#include "cdaudio.h"
#include "cl_video.h"
#include "progsvm.h"
+#include "csprogs.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;
// 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;
// pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {0, "host_framerate","0"};
+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"};
// shows time used by certain subsystems
-cvar_t host_speeds = {0, "host_speeds","0"};
+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"};
+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"};
+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"};
+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"};
-cvar_t serverprofile = {0, "serverprofile","0"};
+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"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+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 = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+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"};
+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"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
+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"};
+cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-cvar_t temp1 = {0, "temp1","0"};
+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"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+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"};
/*
================
*/
void Host_Error (const char *error, ...)
{
- static char hosterrorstring1[4096];
- static char hosterrorstring2[4096];
+ static char hosterrorstring1[MAX_INPUTLINE];
+ static char hosterrorstring2[MAX_INPUTLINE];
static qboolean hosterror = false;
va_list argptr;
+ // turn off rcon redirect if it was active when the crash occurred
+ rcon_redirect = false;
+
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
CL_Parse_DumpPacket();
+ CL_Parse_ErrorCleanUp();
+
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
PRVM_Crash();
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
if (cls.state == ca_dedicated)
- Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
+ Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
svs.maxclients = atoi (com_argv[i+1]);
if (COM_CheckParm ("-listen"))
- Con_Printf ("Only one of -dedicated or -listen can be specified");
+ Con_Printf ("Only one of -dedicated or -listen can be specified\n");
// default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
Cvar_SetValue("sv_public", 1);
}
svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
- svs.clients = Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
+ svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
if (svs.maxclients > 1 && !deathmatch.integer)
Cvar_SetValueQuick(&deathmatch, 1);
void Host_SaveConfig_f(void);
void Host_InitLocal (void)
{
- Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sys_ticrate);
+ Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (&fraglimit);
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_entityparsing);
Cvar_RegisterVariable (&deathmatch);
Cvar_RegisterVariable (&coop);
*/
void SV_ClientPrint(const char *msg)
{
- MSG_WriteByte(&host_client->message, svc_print);
- MSG_WriteString(&host_client->message, msg);
+ if (host_client->netconnection)
+ {
+ MSG_WriteByte(&host_client->netconnection->message, svc_print);
+ MSG_WriteString(&host_client->netconnection->message, msg);
+ }
}
/*
void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
- char msg[4096];
+ char msg[MAX_INPUTLINE];
va_start(argptr,fmt);
dpvsnprintf(msg,sizeof(msg),fmt,argptr);
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
- if (client->spawned)
+ if (client->spawned && client->netconnection)
{
- MSG_WriteByte(&client->message, svc_print);
- MSG_WriteString(&client->message, msg);
+ MSG_WriteByte(&client->netconnection->message, svc_print);
+ MSG_WriteString(&client->netconnection->message, msg);
}
}
void SV_BroadcastPrintf(const char *fmt, ...)
{
va_list argptr;
- char msg[4096];
+ char msg[MAX_INPUTLINE];
va_start(argptr,fmt);
dpvsnprintf(msg,sizeof(msg),fmt,argptr);
void Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char string[MAX_INPUTLINE];
+
+ if (!host_client->netconnection)
+ return;
va_start(argptr,fmt);
dpvsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
- MSG_WriteByte(&host_client->message, svc_stufftext);
- MSG_WriteString(&host_client->message, string);
+ MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
+ MSG_WriteString(&host_client->netconnection->message, string);
}
/*
if (!crash)
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
- MSG_WriteByte(&host_client->message, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
- NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+ unsigned char bufdata[8];
+ sizebuf_t buf;
+ memset(&buf, 0, sizeof(buf));
+ 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);
}
// break the net connection
NetConn_Close(host_client->netconnection);
This only happens at the end of a game, not between levels
==================
*/
-void Host_ShutdownServer(qboolean crash)
+void Host_ShutdownServer(void)
{
- int i, count;
- sizebuf_t buf;
- char message[4];
+ int i;
Con_DPrintf("Host_ShutdownServer\n");
if (!sv.active)
return;
- SV_VM_Begin();
-
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- buf.data = message;
- buf.maxsize = 4;
- buf.cursize = 0;
- MSG_WriteByte(&buf, svc_disconnect);
- count = NetConn_SendToAll(&buf, 5);
- if (count)
- Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
-
+ SV_VM_Begin();
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active) {
- SV_DropClient(crash); // server shutdown
- }
+ if (host_client->active)
+ SV_DropClient(false); // server shutdown
+ SV_VM_End();
NetConn_CloseServerPorts();
//
memset(&sv, 0, sizeof(sv));
memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-
- SV_VM_End();
}
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
- if (cls.state == ca_dedicated)
- {
- // if dedicated, try to use as little cpu as possible by waiting
- // just a little longer than necessary
- // (yes this means it doesn't quite keep up with the framerate)
- msleft = (int)ceil(timeleft * 1000);
- }
- else
- {
- // if not dedicated, try to hit exactly a steady framerate by not
- // sleeping the full amount
- msleft = (int)floor(timeleft * 1000);
- }
- if (msleft > 0)
+ // 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;
}
*/
void Host_ServerFrame (void)
{
- // never run more than 5 frames at a time as a sanity limit
- int framecount, framelimit = 5;
- double advancetime;
+ // execute one or more server frames, with an upper limit on how much
+ // execution time to spend on server frames to avoid freezing the game if
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 100;
+ double advancetime, aborttime;
if (!sv.active)
{
sv.timer = 0;
}
sv.timer += host_realframetime;
-
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
+
+ // setup the VM frame
+ SV_VM_Begin();
+ // stop running server frames if the wall time reaches this value
+ aborttime = Sys_DoubleTime() + 0.05;
for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
- // setup the VM frame
- SV_VM_Begin();
-
- if (cl.islocalgame)
+ if (sys_ticrate.value <= 0)
+ advancetime = sv.timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
advancetime = min(sv.timer, sys_ticrate.value);
else
advancetime = sys_ticrate.value;
+ advancetime = min(advancetime, 0.1);
sv.timer -= advancetime;
// only advance time if not paused
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)
// send all messages to the clients
SV_SendClientMessages();
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
+ // clear the general datagram
+ SV_ClearDatagram();
- // end the server VM frame
- SV_VM_End();
+ // if this server frame took too long, break out of the loop
+ if (Sys_DoubleTime() >= aborttime)
+ break;
}
+ // end the server VM frame
+ SV_VM_End();
+
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
// if we fell behind too many frames just don't worry about it
if (sv.timer > 0)
Cbuf_Execute();
// if running the server locally, make intentions now
- if (cls.state == ca_connected && sv.active)
- CL_SendCmd();
+ //if (cl.islocalgame)
+ // CL_SendCmd();
//-------------------
//
//
//-------------------
+ // receive server packets now, which might contain rcon commands, which
+ // may change level or other such things we don't want to have happen in
+ // the middle of Host_Frame
+ NetConn_ServerFrame();
+
// check for commands typed to the host
Host_GetConsoleCommands();
if (cls.state == ca_connected)
{
+ CL_ReadFromServer();
// if running the server remotely, send intentions now after
// the incoming messages have been read
- if (!sv.active)
- CL_SendCmd();
- CL_ReadFromServer();
+ //if (!cl.islocalgame)
+ // CL_SendCmd();
}
//ui_update();
time2 = Sys_DoubleTime();
// update audio
- S_Update(&r_refdef.viewentitymatrix);
+ if(csqc_usecsqclistener)
+ {
+ S_Update(&csqc_listenermatrix);
+ csqc_usecsqclistener = false;
+ }
+ else
+ S_Update(&r_refdef.viewentitymatrix);
CDAudio_Update();
int i;
const char* os;
+ // FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
+ if (COM_CheckParm("-developer"))
+ {
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ }
+
+ 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";
+ }
+
// LordHavoc: quake never seeded the random number generator before... heh
srand(time(NULL));
os = "OpenBSD";
#elif defined(MACOSX)
os = "Mac OS X";
+#elif defined(__MORPHOS__)
+ os = "MorphOS";
#else
os = "Unknown";
#endif
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 filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
FS_Init();
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_Execute();
}
- // save console log up to this point to log_file if it was set by configs
- Log_Start();
+ // 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
- Host_StartVideo();
// here comes the not so critical stuff
if (setjmp(host_abortframe)) {
Con_DPrint("========Initialized=========\n");
- Host_StartVideo();
+ //Host_StartVideo();
}
CL_Disconnect();
// shut down local server if active
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
// Shutdown menu
if(MR_Shutdown)