*/
// 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"
/*
// 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;
-
-// used for -developer commandline parameter, hacky hacky
-int forcedeveloper;
// current client
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 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 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","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 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"};
/*
================
static qboolean hosterror = false;
va_list argptr;
+ // turn off rcon redirect if it was active when the crash occurred
+ // to prevent loops when it is a networking problem
+ Con_Rcon_Redirect_Abort();
+
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
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();
+ CL_Parse_ErrorCleanUp();
+
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
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);
- 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);
+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 (&slowmo);
+ 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 (&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);
- if (forcedeveloper) // make it real now that the cvar is registered
- Cvar_SetValue("developer", 1);
+ Cvar_RegisterVariable (&developer_extra);
+ Cvar_RegisterVariable (&developer_insane);
+ Cvar_RegisterVariable (&developer_loadfile);
+ Cvar_RegisterVariable (&developer_loading);
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_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;
// 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);
+ 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");
+}
+
+/*
+===============
+Host_LoadConfig_f
+
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
+*/
+void Host_LoadConfig_f(void)
+{
+ // 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
+ Host_AddConfigText();
+}
/*
=================
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);
if (host_client->netconnection)
{
- // free the client (the body stays around)
+ // tell the client to be gone
if (!crash)
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf);
+ 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);
- host_client->netconnection = NULL;
}
// call qc ClientDisconnect function
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
- int saveSelf = prog->globals.server->self;
+ int saveSelf = PRVM_serverglobaledict(self);
host_client->clientconnectcalled = false;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
- PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
- prog->globals.server->self = saveSelf;
+ PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
+ PRVM_ExecuteProgram(PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
+ PRVM_serverglobaledict(self) = saveSelf;
+ }
+
+ if (host_client->netconnection)
+ {
+ // break the net connection
+ NetConn_Close(host_client->netconnection);
+ host_client->netconnection = NULL;
+ }
+
+ // 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
+ }
+ }
}
/*
// make sure all the clients know we're disconnecting
SV_VM_Begin();
+ World_End(&sv.world);
+ if(prog->loaded)
+ if(PRVM_serverfunction(SV_Shutdown))
+ {
+ func_t s = PRVM_serverfunction(SV_Shutdown);
+ PRVM_serverfunction(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_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(void)
{
- // never run more than 1 frame per call because multiple frames per call it
- // does not handle overload gracefully, slowing down is better than a
- // sudden significant drop in framerate (or worse, freezing until the
- // problem goes away)
- int framecount, framelimit = 1;
- double advancetime;
- 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
- for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
- {
- // setup the VM frame
- SV_VM_Begin();
-
- if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- advancetime = min(sv.timer, sys_ticrate.value);
- else
- advancetime = sys_ticrate.value;
- 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;
-
- // set the time and clear the general datagram
- SV_ClearDatagram();
-
- // check for network packets to the server each world step incase they
- // come in midframe (particularly if host is running really slow)
- NetConn_ServerFrame();
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
-
- // end the server VM frame
- SV_VM_End();
- }
-
-
- // 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
+ 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;
- // decide the simulation time
- if (!Host_FilterTime(time))
- return;
+ Host_Init();
- // keep the random time dependent
- rand();
+ cl_timer = 0;
+ sv_timer = 0;
- cl.islocalgame = NetConn_IsLocalGame();
+ realtime = host_starttime = Sys_DoubleTime();
+ for (;;)
+ {
+ if (setjmp(host_abortframe))
+ {
+ SCR_ClearLoadingScreen(false);
+ continue; // something bad happened, or the server disconnected
+ }
- // get new key events
- Sys_SendKeyEvents();
+ oldrealtime = realtime;
+ realtime = Sys_DoubleTime();
- // Collect input into cmd
- CL_Move();
+ deltarealtime = realtime - oldrealtime;
+ cl_timer += deltarealtime;
+ sv_timer += deltarealtime;
- // process console commands
- Cbuf_Execute();
+ svs.perf_acc_realtime += deltarealtime;
- // if running the server locally, make intentions now
- if (cls.state == ca_connected && sv.active)
- CL_SendCmd();
+ // 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;
+ }
-//-------------------
-//
-// server operations
-//
-//-------------------
+ 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);
- // check for commands typed to the host
- Host_GetConsoleCommands();
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
- if (sv.active)
- Host_ServerFrame();
+ cl.islocalgame = NetConn_IsLocalGame();
-//-------------------
-//
-// client operations
-//
-//-------------------
+ // get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
+ Sys_SendKeyEvents();
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
+ NetConn_UpdateSockets();
- NetConn_ClientFrame();
+ Log_DestBuffer_Flush();
- if (cls.state == ca_connected)
- {
- // if running the server remotely, send intentions now after
- // the incoming messages have been read
- if (!sv.active)
- CL_SendCmd();
- CL_ReadFromServer();
- }
+ // 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();
- //ui_update();
+ Curl_Run();
- CL_VideoFrame();
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ // 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 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");
+ }
- CL_UpdateScreen();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ // 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;
- // update audio
- if(csqc_usecsqclistener)
- {
- S_Update(&csqc_listenermatrix);
- csqc_usecsqclistener = false;
- }
- else
- S_Update(&r_refdef.viewentitymatrix);
+ if (!cls.timedemo && wait >= 1)
+ {
+ double time0;
+
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
+ else
+ 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;
+ }
- CDAudio_Update();
+ R_TimeReport("---");
- 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;
+
+ 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
+
+ // 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;
+ }
+ }
+ 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 || cl.csqc_paused)))
+ 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;
+ }
+ 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(PRVM_serverfunction(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 (!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 || ((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
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(cl_timer, clframetime);
+ }
+ }
+ 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 = cl_timer;
+
+ // 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 (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ clframetime = 0;
+
+ 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;
+
+ // 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");
+
+ CL_Video_Frame();
+ CL_Gecko_Frame();
+
+ R_TimeReport("client");
+
+ CL_UpdateScreen();
+ R_TimeReport("render");
+
+ 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_refdef.view.matrix);
+
+ CDAudio_Update();
+ R_TimeReport("audio");
+
+ // reset gathering of mouse input
+ in_mouse_x = in_mouse_y = 0;
+
+ 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);
+ }
+ }
- timetotal += time2 - time1;
- timecount++;
+#if MEMPARANOIA
+ Mem_CheckSentinelsGlobal();
+#else
+ if (developer_memorydebug.integer)
+ Mem_CheckSentinelsGlobal();
+#endif
- 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);
}
//============================================================================
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);
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
- srand(time(NULL));
+ if (COM_CheckParm("-benchmark"))
+ srand(0); // predictable random sequence for -benchmark
+ else
+ 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 = 1;
+ developer.string = "1";
+ }
+
+ if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
+ {
+ 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";
+ }
+
+ if (COM_CheckParm("-developer3"))
+ {
+ gl_paranoid.integer = 1;gl_paranoid.string = "1";
+ gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
+ }
+
+// 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
+ u8_Init();
+ 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();
+ // 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";
-#else
- os = "Unknown";
-#endif
+ os = DP_OS_NAME;
dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+ Con_Printf("%s\n", engineversion);
-// 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);
-
- // FIXME: this is evil, but possibly temporary
-// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
- if (COM_CheckParm("-developer"))
- {
- forcedeveloper = true;
- developer.integer = 1;
- developer.value = 1;
- }
+ // initialize ixtable
+ Mathlib_Init();
- // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
+ // initialize filesystem (including fs_basedir, fs_gamedir, -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();
-
- // initialize ixtable
- Mathlib_Init();
+ // must be after FS_Init
+ Crypto_Init();
+ Crypto_Init_Commands();
NetConn_Init();
+ Curl_Init();
//PR_Init();
//PR_Cmd_Init();
PRVM_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_NEXUIZ)
- Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\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");
- 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_Execute();
- }
-
- // save console log up to this point to log_file if it was set by configs
- Log_Start();
+ // 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
- Host_StartVideo();
// 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 " 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();
+
if (cls.state != ca_dedicated)
{
MR_Init();
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();
}
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();
}
Con_DPrint("========Initialized=========\n");
- Host_StartVideo();
+ //Host_StartVideo();
}
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
+ CL_Gecko_Shutdown();
CL_Video_Shutdown();
- Host_SaveConfig_f();
+ Host_SaveConfig();
CDAudio_Shutdown ();
S_Terminate ();
+ Curl_Shutdown ();
NetConn_Shutdown ();
//PR_Shutdown ();
{
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();
}