X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=host.c;h=7e7bc56a7f2950de8df0e6c6a9ffa52273338326;hb=fc22269b784edaebe2935cc0cde38a1db72386b6;hp=aea36ef34baa8c75ec845f99f4faf83bf820c491;hpb=39ffc8f99e2ea7bed0b477ce5b9220821f93adc1;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index aea36ef3..7e7bc56a 100644 --- a/host.c +++ b/host.c @@ -19,13 +19,20 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // host.c -- coordinates spawning and killing of local servers -#include #include "quakedef.h" + +#include #include "libcurl.h" +#ifdef CONFIG_CD #include "cdaudio.h" +#endif #include "cl_video.h" #include "progsvm.h" #include "csprogs.h" +#include "sv_demo.h" +#include "snd_main.h" +#include "thread.h" +#include "utf8lib.h" /* @@ -44,54 +51,46 @@ int host_framecount = 0; // LordHavoc: set when quit is executed qboolean host_shuttingdown = false; -// the real time since application started, without any slowmo or clamping +// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping double realtime; +// the main loop wall time for this frame +double host_dirtytime; // current client client_t *host_client; jmp_buf host_abortframe; -// random seed -cvar_t sv_random_seed = {0, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"}; - // 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 cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; +cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"}; // 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 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", "1", "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_qualitymultiply = {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_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"}; +cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"}; +cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"}; +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", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; -cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"}; +cvar_t sessionid = {CVAR_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"}; +cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"}; /* ================ @@ -100,8 +99,12 @@ Host_AbortCurrentFrame aborts the current host frame and goes on with the next one ================ */ +void Host_AbortCurrentFrame(void) DP_FUNC_NORETURN; void Host_AbortCurrentFrame(void) { + // in case we were previously nice, make us mean again + Sys_MakeProcessMean(); + longjmp (host_abortframe, 1); } @@ -114,13 +117,14 @@ This shuts down both the client and server */ void Host_Error (const char *error, ...) { - static char hosterrorstring1[MAX_INPUTLINE]; - static char hosterrorstring2[MAX_INPUTLINE]; + static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE + static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE static qboolean hosterror = false; va_list argptr; // turn off rcon redirect if it was active when the crash occurred - rcon_redirect = false; + // to prevent loops when it is a networking problem + Con_Rcon_Redirect_Abort(); va_start (argptr,error); dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); @@ -146,10 +150,19 @@ void Host_Error (const char *error, ...) //PR_Crash(); // print out where the crash happened, if it was caused by QC (and do a cleanup) - PRVM_Crash(); + PRVM_Crash(SVVM_prog); + PRVM_Crash(CLVM_prog); +#ifdef CONFIG_MENU + PRVM_Crash(MVM_prog); +#endif + cl.csqc_loaded = false; + Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progsize, -1); + SV_LockThreadMutex(); Host_ShutdownServer (); + SV_UnlockThreadMutex(); if (cls.state == ca_dedicated) Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit @@ -162,7 +175,7 @@ void Host_Error (const char *error, ...) Host_AbortCurrentFrame(); } -void Host_ServerOptions (void) +static void Host_ServerOptions (void) { int i; @@ -199,12 +212,12 @@ void Host_ServerOptions (void) else { // default players in some games, singleplayer in most - if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) + if (gamemode != GAME_GOODVSBAD2 && !IS_NEXUIZ_DERIVED(gamemode) && 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); @@ -219,41 +232,41 @@ Host_InitLocal */ void Host_SaveConfig_f(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 (&sv_random_seed); + Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe); 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_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 (&sv_echobprint); - - Cvar_RegisterVariable (&sys_ticrate); - Cvar_RegisterVariable (&sv_fixedframeratesingleplayer); - - Cvar_RegisterVariable (&fraglimit); - Cvar_RegisterVariable (&timelimit); - Cvar_RegisterVariable (&teamplay); - Cvar_RegisterVariable (&samelevel); - Cvar_RegisterVariable (&noexit); - Cvar_RegisterVariable (&skill); Cvar_RegisterVariable (&developer); + 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_checkforpacketsduringsleep); + Cvar_RegisterVariable (&sv_writepicture_quality); + Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip); } @@ -264,19 +277,19 @@ Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ -void Host_SaveConfig_f(void) +static 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 && !COM_CheckParm("-benchmark")) + 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; } @@ -286,7 +299,35 @@ void Host_SaveConfig_f(void) 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); +} +static 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"); +} /* =============== @@ -297,10 +338,14 @@ Resets key bindings and cvars to defaults and then reloads scripts */ void Host_LoadConfig_f(void) { - // unlock the cvar default strings so they can be updated by the new default.cfg - Cvar_UnlockDefaults(); + // reset all cvars, commands and aliases to init values + Cmd_RestoreInitState(); +#ifdef CONFIG_MENU + // prepend a menu restart command to execute after the config + Cbuf_InsertText("\nmenu_restart\n"); +#endif // reset cvars to their defaults, and then exec startup scripts again - Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n"); + Host_AddConfigText(); } /* @@ -417,15 +462,18 @@ if (crash = true), don't bother sending signofs */ void SV_DropClient(qboolean crash) { + prvm_prog_t *prog = SVVM_prog; 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 @@ -435,13 +483,10 @@ void SV_DropClient(qboolean crash) 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); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false); } - // break the net connection - NetConn_Close(host_client->netconnection); - host_client->netconnection = NULL; } // call qc ClientDisconnect function @@ -451,11 +496,19 @@ void SV_DropClient(qboolean crash) { // 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_serverglobalfloat(time) = sv.time; + PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict); + prog->ExecuteProgram(prog, 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 @@ -497,7 +550,7 @@ void SV_DropClient(qboolean crash) if (sv.active) { // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags - PRVM_ED_ClearEdict(host_client->edict); + PRVM_ED_ClearEdict(prog, host_client->edict); } // clear the client struct (this sets active to false) @@ -506,6 +559,18 @@ void SV_DropClient(qboolean crash) // 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 + } + } } /* @@ -517,6 +582,7 @@ This only happens at the end of a game, not between levels */ void Host_ShutdownServer(void) { + prvm_prog_t *prog = SVVM_prog; int i; Con_DPrintf("Host_ShutdownServer\n"); @@ -528,11 +594,20 @@ void Host_ShutdownServer(void) NetConn_Heartbeat(2); // 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_serverglobalfloat(time) = sv.time; + PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again + prog->ExecuteProgram(prog, 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 - SV_VM_End(); NetConn_CloseServerPorts(); @@ -542,6 +617,8 @@ void Host_ShutdownServer(void) // memset(&sv, 0, sizeof(sv)); memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); + + cl.islocalgame = false; } @@ -554,7 +631,7 @@ Host_GetConsoleCommands Add them exactly as if they had been typed at the console =================== */ -void Host_GetConsoleCommands (void) +static void Host_GetConsoleCommands (void) { char *cmd; @@ -567,6 +644,18 @@ void Host_GetConsoleCommands (void) } } +/* +================== +Host_TimeReport + +Returns a time report string, for example for +================== +*/ +const char *Host_TimingReport(char *buf, size_t buflen) +{ + return va(buf, buflen, "%.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 @@ -577,56 +666,103 @@ Runs all active servers static void Host_Init(void); void Host_Main(void) { - static double time1 = 0; - static double time2 = 0; - static double time3 = 0; - // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3 - static double frameoldtime, framenewtime, framedeltatime, cl_timer, sv_timer; - double clframetime; + double time1 = 0; + double time2 = 0; + double time3 = 0; + double cl_timer = 0, sv_timer = 0; + double clframetime, deltacleantime, olddirtytime, dirtytime; double wait; - int pass1, pass2, pass3; + int pass1, pass2, pass3, i; + char vabuf[1024]; + qboolean playing; Host_Init(); - cl_timer = 0; - sv_timer = 0; - - framenewtime = Sys_DoubleTime(); + realtime = 0; + host_dirtytime = Sys_DirtyTime(); for (;;) { if (setjmp(host_abortframe)) + { + SCR_ClearLoadingScreen(false); continue; // something bad happened, or the server disconnected + } - frameoldtime = framenewtime; - framenewtime = Sys_DoubleTime(); - framedeltatime = framenewtime - frameoldtime; - realtime += framedeltatime; + olddirtytime = host_dirtytime; + dirtytime = Sys_DirtyTime(); + deltacleantime = dirtytime - olddirtytime; + if (deltacleantime < 0) + { + // warn if it's significant + if (deltacleantime < -0.01) + Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime); + deltacleantime = 0; + } + else if (deltacleantime >= 1800) + { + Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime); + deltacleantime = 0; + } + realtime += deltacleantime; + host_dirtytime = dirtytime; - // accumulate the new frametime into the timers - cl_timer += framedeltatime; - sv_timer += framedeltatime; + cl_timer += deltacleantime; + sv_timer += deltacleantime; - if (slowmo.value < 0) + if (!svs.threaded) + { + svs.perf_acc_realtime += deltacleantime; + + // 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 = 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 = 0; + } + } + + 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); - if (cl_maxfps.value < 1) - Cvar_SetValue("cl_maxfps", 1); - // keep the random time dependent - if(!*sv_random_seed.string) + // keep the random time dependent, but not when playing demos/benchmarking + if(!*sv_random_seed.string && !cls.demoplayback) rand(); - cl.islocalgame = NetConn_IsLocalGame(); - // get new key events + Key_EventQueue_Unblock(); + SndSys_SendKeyEvents(); Sys_SendKeyEvents(); NetConn_UpdateSockets(); + Log_DestBuffer_Flush(); + // receive packets on each main loop iteration, as the main loop may // be undersleeping due to select() detecting a new packet - if (sv.active) + if (sv.active && !svs.threaded) NetConn_ServerFrame(); Curl_Run(); @@ -636,11 +772,14 @@ void Host_Main(void) // 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 all frames - if (sv_timer > 0 || !sv.active) + // otherwise we execute them on client frames + if (sv.active ? sv_timer > 0 : cl_timer > 0) { // process console commands - Cbuf_Execute(); +// R_TimeReport("preconsole"); + CL_VM_PreventInformationLeaks(); + Cbuf_Frame(); +// R_TimeReport("console"); } //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); @@ -648,27 +787,51 @@ void Host_Main(void) // 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) + else if (!sv.active || svs.threaded) wait = cl_timer * -1000000.0; else wait = max(cl_timer, sv_timer) * -1000000.0; - if (wait > 100000) - wait = 100000; - if (!cls.timedemo && wait > 0) + + if (!cls.timedemo && wait >= 1) { - if (sv_checkforpacketsduringsleep.integer) - { - if (wait >= 1) - NetConn_SleepMicroseconds((int)wait); - } + double time0, delta; + + if(host_maxwait.value <= 0) + wait = min(wait, 1000000.0); else - { - if (wait >= 1000) - Sys_Sleep((int)wait / 1000); + 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; + if (!svs.threaded) + svs.perf_acc_sleeptime += delta; +// R_TimeReport("sleep"); continue; } + // limit the frametime steps to no more than 100ms each + if (cl_timer > 0.1) + cl_timer = 0.1; + if (sv_timer > 0.1) + { + if (!svs.threaded) + svs.perf_acc_lost += (sv_timer - 0.1); + sv_timer = 0.1; + } + + R_TimeReport("---"); + //------------------- // // server operations @@ -676,12 +839,7 @@ void Host_Main(void) //------------------- // limit the frametime steps to no more than 100ms each - if (cl_timer > 0.1) - cl_timer = 0.1; - if (sv_timer > 0.1) - sv_timer = 0.1; - - if (sv.active && sv_timer > 0) + if (sv.active && sv_timer > 0 && !svs.threaded) { // 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 @@ -689,6 +847,8 @@ void Host_Main(void) // 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; // run the world state // don't allow simulation to run too fast or too slow or logic glitches can occur @@ -698,34 +858,40 @@ void Host_Main(void) 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 = Sys_DoubleTime() + 0.1; + // 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 - if (cls.state == ca_connected) - { - framelimit = 10; - aborttime = Sys_DoubleTime() + 0.1; - } + framelimit = cl_maxphysicsframesperserverframe.integer; + aborttime = Sys_DirtyTime() + 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 = Sys_DirtyTime() - dirtytime;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; } - advancetime = min(advancetime, 0.1); // 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))) + 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; @@ -734,22 +900,30 @@ void Host_Main(void) if (sv.frametime) SV_Physics(); - // send all messages to the clients - SV_SendClientMessages(); - - // clear the general datagram - SV_ClearDatagram(); - // if this server frame took too long, break out of the loop - if (framelimit > 1 && Sys_DoubleTime() >= aborttime) + if (framelimit > 1 && Sys_DirtyTime() >= aborttime) break; } + R_TimeReport("serverphysics"); + + // send all messages to the clients + SV_SendClientMessages(); - // end the server VM frame - SV_VM_End(); + if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) { + prog->globals.fp[OFS_PARM0] = 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 if (!svs.threaded) + { + // don't let r_speeds display jump around + R_TimeReport("serverphysics"); + R_TimeReport("servernetwork"); } //------------------- @@ -758,11 +932,15 @@ void Host_Main(void) // //------------------- - if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo)) + 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"); // decide the simulation time if (cls.capturevideo.active) { + //*** if (cls.capturevideo.realtime) clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); else @@ -771,17 +949,38 @@ void Host_Main(void) cl.realframetime = max(cl_timer, clframetime); } } - else if (vid_activewindow) + 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 = 0.1; + clframetime = cl.realframetime = cl_timer; // apply slowmo scaling - clframetime *= slowmo.value; + 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; + } + else + { + // host_framerate overrides all else + if (host_framerate.value) + clframetime = host_framerate.value; - // 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; @@ -792,48 +991,62 @@ void Host_Main(void) cl.oldtime = cl.time; cl.time += clframetime; + // update video + if (host_speeds.integer) + time1 = Sys_DirtyTime(); + R_TimeReport("pre-input"); + // Collect input into cmd CL_Input(); + R_TimeReport("input"); + + // check for new packets NetConn_ClientFrame(); - if (cls.state == ca_connected) - { - CL_ReadFromServer(); - // if running the server remotely, send intentions now after - // the incoming messages have been read - //if (!cl.islocalgame) - // CL_SendCmd(); - } + // read a new frame from a demo if needed + CL_ReadDemoMessage(); + R_TimeReport("clientnetwork"); - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // now that packets have been read, send input to server + CL_SendMove(); + R_TimeReport("sendmove"); - //ui_update(); + // update client world (interpolate entities, create trails, etc) + CL_UpdateWorld(); + R_TimeReport("lerpworld"); - CL_VideoFrame(); + CL_Video_Frame(); + + R_TimeReport("client"); CL_UpdateScreen(); + R_TimeReport("render"); if (host_speeds.integer) - time2 = Sys_DoubleTime(); + time2 = Sys_DirtyTime(); // update audio - if(csqc_usecsqclistener) + if(cl.csqc_usecsqclistener) { - S_Update(&csqc_listenermatrix); - csqc_usecsqclistener = false; + S_Update(&cl.csqc_listenermatrix); + cl.csqc_usecsqclistener = false; } else - S_Update(&r_view.matrix); + S_Update(&r_refdef.view.matrix); +#ifdef CONFIG_CD CDAudio_Update(); + R_TimeReport("audio"); +#endif + + // reset gathering of mouse input + in_mouse_x = in_mouse_y = 0; if (host_speeds.integer) { pass1 = (int)((time1 - time3)*1000000); - time3 = Sys_DoubleTime(); + time3 = Sys_DirtyTime(); pass2 = (int)((time2 - time1)*1000000); pass3 = (int)((time3 - time2)*1000000); Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", @@ -841,11 +1054,22 @@ void Host_Main(void) } } +#if MEMPARANOIA + Mem_CheckSentinelsGlobal(); +#else + if (developer_memorydebug.integer) + Mem_CheckSentinelsGlobal(); +#endif + // if there is some time remaining from this frame, reset the timers if (cl_timer >= 0) cl_timer = 0; if (sv_timer >= 0) + { + if (!svs.threaded) + svs.perf_acc_lost += sv_timer; sv_timer = 0; + } host_framecount++; } @@ -859,8 +1083,12 @@ void Host_StartVideo(void) 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(); +#ifdef CONFIG_CD CDAudio_Startup(); +#endif } } @@ -868,15 +1096,67 @@ char engineversion[128]; qboolean sys_nostdout = false; -extern void Render_Init(void); -extern void Mathlib_Init(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 qboolean host_stuffcmdsrun; +static qfile_t *locksession_fh = NULL; +static qboolean locksession_run = false; +static void Host_InitSession(void) +{ + int i; + Cvar_RegisterVariable(&sessionid); + Cvar_RegisterVariable(&locksession); + + // load the session ID into the read-only cvar + if ((i = COM_CheckParm("-sessionid")) && (i + 1 < com_argc)) + { + char vabuf[1024]; + if(com_argv[i+1][0] == '.') + Cvar_SetQuick(&sessionid, com_argv[i+1]); + else + Cvar_SetQuick(&sessionid, va(vabuf, sizeof(vabuf), ".%s", com_argv[i+1])); + } +} +void Host_LockSession(void) +{ + if(locksession_run) + return; + locksession_run = true; + if(locksession.integer != 0 && !COM_CheckParm("-readonly")) + { + char vabuf[1024]; + char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string); + FS_CreatePath(p); + locksession_fh = FS_SysOpen(p, "wl", false); + // TODO maybe write the pid into the lockfile, while we are at it? may help server management tools + if(!locksession_fh) + { + if(locksession.integer == 2) + { + Con_Printf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p); + } + else + { + Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p); + } + } + } +} +void Host_UnlockSession(void) +{ + if(!locksession_run) + return; + locksession_run = false; + + if(locksession_fh) + { + FS_Close(locksession_fh); + // NOTE: we can NOT unlink the lock here, as doing so would + // create a race condition if another process created it + // between our close and our unlink + locksession_fh = NULL; + } +} + /* ==================== Host_Init @@ -886,26 +1166,45 @@ static void Host_Init (void) { int i; const char* os; + char vabuf[1024]; + + 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 = 100; - developer.string = "100"; + developer.value = developer.integer = 1; + developer.string = "1"; } - if (COM_CheckParm("-developer2")) + if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3")) { - 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"; + 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 @@ -925,6 +1224,7 @@ static void Host_Init (void) Con_Init(); // initialize various cvars that could not be initialized earlier + u8_Init(); Curl_Init_Commands(); Cmd_Init_Commands(); Sys_Init_Commands(); @@ -934,36 +1234,33 @@ static void Host_Init (void) // 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"; -#elif defined(__MORPHOS__) - os = "MorphOS"; -#else - os = "Unknown"; -#endif + os = DP_OS_NAME; dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring); Con_Printf("%s\n", engineversion); + // initialize process nice level + Sys_InitProcessNice(); + // initialize ixtable Mathlib_Init(); // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) FS_Init(); + // register the cvars for session locking + Host_InitSession(); + + // must be after FS_Init + Crypto_Init(); + Crypto_Init_Commands(); + NetConn_Init(); Curl_Init(); //PR_Init(); @@ -972,61 +1269,66 @@ static void Host_Init (void) 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) + Thread_Init(); + + 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(); +#ifdef CONFIG_MENU MR_Init_Commands(); +#endif VID_Shared_Init(); VID_Init(); Render_Init(); S_Init(); +#ifdef CONFIG_CD CDAudio_Init(); +#endif 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_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"); + // 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 + + // 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 config.cfg\nexec autoexec.cfg\nstuffcmds\n"); + 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(); - - // 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 - - // here comes the not so critical stuff - if (setjmp(host_abortframe)) { - return; - } + SCR_BeginLoadingPlaque(true); +#ifdef CONFIG_MENU if (cls.state != ca_dedicated) { MR_Init(); } +#endif // check for special benchmark mode // COMMANDLINEOPTION: Client: -benchmark runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) @@ -1034,7 +1336,7 @@ static void Host_Init (void) if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { - Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1])); + Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } @@ -1044,7 +1346,16 @@ static void Host_Init (void) 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(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1])); + Cbuf_Execute(); + } + +// COMMANDLINEOPTION: Client: -capturedemo 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(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1])); Cbuf_Execute(); } @@ -1057,16 +1368,18 @@ static void Host_Init (void) 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"); +#ifdef CONFIG_MENU + Cbuf_AddText("togglemenu 1\n"); +#endif Cbuf_Execute(); } Con_DPrint("========Initialized=========\n"); //Host_StartVideo(); + + if (cls.state != ca_dedicated) + SV_StartThread(); } @@ -1087,29 +1400,44 @@ void Host_Shutdown(void) 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 S_StopAllSounds(); + // 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(); Host_ShutdownServer (); + 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_f(); + Host_SaveConfig(); +#ifdef CONFIG_CD CDAudio_Shutdown (); +#endif S_Terminate (); Curl_Shutdown (); NetConn_Shutdown (); @@ -1121,11 +1449,19 @@ void Host_Shutdown(void) VID_Shutdown(); } + SV_StopThread(); + Thread_Shutdown(); Cmd_Shutdown(); + Key_Shutdown(); CL_Shutdown(); Sys_Shutdown(); Log_Close(); - FS_Shutdown(); + Crypto_Shutdown(); + + Host_UnlockSession(); + + S_Shutdown(); + Con_Shutdown(); Memory_Shutdown(); }