]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_main.c
Measure some timing values for output in status; also, if developer is 1, complain...
[xonotic/darkplaces.git] / sv_main.c
index 6c4516dfedd4c9783c9433203250524db77b1326..e823572d3ca5831017106e1ed508ff1491750f8a 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -79,6 +79,7 @@ cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzomb
 cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
 cvar_t sv_gameplayfix_findradiusdistancetobox = {0, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"};
 cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"};
+cvar_t sv_gameplayfix_multiplethinksperframe = {0, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"};
 cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
 cvar_t sv_gameplayfix_qwplayerphysics = {0, "sv_gameplayfix_qwplayerphysics", "1", "changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping"};
 cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"};
@@ -343,6 +344,7 @@ void SV_Init (void)
        Cvar_RegisterVariable (&sv_gameplayfix_droptofloorstartsolid);
        Cvar_RegisterVariable (&sv_gameplayfix_findradiusdistancetobox);
        Cvar_RegisterVariable (&sv_gameplayfix_grenadebouncedownslopes);
+       Cvar_RegisterVariable (&sv_gameplayfix_multiplethinksperframe);
        Cvar_RegisterVariable (&sv_gameplayfix_noairborncorpse);
        Cvar_RegisterVariable (&sv_gameplayfix_qwplayerphysics);
        Cvar_RegisterVariable (&sv_gameplayfix_setmodelrealbox);
@@ -714,7 +716,7 @@ void SV_SendServerinfo (client_t *client)
        MSG_WriteByte (&client->netconnection->message, 1);
 
        client->spawned = false;                // need prespawn, spawn, etc
-       client->sendsignon = true;              // send this message, this will be cleared later
+       client->sendsignon = 1;                 // send this message, and increment to 2, 2 will be set to 0 by the prespawn command
 
        // clear movement info until client enters the new level properly
        memset(&client->cmd, 0, sizeof(client->cmd));
@@ -1490,12 +1492,12 @@ void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t
                if (gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE || gamemode == GAME_NEXUIZ)
                {
                        for (i = 0;i < 32;i++)
-                               if (stats[STAT_WEAPON] & (1<<i))
+                               if (stats[STAT_ACTIVEWEAPON] & (1<<i))
                                        break;
                        MSG_WriteByte (msg, i);
                }
                else
-                       MSG_WriteByte (msg, stats[STAT_WEAPON]);
+                       MSG_WriteByte (msg, stats[STAT_ACTIVEWEAPON]);
                if (bits & SU_VIEWZOOM)
                {
                        if (sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4)
@@ -1593,8 +1595,8 @@ static void SV_SendClientDatagram (client_t *client)
                // the client off if they overflow, and quake protocol shows less than
                // the full entity set if rate limited
                clientrate = max(NET_MINRATE, client->rate);
-               maxsize = 1400;
-               maxsize2 = 1400;
+               maxsize = 1024;
+               maxsize2 = 1024;
        }
        else
        {
@@ -1684,9 +1686,9 @@ static void SV_SendClientDatagram (client_t *client)
        }
 
 // send the datagram
-       NetConn_SendUnreliableMessage (client->netconnection, &msg, sv.protocol, clientrate, !client->spawned && !client->sendsignon);
-       if (!client->netconnection->message.cursize)
-               client->sendsignon = false;
+       NetConn_SendUnreliableMessage (client->netconnection, &msg, sv.protocol, clientrate, client->sendsignon == 2);
+       if (client->sendsignon == 1 && !client->netconnection->message.cursize)
+               client->sendsignon = 2; // prevent reliable until client sends prespawn (this is the keepalive phase)
 }
 
 /*
@@ -2646,7 +2648,14 @@ static void SV_VM_Setup(void)
        prog->numbuiltins = vm_sv_numbuiltins;
        prog->headercrc = PROGHEADER_CRC;
        prog->max_edicts = 512;
-       prog->limit_edicts = MAX_EDICTS;
+       if (sv.protocol == PROTOCOL_QUAKE)
+               prog->limit_edicts = 640; // before quake mission pack 1 this was 512
+       else if (sv.protocol == PROTOCOL_QUAKEDP)
+               prog->limit_edicts = 2048; // guessing
+       else if (sv.protocol == PROTOCOL_NEHAHRAMOVIE)
+               prog->limit_edicts = 2048; // guessing!
+       else
+               prog->limit_edicts = MAX_EDICTS;
        prog->reserved_edicts = svs.maxclients;
        prog->edictprivate_size = sizeof(edict_engineprivate_t);
        prog->name = "server";