X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=host.c;h=aedb1f7fa84a30e166311c92832adfe1411a2f6f;hb=70ec04cceecaa9db01621adb7fc12ff9ec9cb422;hp=b264324d1854850b0c9573792678c367b24a8695;hpb=0460e9255b84a964c5f03d5ea2c6b55224e6cdb5;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index b264324d..aedb1f7f 100644 --- a/host.c +++ b/host.c @@ -44,9 +44,6 @@ Memory is cleared / released when a server or client begins, not when they end. */ -// current client -client_t *host_client; - host_t host; // pretend frames take this amount of time (in seconds), 0 = realtime @@ -55,17 +52,6 @@ cvar_t cl_maxphysicsframesperserverframe = {CVAR_CLIENT, "cl_maxphysicsframesper // 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!"}; @@ -118,7 +104,7 @@ void Host_Error (const char *error, ...) dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); - Con_Errorf("Host_Error: %s\n", hosterrorstring1); + Con_Printf(CON_ERROR "Host_Error: %s\n", hosterrorstring1); // LadyHavoc: if crashing very early, or currently shutting down, do // Sys_Error instead @@ -149,7 +135,7 @@ void Host_Error (const char *error, ...) Cvar_SetValueQuick(&csqc_progsize, -1); SV_LockThreadMutex(); - Host_ShutdownServer (); + SV_Shutdown (); SV_UnlockThreadMutex(); if (cls.state == ca_dedicated) @@ -213,6 +199,24 @@ static void Host_ServerOptions (void) Cvar_SetValueQuick(&deathmatch, 1); } +/* +================== +Host_Quit_f +================== +*/ +void Host_Quit_f(cmd_state_t *cmd) +{ + if(host.state == host_shutdown) + Con_Printf("shutting down already!\n"); + else + host.state = host_shutdown; +} + +static void Host_Version_f(cmd_state_t *cmd) +{ + Con_Printf("Version: %s build %s\n", gamename, buildstring); +} + /* ======================= Host_InitLocal @@ -222,25 +226,16 @@ void Host_SaveConfig_f(cmd_state_t *cmd); void Host_LoadConfig_f(cmd_state_t *cmd); extern cvar_t sv_writepicture_quality; extern cvar_t r_texture_jpeg_fastpicmip; -static void Host_InitLocal_Commands (void) +static void Host_InitLocal (void) { + Cmd_AddCommand(CMD_SHARED, "quit", Host_Quit_f, "quit the game"); + Cmd_AddCommand(CMD_SHARED, "version", Host_Version_f, "print engine version"); Cmd_AddCommand(CMD_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)"); Cmd_AddCommand(CMD_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs"); Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe); Cvar_RegisterVariable (&host_framerate); 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); @@ -276,7 +271,7 @@ static void Host_SaveConfig_to(const char *file) f = FS_OpenRealFile(file, "wb", false); if (!f) { - Con_Errorf("Couldn't write %s.\n", file); + Con_Printf(CON_ERROR "Couldn't write %s.\n", file); return; } @@ -336,280 +331,6 @@ void Host_LoadConfig_f(cmd_state_t *cmd) Host_AddConfigText(&cmd_client); } -/* -================= -SV_ClientPrint - -Sends text across to be displayed -FIXME: make this just a stuffed echo? -================= -*/ -void SV_ClientPrint(const char *msg) -{ - if (host_client->netconnection) - { - MSG_WriteByte(&host_client->netconnection->message, svc_print); - MSG_WriteString(&host_client->netconnection->message, msg); - } -} - -/* -================= -SV_ClientPrintf - -Sends text across to be displayed -FIXME: make this just a stuffed echo? -================= -*/ -void SV_ClientPrintf(const char *fmt, ...) -{ - va_list argptr; - char msg[MAX_INPUTLINE]; - - va_start(argptr,fmt); - dpvsnprintf(msg,sizeof(msg),fmt,argptr); - va_end(argptr); - - SV_ClientPrint(msg); -} - -/* -================= -SV_BroadcastPrint - -Sends text to all active clients -================= -*/ -void SV_BroadcastPrint(const char *msg) -{ - int i; - client_t *client; - - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) - { - if (client->active && client->netconnection) - { - MSG_WriteByte(&client->netconnection->message, svc_print); - MSG_WriteString(&client->netconnection->message, msg); - } - } - - if (sv_echobprint.integer && cls.state == ca_dedicated) - Con_Print(msg); -} - -/* -================= -SV_BroadcastPrintf - -Sends text to all active clients -================= -*/ -void SV_BroadcastPrintf(const char *fmt, ...) -{ - va_list argptr; - char msg[MAX_INPUTLINE]; - - va_start(argptr,fmt); - dpvsnprintf(msg,sizeof(msg),fmt,argptr); - va_end(argptr); - - SV_BroadcastPrint(msg); -} - -/* -================= -Host_ClientCommands - -Send text over to the client to be executed -================= -*/ -void Host_ClientCommands(const char *fmt, ...) -{ - va_list argptr; - 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->netconnection->message, svc_stufftext); - MSG_WriteString(&host_client->netconnection->message, string); -} - -/* -===================== -SV_DropClient - -Called when the player is getting totally kicked off the host -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) - { - // tell the client to be gone - if (!crash) - { - // LadyHavoc: no opportunity for resending, so use unreliable 3 times - 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, 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); - } - } - - // call qc ClientDisconnect function - // LadyHavoc: don't call QC if server is dead (avoids recursive - // Host_Error in some mods when they run out of edicts) - if (host_client->clientconnectcalled && sv.active && host_client->edict) - { - // call the prog function for removing a client - // this will set the body to a dead frame, among other things - int saveSelf = PRVM_serverglobaledict(self); - host_client->clientconnectcalled = false; - 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 - if (host_client->download_file) - { - Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name); - FS_Close(host_client->download_file); - host_client->download_file = NULL; - host_client->download_name[0] = 0; - host_client->download_expectedposition = 0; - host_client->download_started = false; - } - - // remove leaving player from scoreboard - host_client->name[0] = 0; - host_client->colors = 0; - host_client->frags = 0; - // send notification to all clients - // get number of client manually just to make sure we get it right... - i = host_client - svs.clients; - MSG_WriteByte (&sv.reliable_datagram, svc_updatename); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteString (&sv.reliable_datagram, host_client->name); - MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteByte (&sv.reliable_datagram, host_client->colors); - MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteShort (&sv.reliable_datagram, host_client->frags); - - // free the client now - if (host_client->entitydatabase) - EntityFrame_FreeDatabase(host_client->entitydatabase); - if (host_client->entitydatabase4) - EntityFrame4_FreeDatabase(host_client->entitydatabase4); - if (host_client->entitydatabase5) - EntityFrame5_FreeDatabase(host_client->entitydatabase5); - - if (sv.active) - { - // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags - PRVM_ED_ClearEdict(prog, host_client->edict); - } - - // clear the client struct (this sets active to false) - memset(host_client, 0, sizeof(*host_client)); - - // 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 - } - } -} - -/* -================== -Host_ShutdownServer - -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"); - - if (!sv.active) - return; - - NetConn_Heartbeat(2); - NetConn_Heartbeat(2); - -// make sure all the clients know we're disconnecting - 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 - - NetConn_CloseServerPorts(); - - sv.active = false; -// -// clear structures -// - memset(&sv, 0, sizeof(sv)); - memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); - - cl.islocalgame = false; -} - - //============================================================================ /* @@ -654,20 +375,20 @@ Runs all active servers static void Host_Init(void); void Host_Main(void) { - double time1 = 0; - double time2 = 0; - double time3 = 0; double cl_timer = 0, sv_timer = 0; - double clframetime, time, oldtime, newtime; + double time, oldtime, newtime; double wait; - int pass1, pass2, pass3, i; + int i; char vabuf[1024]; qboolean playing; + host.restless = false; + Host_Init(); host.realtime = 0; - host.dirtytime = Sys_DirtyTime(); + host.sleeptime = 0; + host.dirtytime = oldtime = Sys_DirtyTime(); while(host.state != host_shutdown) { @@ -677,59 +398,21 @@ void Host_Main(void) continue; // something bad happened, or the server disconnected } - oldtime = host.dirtytime; - newtime = Sys_DirtyTime(); + newtime = host.dirtytime = Sys_DirtyTime(); time = newtime - oldtime; if (time < 0) { // warn if it's significant if (time < -0.01) - Con_Warnf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time); + 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_Warnf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time); + 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; - host.dirtytime = newtime; - - cl_timer += time; - sv_timer += time; - - if (!svs.threaded) - { - 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 = 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 (host_framerate.value < 0.00001 && host_framerate.value != 0) Cvar_SetValueQuick(&host_framerate, 0); @@ -740,20 +423,10 @@ void Host_Main(void) if(!*sv_random_seed.string && !cls.demoplayback) rand(); - // 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 && !svs.threaded) - NetConn_ServerFrame(); - Curl_Run(); // check for commands typed to the host @@ -772,45 +445,15 @@ void Host_Main(void) //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); - // 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 || svs.threaded) - wait = cl_timer * -1000000.0; - else - wait = max(cl_timer, sv_timer) * -1000000.0; - - if (!cls.timedemo && wait >= 1) - { - 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 + R_TimeReport("---"); - 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; - } + //------------------- + // + // server operations + // + //------------------- // 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) @@ -818,232 +461,142 @@ void Host_Main(void) sv_timer = 0.1; } - R_TimeReport("---"); - - //------------------- - // - // server operations - // - //------------------- - - // limit the frametime steps to no more than 100ms each - if (sv.active && sv_timer > 0 && !svs.threaded) + if (!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 - // 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; - - // 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); + svs.perf_acc_sleeptime = host.sleeptime; + svs.perf_acc_realtime += time; - if(advancetime > 0) + // 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) { - 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; + // 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; } - - // 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 || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused))) - sv.frametime = 0; - - for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + else if(svs.perf_acc_realtime > 5) { - 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"); + 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; } - // 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"); - } - - //------------------- - // - // client operations - // - //------------------- - - 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 (sv.active && sv_timer > 0) { - //*** - if (cls.capturevideo.realtime) - clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); + // 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 { - clframetime = 1.0 / cls.capturevideo.framerate; - cl.realframetime = max(cl_timer, clframetime); + advancetime = sys_ticrate.value; + // listen servers can run multiple server frames per client frame + framelimit = cl_maxphysicsframesperserverframe.integer; + aborttime = Sys_DirtyTime() + 0.1; } - } - else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo) + if(host_timescale.value > 0 && host_timescale.value < 1) + advancetime = min(advancetime, 0.1 / host_timescale.value); + else + advancetime = min(advancetime, 0.1); -#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; + 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; + } - // 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 + // 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) - clframetime = host_framerate.value; - - if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused))) - clframetime = 0; - } + sv.frametime = host_framerate.value; + if (sv.paused || host.paused) + sv.frametime = 0; - if (cls.timedemo) - clframetime = cl.realframetime = cl_timer; - - // deduct the frame time from the accumulator - cl_timer -= cl.realframetime; - - 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(); - - // read a new frame from a demo if needed - CL_ReadDemoMessage(); - R_TimeReport("clientnetwork"); - - // now that packets have been read, send input to server - CL_SendMove(); - R_TimeReport("sendmove"); - - // update client world (interpolate entities, create trails, etc) - CL_UpdateWorld(); - R_TimeReport("lerpworld"); + for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + { + sv_timer -= advancetime; - CL_Video_Frame(); + // move things around and think unless paused + if (sv.frametime) + SV_Physics(); - R_TimeReport("client"); + // if this server frame took too long, break out of the loop + if (framelimit > 1 && Sys_DirtyTime() >= aborttime) + break; + } + R_TimeReport("serverphysics"); - CL_UpdateScreen(); - R_TimeReport("render"); + // send all messages to the clients + SV_SendClientMessages(); - if (host_speeds.integer) - time2 = Sys_DirtyTime(); + 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"); + } - // update audio - if(cl.csqc_usecsqclistener) - { - S_Update(&cl.csqc_listenermatrix); - cl.csqc_usecsqclistener = false; + // send an heartbeat if enough time has passed since the last one + NetConn_Heartbeat(0); + R_TimeReport("servernetwork"); } else - S_Update(&r_refdef.view.matrix); - - CDAudio_Update(); - R_TimeReport("audio"); - - // reset gathering of mouse input - in_mouse_x = in_mouse_y = 0; - - 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); + // 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 + // + //------------------- + + cl_timer = CL_Frame(cl_timer); + cl_timer += time; #if MEMPARANOIA Mem_CheckSentinelsGlobal(); @@ -1052,17 +605,38 @@ void Host_Main(void) 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 the accumulators haven't become positive yet, wait a while + wait = max(cl_timer, sv_timer) * -1000000.0; + + if (!host.restless && wait >= 1) { - if (!svs.threaded) - svs.perf_acc_lost += sv_timer; - sv_timer = 0; + 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.framecount++; + oldtime = newtime; } Sys_Quit(0); @@ -1089,16 +663,12 @@ qboolean sys_nostdout = false; static qfile_t *locksession_fh = NULL; static qboolean locksession_run = false; -static void Host_InitSession_Commands(void) -{ - Cvar_RegisterVariable(&sessionid); - Cvar_RegisterVariable(&locksession); -} - static void Host_InitSession(void) { int i; char *buf; + Cvar_RegisterVariable(&sessionid); + Cvar_RegisterVariable(&locksession); // load the session ID into the read-only cvar if ((i = COM_CheckParm("-sessionid")) && (i + 1 < sys.argc)) @@ -1129,7 +699,7 @@ void Host_LockSession(void) { if(locksession.integer == 2) { - Con_Warnf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p); + Con_Printf(CON_WARN "WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p); } else { @@ -1211,42 +781,26 @@ static void Host_Init (void) if (COM_CheckParm("-nostdout")) sys_nostdout = 1; - // Stage 0 - Initialize core subsystems (memory management, command interpreters) - Memory_Init(); // used by everything - Cmd_Init(); // initialize console command/cvar/alias/command execution systems - - // Stage 1 - Initialize all commands and cvars - Cmd_Init_Commands(); + // used by everything + Memory_Init(); + + // initialize console command/cvar/alias/command execution systems + Cmd_Init(); + + // initialize memory subsystem cvars/commands Memory_Init_Commands(); - Con_Init_Commands(); - u8_Init_Commands(); - Curl_Init_Commands(); - Sys_Init_Commands(); - COM_Init_Commands(); - FS_Init_Commands(); - NetConn_Init_Commands(); - Crypto_Init_Commands(); - PRVM_Init_Commands(); - Mod_Init_Commands(); - World_Init_Commands(); - SV_Init_Commands(); - V_Init(); // some cvars needed by server player physics (cl_rollangle etc) - Host_Init_Commands(); - Host_InitSession_Commands(); // register the cvars for session locking - Host_InitLocal_Commands(); - TaskQueue_Init(); // initialize console and logging and its cvars/commands Con_Init(); - // 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(); + // initialize various cvars that could not be initialized earlier + u8_Init(); + Curl_Init_Commands(); + Sys_Init_Commands(); + COM_Init_Commands(); - // detect gamemode from commandline options or executable name - COM_InitGameType(); + // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) + FS_Init(); // construct a version string for the corner of the console os = DP_OS_NAME; @@ -1259,13 +813,12 @@ static void Host_Init (void) // 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(); @@ -1273,9 +826,12 @@ static void Host_Init (void) Mod_Init(); World_Init(); SV_Init(); + V_Init(); // some cvars needed by server player physics (cl_rollangle etc) + Host_InitLocal(); Host_ServerOptions(); Thread_Init(); + TaskQueue_Init(); CL_Init(); @@ -1293,6 +849,8 @@ static void Host_Init (void) Host_AddConfigText(cmd); + Host_StartVideo(); + // if quake.rc is missing, use default if (!FS_FileExists("quake.rc")) { @@ -1302,6 +860,10 @@ static void Host_Init (void) host.state = host_active; + // run stuffcmds now, deferred previously because it can crash if a server starts that early + Cbuf_AddText(cmd,"stuffcmds\n"); + Cbuf_Execute(cmd); + Log_Start(); // put up the loading image so the user doesn't stare at a black screen... @@ -1384,59 +946,40 @@ void Host_Shutdown(void) } 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(); - Host_ShutdownServer (); + 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(); } +void Host_NoOperation_f(cmd_state_t *cmd) +{ +}