X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=host.c;h=e1bf554098494ec2b10160f1e989a3c713480c7f;hb=7654bd9684b667c0e755205846fbd62948bd1098;hp=4bab3b93443505480b11d6a31a2ad5f660180f3e;hpb=9e1d9d449d3f69ade2f01e16e47d1e0ab3cf1688;p=xonotic%2Fdarkplaces.git diff --git a/host.c b/host.c index 4bab3b93..2495e58c 100644 --- a/host.c +++ b/host.c @@ -21,7 +21,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include "quakedef.h" +#include "libcurl.h" +#include "cdaudio.h" #include "cl_video.h" +#include "progsvm.h" +#include "csprogs.h" /* @@ -34,95 +38,69 @@ Memory is cleared / released when a server or client begins, not when they end. */ -// true if into command execution -qboolean host_initialized; -// LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down -qboolean host_loopactive = false; +// how many frames have occurred +// (checked by Host_Error and Host_SaveConfig_f) +int host_framecount = 0; // LordHavoc: set when quit is executed qboolean host_shuttingdown = false; -double host_frametime; -// LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling) -double host_realframetime; -// the real time, without any slowmo or clamping +// the real time since application started, without any slowmo or clamping double realtime; -// realtime from previous frame -double oldrealtime; -// how many frames have occurred -int host_framecount; - -// used for -developer commandline parameter, hacky hacky -int forcedeveloper; // current client client_t *host_client; -jmp_buf host_abortserver; +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"}; +cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; // shows time used by certain subsystems -cvar_t host_speeds = {0, "host_speeds","0"}; +cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"}; // LordHavoc: framerate independent slowmo -cvar_t slowmo = {0, "slowmo", "1.0"}; -// LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally) -cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"}; +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 host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"}; +cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"}; // print broadcast messages in dedicated mode -cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"}; +cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"}; -cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"}; -cvar_t serverprofile = {0, "serverprofile","0"}; +cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"}; +cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"}; -cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"}; -cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"}; -cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"}; +cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"}; +cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"}; +cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"}; -cvar_t samelevel = {0, "samelevel","0"}; -cvar_t noexit = {CVAR_NOTIFY, "noexit","0"}; +cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"}; +cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"}; -cvar_t developer = {0, "developer","0"}; +cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"}; +cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"}; -cvar_t skill = {0, "skill","1"}; -cvar_t deathmatch = {0, "deathmatch","0"}; -cvar_t coop = {0, "coop","0"}; +cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"}; +cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"}; +cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"}; -cvar_t pausable = {0, "pausable","1"}; +cvar_t pausable = {0, "pausable","1", "allow players to pause or not"}; -cvar_t temp1 = {0, "temp1","0"}; +cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"}; -cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"}; -cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "}; +cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"}; +cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; /* ================ -Host_EndGame +Host_AbortCurrentFrame + +aborts the current host frame and goes on with the next one ================ */ -void Host_EndGame (const char *format, ...) +void Host_AbortCurrentFrame(void) { - va_list argptr; - char string[1024]; - - va_start (argptr,format); - vsprintf (string,format,argptr); - va_end (argptr); - Con_DPrintf ("Host_EndGame: %s\n",string); - - if (sv.active) - Host_ShutdownServer (false); - - if (cls.state == ca_dedicated) - Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit - - if (cls.demonum != -1) - CL_NextDemo (); - else - CL_Disconnect (); - - longjmp (host_abortserver, 1); + longjmp (host_abortframe, 1); } /* @@ -132,126 +110,104 @@ Host_Error This shuts down both the client and server ================ */ -void PRVM_ProcessError(void); -static char hosterrorstring1[4096]; -static char hosterrorstring2[4096]; -static qboolean hosterror = false; -extern char sv_spawnmap[MAX_QPATH]; -extern char sv_loadgame[MAX_OSPATH]; void Host_Error (const char *error, ...) { + static char hosterrorstring1[MAX_INPUTLINE]; + static char hosterrorstring2[MAX_INPUTLINE]; + static qboolean hosterror = false; va_list argptr; + // turn off rcon redirect if it was active when the crash occurred + rcon_redirect = false; + va_start (argptr,error); - vsprintf (hosterrorstring1,error,argptr); + dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr); va_end (argptr); - Con_Printf ("Host_Error: %s\n", hosterrorstring1); + Con_Printf("Host_Error: %s\n", hosterrorstring1); - // LordHavoc: if first frame has not been shown, or currently shutting - // down, do Sys_Error instead - if (!host_loopactive || host_shuttingdown) + // LordHavoc: if crashing very early, or currently shutting down, do + // Sys_Error instead + if (host_framecount < 3 || host_shuttingdown) Sys_Error ("Host_Error: %s", hosterrorstring1); if (hosterror) Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1); hosterror = true; - strcpy(hosterrorstring2, hosterrorstring1); - - // make sure we don't get in a loading loop - sv_loadgame[0] = 0; - sv_spawnmap[0] = 0; + strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2)); CL_Parse_DumpPacket(); - PR_Crash(); + CL_Parse_ErrorCleanUp(); - //PRVM_Crash(); // crash current prog + //PR_Crash(); - // crash all prvm progs - PRVM_CrashAll(); + // print out where the crash happened, if it was caused by QC (and do a cleanup) + PRVM_Crash(); - PRVM_ProcessError(); - if (sv.active) - Host_ShutdownServer (false); + Host_ShutdownServer (); if (cls.state == ca_dedicated) - Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit + Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit CL_Disconnect (); cls.demonum = -1; hosterror = false; - longjmp (host_abortserver, 1); + Host_AbortCurrentFrame(); } -mempool_t *sv_clients_mempool = NULL; - void Host_ServerOptions (void) { - int i, numplayers; + int i; // general default - numplayers = 8; - - if (cl_available) + svs.maxclients = 8; + +// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8 +// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8 + // if no client is in the executable or -dedicated is specified on + // commandline, start a dedicated server + i = COM_CheckParm ("-dedicated"); + if (i || !cl_available) { - // client exists, check what mode the user wants - i = COM_CheckParm ("-dedicated"); + cls.state = ca_dedicated; + // check for -dedicated specifying how many players + if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) + svs.maxclients = atoi (com_argv[i+1]); + if (COM_CheckParm ("-listen")) + Con_Printf ("Only one of -dedicated or -listen can be specified\n"); + // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users) + Cvar_SetValue("sv_public", 1); + } + else if (cl_available) + { + // client exists and not dedicated, check if -listen is specified + cls.state = ca_disconnected; + i = COM_CheckParm ("-listen"); if (i) { - cls.state = ca_dedicated; // default players unless specified - if (i != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - if (COM_CheckParm ("-listen")) - Sys_Error ("Only one of -dedicated or -listen can be specified"); + if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1) + svs.maxclients = atoi (com_argv[i+1]); } else { - cls.state = ca_disconnected; - i = COM_CheckParm ("-listen"); - if (i) - { - // default players unless specified - if (i != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - } - else - { - // default players in some games, singleplayer in most - if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) - numplayers = 1; - } + // default players in some games, singleplayer in most + if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH) + svs.maxclients = 1; } } - else - { - // no client in the executable, always start dedicated server - if (COM_CheckParm ("-listen")) - Sys_Error ("-listen not available in a dedicated server executable"); - cls.state = ca_dedicated; - // check for -dedicated specifying how many players - i = COM_CheckParm ("-dedicated"); - // default players unless specified - if (i && i != (com_argc - 1)) - numplayers = atoi (com_argv[i+1]); - } - if (numplayers < 1) - numplayers = 8; + svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD); - numplayers = bound(1, numplayers, MAX_SCOREBOARD); + svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients); - if (numplayers > 1 && !deathmatch.integer) + if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer) Cvar_SetValueQuick(&deathmatch, 1); - - svs.maxclients = numplayers; - sv_clients_mempool = Mem_AllocPool("server clients"); - svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients); } /* @@ -259,20 +215,23 @@ void Host_ServerOptions (void) Host_InitLocal ====================== */ -void Host_InitLocal (void) +void Host_SaveConfig_f(void); +void Host_LoadConfig_f(void); +static void Host_InitLocal (void) { - Host_InitCommands (); + Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)"); + Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs"); + Cvar_RegisterVariable (&sv_random_seed); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&slowmo); - Cvar_RegisterVariable (&host_minfps); - Cvar_RegisterVariable (&host_maxfps); + Cvar_RegisterVariable (&cl_maxfps); Cvar_RegisterVariable (&sv_echobprint); Cvar_RegisterVariable (&sys_ticrate); - Cvar_RegisterVariable (&serverprofile); + Cvar_RegisterVariable (&sv_fixedframeratesingleplayer); Cvar_RegisterVariable (&fraglimit); Cvar_RegisterVariable (&timelimit); @@ -281,8 +240,7 @@ void Host_InitLocal (void) 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); @@ -292,30 +250,29 @@ void Host_InitLocal (void) Cvar_RegisterVariable (×tamps); Cvar_RegisterVariable (&timeformat); - - Host_ServerOptions (); } /* =============== -Host_WriteConfiguration +Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ -void Host_WriteConfiguration (void) +void Host_SaveConfig_f(void) { qfile_t *f; // dedicated servers initialize the host but don't parse and set the // config.cfg cvars - if (host_initialized && cls.state != ca_dedicated) + // LordHavoc: don't save a config if it crashed in startup + if (host_framecount >= 3 && cls.state != ca_dedicated) { - f = FS_Open ("config.cfg", "w", false); + f = FS_Open ("config.cfg", "wb", false, false); if (!f) { - Con_Printf ("Couldn't write config.cfg.\n"); + Con_Print("Couldn't write config.cfg.\n"); return; } @@ -327,6 +284,38 @@ void Host_WriteConfiguration (void) } +/* +=============== +Host_LoadConfig_f + +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 cvars to their defaults, and then exec startup scripts again + Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n"); +} + +/* +================= +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 @@ -338,45 +327,57 @@ FIXME: make this just a stuffed echo? void SV_ClientPrintf(const char *fmt, ...) { va_list argptr; - char string[1024]; + char msg[MAX_INPUTLINE]; - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); + va_start(argptr,fmt); + dpvsnprintf(msg,sizeof(msg),fmt,argptr); + va_end(argptr); - MSG_WriteByte (&host_client->message, svc_print); - MSG_WriteString (&host_client->message, string); + SV_ClientPrint(msg); } /* ================= -SV_BroadcastPrintf +SV_BroadcastPrint Sends text to all active clients ================= */ -void SV_BroadcastPrintf(const char *fmt, ...) +void SV_BroadcastPrint(const char *msg) { - va_list argptr; - char string[4096]; int i; client_t *client; - va_start(argptr,fmt); - vsnprintf(string, sizeof(string), fmt,argptr); - va_end(argptr); - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) { - if (client->spawned) + if (client->spawned && client->netconnection) { - MSG_WriteByte(&client->message, svc_print); - MSG_WriteString(&client->message, string); + MSG_WriteByte(&client->netconnection->message, svc_print); + MSG_WriteString(&client->netconnection->message, msg); } } if (sv_echobprint.integer && cls.state == ca_dedicated) - Sys_Printf("%s", string); + 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); } /* @@ -389,14 +390,17 @@ Send text over to the client to be executed void Host_ClientCommands(const char *fmt, ...) { va_list argptr; - char string[1024]; + char string[MAX_INPUTLINE]; + + if (!host_client->netconnection) + return; va_start(argptr,fmt); - vsprintf(string, fmt,argptr); + dpvsnprintf(string, sizeof(string), fmt, argptr); va_end(argptr); - MSG_WriteByte(&host_client->message, svc_stufftext); - MSG_WriteString(&host_client->message, string); + MSG_WriteByte(&host_client->netconnection->message, svc_stufftext); + MSG_WriteString(&host_client->netconnection->message, string); } /* @@ -409,63 +413,99 @@ if (crash = true), don't bother sending signofs */ void SV_DropClient(qboolean crash) { - int saveSelf; int i; - client_t *client; - Con_Printf("Client \"%s\" dropped\n", host_client->name); - // send any final messages (don't check for errors) + // 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) if (!crash) { - // LordHavoc: no opportunity for resending, so use unreliable - MSG_WriteByte(&host_client->message, svc_disconnect); - NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message); + // LordHavoc: 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); + 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); host_client->netconnection = NULL; + } - // LordHavoc: don't call QC if server is dead (avoids recursive - // Host_Error in some mods when they run out of edicts) - if (sv.active && host_client->edict && host_client->spawned) - { - // call the prog function for removing a client - // this will set the body to a dead frame, among other things - saveSelf = pr_global_struct->self; - pr_global_struct->self = EDICT_TO_PROG(host_client->edict); - PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing"); - pr_global_struct->self = saveSelf; - } + // call qc ClientDisconnect function + // LordHavoc: 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 = prog->globals.server->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; } - // send notification to all clients - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) + // if a download is active, close it + if (host_client->download_file) { - if (!client->active) - continue; - MSG_WriteByte(&client->message, svc_updatename); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteString(&client->message, ""); - MSG_WriteByte(&client->message, svc_updatefrags); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteShort(&client->message, 0); - MSG_WriteByte(&client->message, svc_updatecolors); - MSG_WriteByte(&client->message, host_client->number); - MSG_WriteByte(&client->message, 0); + 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; } - NetConn_Heartbeat(1); + // remove leaving player from scoreboard + //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name); + //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors))) + // val->_float = 0; + //host_client->edict->fields.server->frags = 0; + 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(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); } /* @@ -475,41 +515,28 @@ Host_ShutdownServer This only happens at the end of a game, not between levels ================== */ -void Host_ShutdownServer(qboolean crash) +void Host_ShutdownServer(void) { - int i, count; - sizebuf_t buf; - char message[4]; + int i; + + Con_DPrintf("Host_ShutdownServer\n"); if (!sv.active) return; - // print out where the crash happened, if it was caused by QC - PR_Crash(); - - sv.active = false; - -// stop all client sounds immediately - CL_Disconnect(); - NetConn_Heartbeat(2); NetConn_Heartbeat(2); // make sure all the clients know we're disconnecting - buf.data = message; - buf.maxsize = 4; - buf.cursize = 0; - MSG_WriteByte(&buf, svc_disconnect); - count = NetConn_SendToAll(&buf, 5); - if (count) - Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count); - + SV_VM_Begin(); for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) if (host_client->active) - SV_DropClient(crash); // server shutdown + SV_DropClient(false); // server shutdown + SV_VM_End(); NetConn_CloseServerPorts(); + sv.active = false; // // clear structures // @@ -518,98 +545,8 @@ void Host_ShutdownServer(qboolean crash) } -/* -================ -Host_ClearMemory - -This clears all the memory used by both the client and server, but does -not reinitialize anything. -================ -*/ -void Host_ClearMemory (void) -{ - Con_DPrintf ("Clearing memory\n"); - Mod_ClearAll (); - - cls.signon = 0; - memset (&sv, 0, sizeof(sv)); - memset (&cl, 0, sizeof(cl)); -} - - //============================================================================ -/* -=================== -Host_FilterTime - -Returns false if the time is too short to run a frame -=================== -*/ -extern cvar_t cl_avidemo; -qboolean Host_FilterTime (double time) -{ - double timecap, timeleft; - realtime += time; - - if (slowmo.value < 0.0f) - Cvar_SetValue("slowmo", 0.0f); - if (host_minfps.value < 10.0f) - Cvar_SetValue("host_minfps", 10.0f); - if (host_maxfps.value < host_minfps.value) - Cvar_SetValue("host_maxfps", host_minfps.value); - if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f) - Cvar_SetValue("cl_avidemo", 0.0f); - - // check if framerate is too high - if (!cls.timedemo) - { - // default to sys_ticrate (server framerate - presumably low) unless we - // have a good reason to run faster - timecap = sys_ticrate.value; - if (cl_avidemo.value >= 0.1f) - timecap = 1.0 / (double)cl_avidemo.value; - else if (vid_activewindow && !scr_con_current) - timecap = 1.0 / host_maxfps.value; - - timeleft = oldrealtime + timecap - realtime; - if (timeleft > 0) - { - // don't totally hog the CPU - if (timeleft >= 0.02) - Sys_Sleep(); - return false; - } - } - - // LordHavoc: copy into host_realframetime as well - host_realframetime = host_frametime = realtime - oldrealtime; - oldrealtime = realtime; - - if (cls.timedemo) - { - // disable time effects - cl.frametime = host_frametime; - return true; - } - - if (host_framerate.value > 0) - host_frametime = host_framerate.value; - else if (cl_avidemo.value >= 0.1f) - host_frametime = (1.0 / cl_avidemo.value); - else - { - // don't allow really short frames - if (host_frametime > (1.0 / host_minfps.value)) - host_frametime = (1.0 / host_minfps.value); - } - - cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps - - return true; -} - - /* =================== Host_GetConsoleCommands @@ -630,50 +567,6 @@ void Host_GetConsoleCommands (void) } } - -/* -================== -Host_ServerFrame - -================== -*/ -void Host_ServerFrame (void) -{ - static double frametimetotal = 0, lastservertime = 0; - frametimetotal += host_frametime; - // LordHavoc: cap server at sys_ticrate in networked games - if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value)) - return; - - NetConn_ServerFrame(); - -// run the world state - if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive))) - sv.frametime = pr_global_struct->frametime = frametimetotal; - else - sv.frametime = 0; - frametimetotal = 0; - lastservertime = realtime; - -// set the time and clear the general datagram - SV_ClearDatagram(); - -// read client messages - SV_RunClients(); - -// move things around and think -// always pause in single player if in console or menus - if (sv.frametime) - SV_Physics(); - -// send all messages to the clients - SV_SendClientMessages(); - -// send an heartbeat if enough time has passed since the last one - NetConn_Heartbeat(0); -} - - /* ================== Host_Frame @@ -681,220 +574,512 @@ Host_Frame Runs all active servers ================== */ -void _Host_Frame (float time) +static void Host_Init(void); +void Host_Main(void) { static double time1 = 0; static double time2 = 0; static double time3 = 0; - int pass1, pass2, pass3; - - if (setjmp(host_abortserver)) - return; // something bad happened, or the server disconnected - - // keep the random time dependent - rand(); - - // decide the simulation time - if (!Host_FilterTime(time)) - return; - - cl.islocalgame = NetConn_IsLocalGame(); - - // get new key events - Sys_SendKeyEvents(); - - // allow mice or other external controllers to add commands - IN_Commands(); + // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3 + static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer; - // process console commands - Cbuf_Execute(); - - // LordHavoc: map and load are delayed until video is initialized - Host_PerformSpawnServerAndLoadGame(); - - // if running the server locally, make intentions now - if (cls.state == ca_connected && sv.active) - CL_SendCmd(); + Host_Init(); -//------------------- -// -// server operations -// -//------------------- + cl_timer = 0; + sv_timer = 0; - // check for commands typed to the host - Host_GetConsoleCommands(); + framenewtime = Sys_DoubleTime(); + for (;;) + { + if (setjmp(host_abortframe)) + continue; // something bad happened, or the server disconnected + + frameoldtime = framenewtime; + framenewtime = Sys_DoubleTime(); + frametime = framenewtime - frameoldtime; + realtime += frametime; + + // if there is some time remaining from last frame, rest the timers + if (cl_timer >= 0) + cl_timer = 0; + if (sv_timer >= 0) + sv_timer = 0; + + // accumulate the new frametime into the timers + cl_timer += frametime; + sv_timer += frametime; + + if (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); + + // if the accumulators haven't become positive yet, keep waiting + if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0) + { + double wait; + int msleft; + if (cls.state == ca_dedicated) + wait = sv_timer; + else if (!sv.active) + wait = cl_timer; + else + wait = max(cl_timer, sv_timer); + msleft = (int)floor(wait * -1000.0); + if (msleft >= 1) + Sys_Sleep(msleft); + continue; + } - if (sv.active) - Host_ServerFrame(); + // keep the random time dependent + if(!*sv_random_seed.string) + rand(); -//------------------- -// -// client operations -// -//------------------- + cl.islocalgame = NetConn_IsLocalGame(); - cl.oldtime = cl.time; - cl.time += cl.frametime; + // get new key events + Sys_SendKeyEvents(); - NetConn_ClientFrame(); + // 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) + { + // process console commands + Cbuf_Execute(); + } - if (cls.state == ca_connected) - { - // if running the server remotely, send intentions now after - // the incoming messages have been read - if (!sv.active) - CL_SendCmd(); - CL_ReadFromServer(); - } + NetConn_UpdateSockets(); - ui_update(); + Curl_Run(); - CL_VideoFrame(); + //------------------- + // + // server operations + // + //------------------- - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); + // check for commands typed to the host + Host_GetConsoleCommands(); - CL_UpdateScreen(); + if (sv_timer > 0) + { + if (!sv.active) + { + // if there is no server, run server timing at 10fps + sv_timer -= 0.1; + } + else + { + // 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; + + // 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(); + + // 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 sys_ticrate + advancetime = bound(0.01, cl_timer, sys_ticrate.value); + framelimit = 10; + aborttime = Sys_DoubleTime() + 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; + } + } + 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))) + sv.frametime = 0; + + // setup the VM frame + SV_VM_Begin(); + + for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) + { + sv_timer -= advancetime; + + // move things around and think unless paused + 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) + 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 (host_speeds.integer) - time2 = Sys_DoubleTime(); + //------------------- + // + // client operations + // + //------------------- - // update audio - if (cls.signon == SIGNONS) - { - // LordHavoc: this used to use renderer variables (eww) - vec3_t forward, right, up; - AngleVectors(cl.viewangles, forward, right, up); - S_Update(cl_entities[cl.viewentity].render.origin, forward, right, up); - } - else - S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin); + if (cl_timer > 0 || cls.timedemo) + { + if (cls.state == ca_dedicated) + { + // if there is no client, run client timing at 10fps + cl_timer -= 0.1; + if (host_speeds.integer) + time1 = time2 = Sys_DoubleTime(); + } + else + { + double frametime; + frametime = cl.realframetime = min(cl_timer, 1); + + // decide the simulation time + if (!cls.timedemo) + { + if (cls.capturevideo.active) + { + if (cls.capturevideo.realtime) + frametime = cl.realframetime = max(cl.realframetime, 1.0 / cls.capturevideo.framerate); + else + { + frametime = 1.0 / cls.capturevideo.framerate; + cl.realframetime = max(cl.realframetime, frametime); + } + } + else if (vid_activewindow) + frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value); + else + frametime = cl.realframetime = 0.1; + + // deduct the frame time from the accumulator + cl_timer -= cl.realframetime; + + // apply slowmo scaling + frametime *= slowmo.value; + + // host_framerate overrides all else + if (host_framerate.value) + frametime = host_framerate.value; + } + + cl.oldtime = cl.time; + cl.time += frametime; + + // Collect input into cmd + CL_Move(); + + 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(); + } + + // update video + if (host_speeds.integer) + time1 = Sys_DoubleTime(); + + //ui_update(); + + CL_VideoFrame(); + + CL_UpdateScreen(); + + if (host_speeds.integer) + time2 = Sys_DoubleTime(); + + // update audio + if(csqc_usecsqclistener) + { + S_Update(&csqc_listenermatrix); + csqc_usecsqclistener = false; + } + else + S_Update(&r_view.matrix); + + CDAudio_Update(); + } - CDAudio_Update(); + if (host_speeds.integer) + { + int pass1, pass2, pass3; + pass1 = (int)((time1 - time3)*1000000); + time3 = Sys_DoubleTime(); + 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); + } + } - if (host_speeds.integer) - { - pass1 = (time1 - time3)*1000000; - time3 = Sys_DoubleTime(); - pass2 = (time2 - time1)*1000000; - pass3 = (time3 - time2)*1000000; - Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", - pass1+pass2+pass3, pass1, pass2, pass3); + host_framecount++; } - - host_framecount++; - host_loopactive = true; - } -void Host_Frame (float time) -{ - double time1, time2; - static double timetotal; - static int timecount; - int i, c, m; - - if (!serverprofile.integer) - { - _Host_Frame (time); - return; - } - - time1 = Sys_DoubleTime (); - _Host_Frame (time); - time2 = Sys_DoubleTime (); - - timetotal += time2 - time1; - timecount++; - - if (timecount < 1000) - return; +//============================================================================ - m = timetotal*1000/timecount; - timecount = 0; - timetotal = 0; - c = 0; - for (i=0 ; i runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) + i = COM_CheckParm("-benchmark"); + 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_Execute(); } - - MR_Init(); + + // check for special demo mode +// COMMANDLINEOPTION: Client: -demo runs a playdemo and quits + i = COM_CheckParm("-demo"); + 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_Execute(); + } + + // check for special demolooponly mode +// COMMANDLINEOPTION: Client: -demolooponly runs a playdemo and quits + i = COM_CheckParm("-demolooponly"); + 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_Execute(); + } + + if (cls.state == ca_dedicated || COM_CheckParm("-listen")) + if (!sv.active && !cls.demoplayback && !cls.connect_trying) + { + Cbuf_AddText("startmap_dm\n"); + Cbuf_Execute(); + } + + 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"); + Cbuf_Execute(); + } + + Con_DPrint("========Initialized=========\n"); + + //Host_StartVideo(); } @@ -912,27 +1097,48 @@ void Host_Shutdown(void) if (isdown) { - Con_Printf ("recursive shutdown\n"); + Con_Print("recursive shutdown\n"); return; } isdown = true; + // be quiet while shutting down + S_StopAllSounds(); + + // disconnect client from server if active + CL_Disconnect(); + + // shut down local server if active + Host_ShutdownServer (); + // Shutdown menu - MR_Shutdown(); + if(MR_Shutdown) + MR_Shutdown(); // AK shutdown PRVM // AK hmm, no PRVM_Shutdown(); yet - - Host_WriteConfiguration (); + CL_Video_Shutdown(); + + Host_SaveConfig_f(); CDAudio_Shutdown (); + S_Terminate (); + Curl_Shutdown (); NetConn_Shutdown (); + //PR_Shutdown (); if (cls.state != ca_dedicated) { R_Modules_Shutdown(); VID_Shutdown(); } + + Cmd_Shutdown(); + CL_Shutdown(); + Sys_Shutdown(); + Log_Close(); + FS_Shutdown(); + Memory_Shutdown(); }