// shows time used by certain subsystems
cvar_t host_speeds = {CVAR_CLIENT | CVAR_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t host_maxwait = {CVAR_CLIENT | CVAR_SERVER, "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_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
-cvar_t cl_minfps_qualitymax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymin = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymultiply = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
-cvar_t cl_minfps_qualityhysteresis = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
-cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
-cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
-cvar_t cl_maxfps = {CVAR_CLIENT | 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 = {CVAR_CLIENT, "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_CLIENT | 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_CLIENT | CVAR_SERVER | 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 = {CVAR_CLIENT | CVAR_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
Con_Printf("Version: %s build %s\n", gamename, buildstring);
}
+static void Host_Framerate_c(cvar_t *var)
+{
+ if (var->value < 0.00001 && var->value != 0)
+ Cvar_SetValueQuick(var, 0);
+}
+
/*
=======================
Host_InitLocal
Cmd_AddCommand(CMD_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
+ Cvar_RegisterCallback (&host_framerate, Host_Framerate_c);
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_qualitystepmax);
- Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
- Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
- Cvar_RegisterVariable (&cl_minfps_force);
- Cvar_RegisterVariable (&cl_maxfps);
- Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
- Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_extra);
==================
*/
static void Host_Init(void);
-void Host_Main(void)
+double Host_Frame(double time)
{
- double time1 = 0;
- double time2 = 0;
- double time3 = 0;
- double cl_timer = 0, sv_timer = 0;
- double clframetime, time, oldtime, newtime;
- double wait;
- int pass1, pass2, pass3, i;
- char vabuf[1024];
- qboolean playing;
-
- host.restless = false;
-
- Host_Init();
-
- host.realtime = 0;
- host.sleeptime = 0;
- host.dirtytime = oldtime = Sys_DirtyTime();
-
- while(host.state != host_shutdown)
- {
- if (setjmp(host.abortframe))
- {
- SCR_ClearLoadingScreen(false);
- continue; // something bad happened, or the server disconnected
- }
-
- newtime = host.dirtytime = Sys_DirtyTime();
- time = newtime - oldtime;
- if (time < 0)
- {
- // warn if it's significant
- if (time < -0.01)
- Con_Printf(CON_WARN "Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- else if (time >= 1800)
- {
- Con_Printf(CON_WARN "Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- host.realtime += time;
+ double cl_timer = 0;
+ double sv_timer = 0;
+ static double wait;
- if (host_framerate.value < 0.00001 && host_framerate.value != 0)
- Cvar_SetValueQuick(&host_framerate, 0);
+ TaskQueue_Frame(false);
- TaskQueue_Frame(false);
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
- // keep the random time dependent, but not when playing demos/benchmarking
- if(!*sv_random_seed.string && !cls.demoplayback)
- rand();
+ NetConn_UpdateSockets();
- NetConn_UpdateSockets();
+ Log_DestBuffer_Flush();
- Log_DestBuffer_Flush();
+ Curl_Run();
- Curl_Run();
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
- // check for commands typed to the host
- Host_GetConsoleCommands();
-
- // process console commands
+ // process console commands
// R_TimeReport("preconsole");
- CL_VM_PreventInformationLeaks();
- Cbuf_Frame(&cmd_client);
- Cbuf_Frame(&cmd_server);
+ Cbuf_Frame(&cmd_client);
+ Cbuf_Frame(&cmd_server);
- if(sv.active)
- Cbuf_Frame(&cmd_serverfromclient);
+ if(sv.active)
+ Cbuf_Frame(&cmd_serverfromclient);
// R_TimeReport("console");
- //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
-
- R_TimeReport("---");
-
- //-------------------
- //
- // server operations
- //
- //-------------------
-
- // limit the frametime steps to no more than 100ms each
- if (sv_timer > 0.1)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += (sv_timer - 0.1);
- sv_timer = 0.1;
- }
-
- if (!svs.threaded)
- {
- svs.perf_acc_sleeptime = host.sleeptime;
- svs.perf_acc_realtime += time;
-
- // Look for clients who have spawned
- playing = false;
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->begun)
- if(host_client->netconnection)
- playing = true;
- if(sv.time < 10)
- {
- // don't accumulate time for the first 10 seconds of a match
- // so things can settle
- 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 = host.sleeptime = 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)
- if(playing) // only complain if anyone is looking
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
- 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 = host.sleeptime = 0;
- }
-
- 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;
- prvm_prog_t *prog = SVVM_prog;
- // receive packets on each main loop iteration, as the main loop may
- // be undersleeping due to select() detecting a new packet
- if (sv.active && !svs.threaded)
- NetConn_ServerFrame();
- // 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 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
- }
- else
- {
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = Sys_DirtyTime() + 0.1;
- }
- if(host_timescale.value > 0 && host_timescale.value < 1)
- advancetime = min(advancetime, 0.1 / host_timescale.value);
- else
- advancetime = min(advancetime, 0.1);
-
- if(advancetime > 0)
- {
- offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
- offset += sv_timer;
- ++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 * host_timescale.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || host.paused)
- sv.frametime = 0;
-
- 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_DirtyTime() >= aborttime)
- break;
- }
- R_TimeReport("serverphysics");
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
- PRVM_serverglobalfloat(time) = sv.time;
- prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
- }
-
- // 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 there is some time remaining from this frame, reset the timer
- if (sv_timer >= 0)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
- }
-
- sv_timer += time;
-
- //-------------------
- //
- // client operations
- //
- //-------------------
-
- // limit the frametime steps to no more than 100ms each
- if (cl_timer > 0.1)
- cl_timer = 0.1;
-
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
- 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("photoncache");
-#ifdef CONFIG_VIDEO_CAPTURE
- // 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)
-
-#else
- if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
-#endif
- {
- 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 *= host_timescale.value;
- // if demo playback is paused, don't advance time at all
- if (cls.demopaused)
- clframetime = 0;
- }
- else
- {
- // host_framerate overrides all else
- if (host_framerate.value)
- clframetime = host_framerate.value;
-
- if (cl.paused || host.paused)
- clframetime = 0;
- }
-
- if (cls.timedemo)
- clframetime = cl.realframetime = cl_timer;
-
- // deduct the frame time from the accumulator
- cl_timer -= cl.realframetime;
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- cl.oldtime = cl.time;
- cl.time += clframetime;
+ R_TimeReport("---");
- // update video
- if (host_speeds.integer)
- time1 = Sys_DirtyTime();
- R_TimeReport("pre-input");
+ sv_timer = SV_Frame(time);
+ cl_timer = CL_Frame(time);
- // Collect input into cmd
- CL_Input();
+ Mem_CheckSentinelsGlobal();
- R_TimeReport("input");
-
- // check for new packets
- NetConn_ClientFrame();
-
- // read a new frame from a demo if needed
- CL_ReadDemoMessage();
- R_TimeReport("clientnetwork");
+ // if the accumulators haven't become positive yet, wait a while
+ if (cls.state == ca_dedicated)
+ wait = sv_timer * -1000000.0; // dedicated
+ else if (!sv.active || svs.threaded)
+ wait = cl_timer * -1000000.0; // connected to server, main menu, or server is on different thread
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0; // listen server or singleplayer
- // now that packets have been read, send input to server
- CL_SendMove();
- R_TimeReport("sendmove");
+ if (!host.restless && wait >= 1)
+ return wait;
+ else
+ return 0;
+}
- // update client world (interpolate entities, create trails, etc)
- CL_UpdateWorld();
- R_TimeReport("lerpworld");
+static inline void Host_Sleep(double time)
+{
+ double time0, delta;
- CL_Video_Frame();
+ if(host_maxwait.value <= 0)
+ time = min(time, 1000000.0);
+ else
+ time = min(time, host_maxwait.value * 1000.0);
+ if(time < 1)
+ time = 1; // because we cast to int
+
+ time0 = Sys_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
+ NetConn_SleepMicroseconds((int)time);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
+ }
+ else
+ Sys_Sleep((int)time);
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800)
+ delta = 0;
+ host.sleeptime += delta;
+// R_TimeReport("sleep");
+ return;
+}
- R_TimeReport("client");
+// Cloudwalk: Most overpowered function declaration...
+static inline double Host_UpdateTime (double newtime, double oldtime)
+{
+ double time = newtime - oldtime;
- CL_UpdateScreen();
- R_TimeReport("render");
+ if (time < 0)
+ {
+ // warn if it's significant
+ if (time < -0.01)
+ Con_Printf(CON_WARN "Host_GetTime: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ time = 0;
+ }
+ else if (time >= 1800)
+ {
+ Con_Printf(CON_WARN "Host_GetTime: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ time = 0;
+ }
- if (host_speeds.integer)
- time2 = Sys_DirtyTime();
+ return time;
+}
- // update audio
- if(cl.csqc_usecsqclistener)
- {
- S_Update(&cl.csqc_listenermatrix);
- cl.csqc_usecsqclistener = false;
- }
- else
- S_Update(&r_refdef.view.matrix);
+void Host_Main(void)
+{
+ double time, newtime, oldtime, sleeptime;
- CDAudio_Update();
- R_TimeReport("audio");
+ Host_Init(); // Start!
- // reset gathering of mouse input
- in_mouse_x = in_mouse_y = 0;
+ host.realtime = 0;
+ oldtime = Sys_DirtyTime();
- if (host_speeds.integer)
- {
- pass1 = (int)((time1 - time3)*1000000);
- time3 = Sys_DirtyTime();
- 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);
- }
+ while(host.state != host_shutdown)
+ {
+ if (setjmp(host.abortframe))
+ {
+ host.state = host_active; // In case we were loading
+ continue; // something bad happened, or the server disconnected
}
- // if there is some time remaining from this frame, reset the timer
- if (cl_timer >= 0)
- cl_timer = 0;
-
- cl_timer += time;
-
-#if MEMPARANOIA
- Mem_CheckSentinelsGlobal();
-#else
- if (developer_memorydebug.integer)
- Mem_CheckSentinelsGlobal();
-#endif
+ newtime = host.dirtytime = Sys_DirtyTime();
+ host.realtime += time = Host_UpdateTime(newtime, oldtime);
- // if the accumulators haven't become positive yet, wait a while
- wait = max(cl_timer, sv_timer) * -1000000.0;
+ sleeptime = Host_Frame(time);
+ oldtime = newtime;
- if (!host.restless && wait >= 1)
+ if (sleeptime)
{
- double time0, delta;
-
- 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_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)wait);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)wait);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800)
- delta = 0;
- host.sleeptime += delta;
-// R_TimeReport("sleep");
+ Host_Sleep(sleeptime);
+ continue;
}
host.framecount++;
- oldtime = newtime;
}
Sys_Quit(0);
}
isdown = true;
- // be quiet while shutting down
- S_StopAllSounds();
+ if(cls.state != ca_dedicated)
+ CL_Shutdown();
// end the server thread
if (svs.threaded)
SV_StopThread();
- // disconnect client from server if active
- CL_Disconnect();
-
// shut down local server if active
SV_LockThreadMutex();
SV_Shutdown ();
SV_UnlockThreadMutex();
-#ifdef CONFIG_MENU
- // Shutdown menu
- if(MR_Shutdown)
- MR_Shutdown();
-#endif
-
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
- CL_Video_Shutdown();
-
Host_SaveConfig();
- CDAudio_Shutdown ();
- S_Terminate ();
Curl_Shutdown ();
NetConn_Shutdown ();
- if (cls.state != ca_dedicated)
- {
- R_Modules_Shutdown();
- VID_Shutdown();
- }
-
SV_StopThread();
TaskQueue_Shutdown();
Thread_Shutdown();
Cmd_Shutdown();
- Key_Shutdown();
- CL_Shutdown();
Sys_Shutdown();
Log_Close();
Crypto_Shutdown();
Host_UnlockSession();
- S_Shutdown();
Con_Shutdown();
Memory_Shutdown();
}