// 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;
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)
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);
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);
+ 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);
*/
void Host_ServerFrame (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;
+ // 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 && !sv_fixedframeratesingleplayer.integer)
+ 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();
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();
}