simulation time
if (cls.capturevideo.active)
{
+ //***
if (cls.capturevideo.realtime)
clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
else
cl.realframetime = max(cl_timer, clframetime);
}
}
- else if (vid_activewindow)
+ else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+ {
clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ // when running slow, we need to sleep to keep input responsive
+ wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
+ if (wait > 0)
+ Sys_Sleep((int)wait);
+ }
+ else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
else
- clframetime = cl.realframetime = 0.1;
+ clframetime = cl.realframetime = cl_timer;
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
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 (cls.timedemo)
clframetime = cl.realframetime = cl_timer;
cl.oldtime = cl.time;
cl.time += clframetime;
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
+ R_TimeReport("pre-input");
+
// Collect input into cmd
CL_Input();
+ R_TimeReport("input");
+
// check for new packets
NetConn_ClientFrame();
// read a new frame from a demo if needed
CL_ReadDemoMessage();
+ R_TimeReport("clientnetwork");
// now that packets have been read, send input to server
CL_SendMove();
+ R_TimeReport("sendmove");
// update client world (interpolate entities, create trails, etc)
CL_UpdateWorld();
+ R_TimeReport("lerpworld");
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
-
- //ui_update();
+ CL_Video_Frame();
+ CL_Gecko_Frame();
- CL_VideoFrame();
+ R_TimeReport("client");
CL_UpdateScreen();
+ R_TimeReport("render");
if (host_speeds.integer)
time2 = Sys_DoubleTime();
cl.csqc_usecsqclistener = false;
}
else
- S_Update(&r_view.matrix);
+ S_Update(&r_refdef.view.matrix);
CDAudio_Update();
+ R_TimeReport("audio");
+
+ // reset gathering of mouse input
+ in_mouse_x = in_mouse_y = 0;
if (host_speeds.integer)
{
}
}
+#if MEMPARANOIA
+ Mem_CheckSentinelsGlobal();
+#else
+ if (developer_memorydebug.integer)
+ Mem_CheckSentinelsGlobal();
+#endif
+
// 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;
+ }
host_framecount++;
}
if (!vid_opened && cls.state != ca_dedicated)
{
vid_opened = true;
+ // 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();
CDAudio_Startup();
}
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);
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));
+ srand((unsigned int)time(NULL));
// FIXME: this is evil, but possibly temporary
+ // LordHavoc: doesn't seem very temporary...
+ // LordHavoc: made this a saved cvar
// 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 = 1;
+ developer.string = "1";
}
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 = 1;
+ developer.string = "1";
+ developer_extra.value = developer_extra.integer = 1;
+ developer_extra.string = "1";
+ developer_insane.value = developer_insane.integer = 1;
+ developer_insane.string = "1";
+ developer_memory.value = developer_memory.integer = 1;
+ developer_memory.string = "1";
+ developer_memorydebug.value = developer_memorydebug.integer = 1;
+ developer_memorydebug.string = "1";
}
// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
Con_Init();
// initialize various cvars that could not be initialized earlier
+ u8_Init();
Curl_Init_Commands();
Cmd_Init_Commands();
Sys_Init_Commands();
// initialize console window (only used by sys_win.c)
Sys_InitConsole();
+ // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
+ FS_Init_SelfPack();
+
// detect gamemode from commandline options or executable name
COM_InitGameType();
// construct a version string for the corner of the console
-#if defined(__linux__)
- os = "Linux";
-#elif defined(WIN32)
- os = "Windows";
-#elif defined(__FreeBSD__)
- os = "FreeBSD";
-#elif defined(__NetBSD__)
- os = "NetBSD";
-#elif defined(__OpenBSD__)
- os = "OpenBSD";
-#elif defined(MACOSX)
- os = "Mac OS X";
-#elif defined(__MORPHOS__)
- os = "MorphOS";
-#else
- os = "Unknown";
-#endif
+ os = DP_OS_NAME;
dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
Con_Printf("%s\n", engineversion);
// initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
FS_Init();
+ // must be after FS_Init
+ Crypto_Init();
+ Crypto_Init_Commands();
+
NetConn_Init();
Curl_Init();
//PR_Init();
Mod_Init();
World_Init();
SV_Init();
+ V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
Host_InitCommands();
Host_InitLocal();
Host_ServerOptions();
- if (cls.state != ca_dedicated)
+ if (cls.state == ca_dedicated)
+ Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ else
{
- Con_Printf("Initializing client\n");
+ Con_DPrintf("Initializing client\n");
R_Modules_Init();
Palette_Init();
MR_Init_Commands();
+ Thread_Init();
VID_Shared_Init();
VID_Init();
Render_Init();
S_Init();
CDAudio_Init();
Key_Init();
- V_Init();
CL_Init();
}
- // set up the default startmap_sp and startmap_dm aliases (mods can
- // override these) and then execute the quake.rc startup script
- if (gamemode == GAME_NEHAHRA)
- Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
- else if (gamemode == GAME_TRANSFUSION)
- Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
- else if (gamemode == GAME_TEU)
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
- else
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
+ // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
+ // NOTE: menu commands are freed by Cmd_RestoreInitState
+ Cmd_SaveInitState();
+
+ // FIXME: put this into some neat design, but the menu should be allowed to crash
+ // without crashing the whole game, so this should just be a short-time solution
+
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ Host_AddConfigText();
Cbuf_Execute();
// if stuffcmds wasn't run, then quake.rc is probably missing, use default
if (!host_stuffcmdsrun)
{
- Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
Cbuf_Execute();
}
// put up the loading image so the user doesn't stare at a black screen...
SCR_BeginLoadingPlaque();
- // FIXME: put this into some neat design, but the menu should be allowed to crash
- // without crashing the whole game, so this should just be a short-time solution
-
- // here comes the not so critical stuff
- if (setjmp(host_abortframe)) {
- return;
- }
-
if (cls.state != ca_dedicated)
{
MR_Init();
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- if (gamemode == GAME_NEXUIZ)
- Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
- else
- Cbuf_AddText("togglemenu\n");
+ Cbuf_AddText("togglemenu\n");
Cbuf_Execute();
}
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+ CL_Gecko_Shutdown();
CL_Video_Shutdown();
- Host_SaveConfig_f();
+ Host_SaveConfig();
CDAudio_Shutdown ();
S_Terminate ();
{
R_Modules_Shutdown();
VID_Shutdown();
+ Thread_Shutdown();
}
Cmd_Shutdown();
+ Key_Shutdown();
CL_Shutdown();
Sys_Shutdown();
Log_Close();
+ Crypto_Shutdown();
FS_Shutdown();
+ Con_Shutdown();
Memory_Shutdown();
}