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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // host.c -- coordinates spawning and killing of local servers
21
22 #include "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_video.h"
28 #include "progsvm.h"
29 #include "csprogs.h"
30 #include "sv_demo.h"
31 #include "snd_main.h"
32 #include "thread.h"
33 #include "utf8lib.h"
34
35 /*
36
37 A server can always be started, even if the system started out as a client
38 to a remote system.
39
40 A client can NOT be started if the system started as a dedicated server.
41
42 Memory is cleared / released when a server or client begins, not when they end.
43
44 */
45
46 // how many frames have occurred
47 // (checked by Host_Error and Host_SaveConfig_f)
48 int host_framecount = 0;
49 // LordHavoc: set when quit is executed
50 qboolean host_shuttingdown = false;
51
52 // the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
53 double realtime;
54 // the main loop wall time for this frame
55 double host_dirtytime;
56
57 // current client
58 client_t *host_client;
59
60 jmp_buf host_abortframe;
61
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 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"};
64 cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
65 // shows time used by certain subsystems
66 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
67 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."};
68 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"};
69 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
70 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
71 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
72 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
73 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
74 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)"};
75 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"};
76 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"};
77
78 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"};
79 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
80 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!"};
81 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)"};
82 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
83 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
84
85 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
86 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
87
88 /*
89 ================
90 Host_AbortCurrentFrame
91
92 aborts the current host frame and goes on with the next one
93 ================
94 */
95 void Host_AbortCurrentFrame(void)
96 {
97         longjmp (host_abortframe, 1);
98 }
99
100 /*
101 ================
102 Host_Error
103
104 This shuts down both the client and server
105 ================
106 */
107 void Host_Error (const char *error, ...)
108 {
109         static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
110         static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
111         static qboolean hosterror = false;
112         va_list argptr;
113
114         // turn off rcon redirect if it was active when the crash occurred
115         // to prevent loops when it is a networking problem
116         Con_Rcon_Redirect_Abort();
117
118         va_start (argptr,error);
119         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
120         va_end (argptr);
121
122         Con_Printf("Host_Error: %s\n", hosterrorstring1);
123
124         // LordHavoc: if crashing very early, or currently shutting down, do
125         // Sys_Error instead
126         if (host_framecount < 3 || host_shuttingdown)
127                 Sys_Error ("Host_Error: %s", hosterrorstring1);
128
129         if (hosterror)
130                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
131         hosterror = true;
132
133         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
134
135         CL_Parse_DumpPacket();
136
137         CL_Parse_ErrorCleanUp();
138
139         //PR_Crash();
140
141         // print out where the crash happened, if it was caused by QC (and do a cleanup)
142         PRVM_Crash(SVVM_prog);
143         PRVM_Crash(CLVM_prog);
144         PRVM_Crash(MVM_prog);
145
146         cl.csqc_loaded = false;
147         Cvar_SetValueQuick(&csqc_progcrc, -1);
148         Cvar_SetValueQuick(&csqc_progsize, -1);
149
150         SV_LockThreadMutex();
151         Host_ShutdownServer ();
152         SV_UnlockThreadMutex();
153
154         if (cls.state == ca_dedicated)
155                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
156
157         CL_Disconnect ();
158         cls.demonum = -1;
159
160         hosterror = false;
161
162         Host_AbortCurrentFrame();
163 }
164
165 static void Host_ServerOptions (void)
166 {
167         int i;
168
169         // general default
170         svs.maxclients = 8;
171
172 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
173 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
174         // if no client is in the executable or -dedicated is specified on
175         // commandline, start a dedicated server
176         i = COM_CheckParm ("-dedicated");
177         if (i || !cl_available)
178         {
179                 cls.state = ca_dedicated;
180                 // check for -dedicated specifying how many players
181                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
182                         svs.maxclients = atoi (com_argv[i+1]);
183                 if (COM_CheckParm ("-listen"))
184                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
185                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
186                 Cvar_SetValue("sv_public", 1);
187         }
188         else if (cl_available)
189         {
190                 // client exists and not dedicated, check if -listen is specified
191                 cls.state = ca_disconnected;
192                 i = COM_CheckParm ("-listen");
193                 if (i)
194                 {
195                         // default players unless specified
196                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
197                                 svs.maxclients = atoi (com_argv[i+1]);
198                 }
199                 else
200                 {
201                         // default players in some games, singleplayer in most
202                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
203                                 svs.maxclients = 1;
204                 }
205         }
206
207         svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
208
209         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
210
211         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
212                 Cvar_SetValueQuick(&deathmatch, 1);
213 }
214
215 /*
216 =======================
217 Host_InitLocal
218 ======================
219 */
220 void Host_SaveConfig_f(void);
221 void Host_LoadConfig_f(void);
222 extern cvar_t sv_writepicture_quality;
223 extern cvar_t r_texture_jpeg_fastpicmip;
224 static void Host_InitLocal (void)
225 {
226         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
227         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
228
229         Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
230         Cvar_RegisterVariable (&host_framerate);
231         Cvar_RegisterVariable (&host_speeds);
232         Cvar_RegisterVariable (&host_maxwait);
233         Cvar_RegisterVariable (&cl_minfps);
234         Cvar_RegisterVariable (&cl_minfps_fade);
235         Cvar_RegisterVariable (&cl_minfps_qualitymax);
236         Cvar_RegisterVariable (&cl_minfps_qualitymin);
237         Cvar_RegisterVariable (&cl_minfps_qualitypower);
238         Cvar_RegisterVariable (&cl_minfps_qualityscale);
239         Cvar_RegisterVariable (&cl_maxfps);
240         Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
241         Cvar_RegisterVariable (&cl_maxidlefps);
242
243         Cvar_RegisterVariable (&developer);
244         Cvar_RegisterVariable (&developer_extra);
245         Cvar_RegisterVariable (&developer_insane);
246         Cvar_RegisterVariable (&developer_loadfile);
247         Cvar_RegisterVariable (&developer_loading);
248         Cvar_RegisterVariable (&developer_entityparsing);
249
250         Cvar_RegisterVariable (&timestamps);
251         Cvar_RegisterVariable (&timeformat);
252
253         Cvar_RegisterVariable (&sv_writepicture_quality);
254         Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
255 }
256
257
258 /*
259 ===============
260 Host_SaveConfig_f
261
262 Writes key bindings and archived cvars to config.cfg
263 ===============
264 */
265 static void Host_SaveConfig_to(const char *file)
266 {
267         qfile_t *f;
268
269 // dedicated servers initialize the host but don't parse and set the
270 // config.cfg cvars
271         // LordHavoc: don't save a config if it crashed in startup
272         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
273         {
274                 f = FS_OpenRealFile(file, "wb", false);
275                 if (!f)
276                 {
277                         Con_Printf("Couldn't write %s.\n", file);
278                         return;
279                 }
280
281                 Key_WriteBindings (f);
282                 Cvar_WriteVariables (f);
283
284                 FS_Close (f);
285         }
286 }
287 void Host_SaveConfig(void)
288 {
289         Host_SaveConfig_to(CONFIGFILENAME);
290 }
291 void Host_SaveConfig_f(void)
292 {
293         const char *file = CONFIGFILENAME;
294
295         if(Cmd_Argc() >= 2) {
296                 file = Cmd_Argv(1);
297                 Con_Printf("Saving to %s\n", file);
298         }
299
300         Host_SaveConfig_to(file);
301 }
302
303 static void Host_AddConfigText(void)
304 {
305         // set up the default startmap_sp and startmap_dm aliases (mods can
306         // override these) and then execute the quake.rc startup script
307         if (gamemode == GAME_NEHAHRA)
308                 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
309         else if (gamemode == GAME_TRANSFUSION)
310                 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
311         else if (gamemode == GAME_TEU)
312                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
313         else
314                 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
315 }
316
317 /*
318 ===============
319 Host_LoadConfig_f
320
321 Resets key bindings and cvars to defaults and then reloads scripts
322 ===============
323 */
324 void Host_LoadConfig_f(void)
325 {
326         // reset all cvars, commands and aliases to init values
327         Cmd_RestoreInitState();
328         // prepend a menu restart command to execute after the config
329         Cbuf_InsertText("\nmenu_restart\n");
330         // reset cvars to their defaults, and then exec startup scripts again
331         Host_AddConfigText();
332 }
333
334 /*
335 =================
336 SV_ClientPrint
337
338 Sends text across to be displayed
339 FIXME: make this just a stuffed echo?
340 =================
341 */
342 void SV_ClientPrint(const char *msg)
343 {
344         if (host_client->netconnection)
345         {
346                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
347                 MSG_WriteString(&host_client->netconnection->message, msg);
348         }
349 }
350
351 /*
352 =================
353 SV_ClientPrintf
354
355 Sends text across to be displayed
356 FIXME: make this just a stuffed echo?
357 =================
358 */
359 void SV_ClientPrintf(const char *fmt, ...)
360 {
361         va_list argptr;
362         char msg[MAX_INPUTLINE];
363
364         va_start(argptr,fmt);
365         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
366         va_end(argptr);
367
368         SV_ClientPrint(msg);
369 }
370
371 /*
372 =================
373 SV_BroadcastPrint
374
375 Sends text to all active clients
376 =================
377 */
378 void SV_BroadcastPrint(const char *msg)
379 {
380         int i;
381         client_t *client;
382
383         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
384         {
385                 if (client->active && client->netconnection)
386                 {
387                         MSG_WriteByte(&client->netconnection->message, svc_print);
388                         MSG_WriteString(&client->netconnection->message, msg);
389                 }
390         }
391
392         if (sv_echobprint.integer && cls.state == ca_dedicated)
393                 Con_Print(msg);
394 }
395
396 /*
397 =================
398 SV_BroadcastPrintf
399
400 Sends text to all active clients
401 =================
402 */
403 void SV_BroadcastPrintf(const char *fmt, ...)
404 {
405         va_list argptr;
406         char msg[MAX_INPUTLINE];
407
408         va_start(argptr,fmt);
409         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
410         va_end(argptr);
411
412         SV_BroadcastPrint(msg);
413 }
414
415 /*
416 =================
417 Host_ClientCommands
418
419 Send text over to the client to be executed
420 =================
421 */
422 void Host_ClientCommands(const char *fmt, ...)
423 {
424         va_list argptr;
425         char string[MAX_INPUTLINE];
426
427         if (!host_client->netconnection)
428                 return;
429
430         va_start(argptr,fmt);
431         dpvsnprintf(string, sizeof(string), fmt, argptr);
432         va_end(argptr);
433
434         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
435         MSG_WriteString(&host_client->netconnection->message, string);
436 }
437
438 /*
439 =====================
440 SV_DropClient
441
442 Called when the player is getting totally kicked off the host
443 if (crash = true), don't bother sending signofs
444 =====================
445 */
446 void SV_DropClient(qboolean crash)
447 {
448         prvm_prog_t *prog = SVVM_prog;
449         int i;
450         Con_Printf("Client \"%s\" dropped\n", host_client->name);
451
452         SV_StopDemoRecording(host_client);
453
454         // make sure edict is not corrupt (from a level change for example)
455         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
456
457         if (host_client->netconnection)
458         {
459                 // tell the client to be gone
460                 if (!crash)
461                 {
462                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
463                         unsigned char bufdata[8];
464                         sizebuf_t buf;
465                         memset(&buf, 0, sizeof(buf));
466                         buf.data = bufdata;
467                         buf.maxsize = sizeof(bufdata);
468                         MSG_WriteByte(&buf, svc_disconnect);
469                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
470                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
471                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
472                 }
473         }
474
475         // call qc ClientDisconnect function
476         // LordHavoc: don't call QC if server is dead (avoids recursive
477         // Host_Error in some mods when they run out of edicts)
478         if (host_client->clientconnectcalled && sv.active && host_client->edict)
479         {
480                 // call the prog function for removing a client
481                 // this will set the body to a dead frame, among other things
482                 int saveSelf = PRVM_serverglobaledict(self);
483                 host_client->clientconnectcalled = false;
484                 PRVM_serverglobalfloat(time) = sv.time;
485                 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
486                 prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
487                 PRVM_serverglobaledict(self) = saveSelf;
488         }
489
490         if (host_client->netconnection)
491         {
492                 // break the net connection
493                 NetConn_Close(host_client->netconnection);
494                 host_client->netconnection = NULL;
495         }
496
497         // if a download is active, close it
498         if (host_client->download_file)
499         {
500                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
501                 FS_Close(host_client->download_file);
502                 host_client->download_file = NULL;
503                 host_client->download_name[0] = 0;
504                 host_client->download_expectedposition = 0;
505                 host_client->download_started = false;
506         }
507
508         // remove leaving player from scoreboard
509         host_client->name[0] = 0;
510         host_client->colors = 0;
511         host_client->frags = 0;
512         // send notification to all clients
513         // get number of client manually just to make sure we get it right...
514         i = host_client - svs.clients;
515         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
516         MSG_WriteByte (&sv.reliable_datagram, i);
517         MSG_WriteString (&sv.reliable_datagram, host_client->name);
518         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
519         MSG_WriteByte (&sv.reliable_datagram, i);
520         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
521         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
522         MSG_WriteByte (&sv.reliable_datagram, i);
523         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
524
525         // free the client now
526         if (host_client->entitydatabase)
527                 EntityFrame_FreeDatabase(host_client->entitydatabase);
528         if (host_client->entitydatabase4)
529                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
530         if (host_client->entitydatabase5)
531                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
532
533         if (sv.active)
534         {
535                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
536                 PRVM_ED_ClearEdict(prog, host_client->edict);
537         }
538
539         // clear the client struct (this sets active to false)
540         memset(host_client, 0, sizeof(*host_client));
541
542         // update server listing on the master because player count changed
543         // (which the master uses for filtering empty/full servers)
544         NetConn_Heartbeat(1);
545
546         if (sv.loadgame)
547         {
548                 for (i = 0;i < svs.maxclients;i++)
549                         if (svs.clients[i].active && !svs.clients[i].spawned)
550                                 break;
551                 if (i == svs.maxclients)
552                 {
553                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
554                         sv.paused = sv.loadgame = false; // we're basically done with loading now
555                 }
556         }
557 }
558
559 /*
560 ==================
561 Host_ShutdownServer
562
563 This only happens at the end of a game, not between levels
564 ==================
565 */
566 void Host_ShutdownServer(void)
567 {
568         prvm_prog_t *prog = SVVM_prog;
569         int i;
570
571         Con_DPrintf("Host_ShutdownServer\n");
572
573         if (!sv.active)
574                 return;
575
576         NetConn_Heartbeat(2);
577         NetConn_Heartbeat(2);
578
579 // make sure all the clients know we're disconnecting
580         World_End(&sv.world);
581         if(prog->loaded)
582         {
583                 if(PRVM_serverfunction(SV_Shutdown))
584                 {
585                         func_t s = PRVM_serverfunction(SV_Shutdown);
586                         PRVM_serverglobalfloat(time) = sv.time;
587                         PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
588                         prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
589                 }
590         }
591         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
592                 if (host_client->active)
593                         SV_DropClient(false); // server shutdown
594
595         NetConn_CloseServerPorts();
596
597         sv.active = false;
598 //
599 // clear structures
600 //
601         memset(&sv, 0, sizeof(sv));
602         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
603
604         cl.islocalgame = false;
605 }
606
607
608 //============================================================================
609
610 /*
611 ===================
612 Host_GetConsoleCommands
613
614 Add them exactly as if they had been typed at the console
615 ===================
616 */
617 static void Host_GetConsoleCommands (void)
618 {
619         char *cmd;
620
621         while (1)
622         {
623                 cmd = Sys_ConsoleInput ();
624                 if (!cmd)
625                         break;
626                 Cbuf_AddText (cmd);
627         }
628 }
629
630 /*
631 ==================
632 Host_TimeReport
633
634 Returns a time report string, for example for
635 ==================
636 */
637 const char *Host_TimingReport(char *buf, size_t buflen)
638 {
639         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);
640 }
641
642 /*
643 ==================
644 Host_Frame
645
646 Runs all active servers
647 ==================
648 */
649 static void Host_Init(void);
650 void Host_Main(void)
651 {
652         double time1 = 0;
653         double time2 = 0;
654         double time3 = 0;
655         double cl_timer = 0, sv_timer = 0;
656         double clframetime, deltacleantime, olddirtytime, dirtytime;
657         double wait;
658         int pass1, pass2, pass3, i;
659         char vabuf[1024];
660
661         Host_Init();
662
663         realtime = 0;
664         dirtytime = Sys_DirtyTime();
665         for (;;)
666         {
667                 if (setjmp(host_abortframe))
668                 {
669                         SCR_ClearLoadingScreen(false);
670                         continue;                       // something bad happened, or the server disconnected
671                 }
672
673                 olddirtytime = host_dirtytime;
674                 dirtytime = Sys_DirtyTime();
675                 deltacleantime = dirtytime - olddirtytime;
676                 if (deltacleantime < 0)
677                 {
678                         // warn if it's significant
679                         if (deltacleantime < -0.01)
680                                 Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
681                         deltacleantime = 0;
682                 }
683                 else if (deltacleantime >= 1800)
684                 {
685                         Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
686                         deltacleantime = 0;
687                 }
688                 realtime += deltacleantime;
689                 host_dirtytime = dirtytime;
690
691                 cl_timer += deltacleantime;
692                 sv_timer += deltacleantime;
693
694                 if (!svs.threaded)
695                 {
696                         svs.perf_acc_realtime += deltacleantime;
697
698                         // Look for clients who have spawned
699                         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
700                                 if(host_client->spawned)
701                                         if(host_client->netconnection)
702                                                 break;
703                         if(i == svs.maxclients)
704                         {
705                                 // Nobody is looking? Then we won't do timing...
706                                 // Instead, reset it to zero
707                                 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;
708                         }
709                         else if(svs.perf_acc_realtime > 5)
710                         {
711                                 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
712                                 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
713                                 if(svs.perf_acc_offset_samples > 0)
714                                 {
715                                         svs.perf_offset_max = svs.perf_acc_offset_max;
716                                         svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
717                                         svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
718                                 }
719                                 if(svs.perf_lost > 0 && developer_extra.integer)
720                                         Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
721                                 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;
722                         }
723                 }
724
725                 if (slowmo.value < 0.00001 && slowmo.value != 0)
726                         Cvar_SetValue("slowmo", 0);
727                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
728                         Cvar_SetValue("host_framerate", 0);
729
730                 // keep the random time dependent, but not when playing demos/benchmarking
731                 if(!*sv_random_seed.string && !cls.demoplayback)
732                         rand();
733
734                 // get new key events
735                 Key_EventQueue_Unblock();
736                 SndSys_SendKeyEvents();
737                 Sys_SendKeyEvents();
738
739                 NetConn_UpdateSockets();
740
741                 Log_DestBuffer_Flush();
742
743                 // receive packets on each main loop iteration, as the main loop may
744                 // be undersleeping due to select() detecting a new packet
745                 if (sv.active && !svs.threaded)
746                         NetConn_ServerFrame();
747
748                 Curl_Run();
749
750                 // check for commands typed to the host
751                 Host_GetConsoleCommands();
752
753                 // when a server is running we only execute console commands on server frames
754                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
755                 // otherwise we execute them on client frames
756                 if (sv.active ? sv_timer > 0 : cl_timer > 0)
757                 {
758                         // process console commands
759 //                      R_TimeReport("preconsole");
760                         CL_VM_PreventInformationLeaks();
761                         Cbuf_Execute();
762 //                      R_TimeReport("console");
763                 }
764
765                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
766
767                 // if the accumulators haven't become positive yet, wait a while
768                 if (cls.state == ca_dedicated)
769                         wait = sv_timer * -1000000.0;
770                 else if (!sv.active || svs.threaded)
771                         wait = cl_timer * -1000000.0;
772                 else
773                         wait = max(cl_timer, sv_timer) * -1000000.0;
774
775                 if (!cls.timedemo && wait >= 1)
776                 {
777                         double time0, delta;
778
779                         if(host_maxwait.value <= 0)
780                                 wait = min(wait, 1000000.0);
781                         else
782                                 wait = min(wait, host_maxwait.value * 1000.0);
783                         if(wait < 1)
784                                 wait = 1; // because we cast to int
785
786                         time0 = Sys_DirtyTime();
787                         if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded)
788                                 NetConn_SleepMicroseconds((int)wait);
789                         else
790                                 Sys_Sleep((int)wait);
791                         delta = Sys_DirtyTime() - time0;
792                         if (delta < 0 || delta >= 1800) delta = 0;
793                         if (!svs.threaded)
794                                 svs.perf_acc_sleeptime += delta;
795 //                      R_TimeReport("sleep");
796                         continue;
797                 }
798
799                 // limit the frametime steps to no more than 100ms each
800                 if (cl_timer > 0.1)
801                         cl_timer = 0.1;
802                 if (sv_timer > 0.1)
803                 {
804                         if (!svs.threaded)
805                                 svs.perf_acc_lost += (sv_timer - 0.1);
806                         sv_timer = 0.1;
807                 }
808
809                 R_TimeReport("---");
810
811         //-------------------
812         //
813         // server operations
814         //
815         //-------------------
816
817                 // limit the frametime steps to no more than 100ms each
818                 if (sv.active && sv_timer > 0 && !svs.threaded)
819                 {
820                         // execute one or more server frames, with an upper limit on how much
821                         // execution time to spend on server frames to avoid freezing the game if
822                         // the server is overloaded, this execution time limit means the game will
823                         // slow down if the server is taking too long.
824                         int framecount, framelimit = 1;
825                         double advancetime, aborttime = 0;
826                         float offset;
827                         prvm_prog_t *prog = SVVM_prog;
828
829                         // run the world state
830                         // don't allow simulation to run too fast or too slow or logic glitches can occur
831
832                         // stop running server frames if the wall time reaches this value
833                         if (sys_ticrate.value <= 0)
834                                 advancetime = sv_timer;
835                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
836                         {
837                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
838                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
839                                 framelimit = cl_maxphysicsframesperserverframe.integer;
840                                 aborttime = realtime + 0.1;
841                         }
842                         else
843                         {
844                                 advancetime = sys_ticrate.value;
845                                 // listen servers can run multiple server frames per client frame
846                                 if (cls.state == ca_connected)
847                                 {
848                                         framelimit = cl_maxphysicsframesperserverframe.integer;
849                                         aborttime = realtime + 0.1;
850                                 }
851                         }
852                         if(slowmo.value > 0 && slowmo.value < 1)
853                                 advancetime = min(advancetime, 0.1 / slowmo.value);
854                         else
855                                 advancetime = min(advancetime, 0.1);
856
857                         if(advancetime > 0)
858                         {
859                                 offset = Sys_DirtyTime() - realtime;if (offset < 0 || offset >= 1800) offset = 0;
860                                 offset += sv_timer;
861                                 ++svs.perf_acc_offset_samples;
862                                 svs.perf_acc_offset += offset;
863                                 svs.perf_acc_offset_squared += offset * offset;
864                                 if(svs.perf_acc_offset_max < offset)
865                                         svs.perf_acc_offset_max = offset;
866                         }
867
868                         // only advance time if not paused
869                         // the game also pauses in singleplayer when menu or console is used
870                         sv.frametime = advancetime * slowmo.value;
871                         if (host_framerate.value)
872                                 sv.frametime = host_framerate.value;
873                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
874                                 sv.frametime = 0;
875
876                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
877                         {
878                                 sv_timer -= advancetime;
879
880                                 // move things around and think unless paused
881                                 if (sv.frametime)
882                                         SV_Physics();
883
884                                 // if this server frame took too long, break out of the loop
885                                 if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
886                                         break;
887                         }
888                         R_TimeReport("serverphysics");
889
890                         // send all messages to the clients
891                         SV_SendClientMessages();
892
893                         if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
894                                 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
895                                 PRVM_serverglobalfloat(time) = sv.time;
896                                 prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
897                         }
898
899                         // send an heartbeat if enough time has passed since the last one
900                         NetConn_Heartbeat(0);
901                         R_TimeReport("servernetwork");
902                 }
903                 else if (!svs.threaded)
904                 {
905                         // don't let r_speeds display jump around
906                         R_TimeReport("serverphysics");
907                         R_TimeReport("servernetwork");
908                 }
909
910         //-------------------
911         //
912         // client operations
913         //
914         //-------------------
915
916                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
917                 {
918                         R_TimeReport("---");
919                         Collision_Cache_NewFrame();
920                         R_TimeReport("collisioncache");
921                         // decide the simulation time
922                         if (cls.capturevideo.active)
923                         {
924                                 //***
925                                 if (cls.capturevideo.realtime)
926                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
927                                 else
928                                 {
929                                         clframetime = 1.0 / cls.capturevideo.framerate;
930                                         cl.realframetime = max(cl_timer, clframetime);
931                                 }
932                         }
933                         else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
934                         {
935                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
936                                 // when running slow, we need to sleep to keep input responsive
937                                 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
938                                 if (wait > 0)
939                                         Sys_Sleep((int)wait);
940                         }
941                         else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
942                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
943                         else
944                                 clframetime = cl.realframetime = cl_timer;
945
946                         // apply slowmo scaling
947                         clframetime *= cl.movevars_timescale;
948                         // scale playback speed of demos by slowmo cvar
949                         if (cls.demoplayback)
950                         {
951                                 clframetime *= slowmo.value;
952                                 // if demo playback is paused, don't advance time at all
953                                 if (cls.demopaused)
954                                         clframetime = 0;
955                         }
956
957                         // host_framerate overrides all else
958                         if (host_framerate.value)
959                                 clframetime = host_framerate.value;
960
961                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
962                                 clframetime = 0;
963
964                         if (cls.timedemo)
965                                 clframetime = cl.realframetime = cl_timer;
966
967                         // deduct the frame time from the accumulator
968                         cl_timer -= cl.realframetime;
969
970                         cl.oldtime = cl.time;
971                         cl.time += clframetime;
972
973                         // update video
974                         if (host_speeds.integer)
975                                 time1 = Sys_DirtyTime();
976                         R_TimeReport("pre-input");
977
978                         // Collect input into cmd
979                         CL_Input();
980
981                         R_TimeReport("input");
982
983                         // check for new packets
984                         NetConn_ClientFrame();
985
986                         // read a new frame from a demo if needed
987                         CL_ReadDemoMessage();
988                         R_TimeReport("clientnetwork");
989
990                         // now that packets have been read, send input to server
991                         CL_SendMove();
992                         R_TimeReport("sendmove");
993
994                         // update client world (interpolate entities, create trails, etc)
995                         CL_UpdateWorld();
996                         R_TimeReport("lerpworld");
997
998                         CL_Video_Frame();
999
1000                         R_TimeReport("client");
1001
1002                         CL_UpdateScreen();
1003                         R_TimeReport("render");
1004
1005                         if (host_speeds.integer)
1006                                 time2 = Sys_DirtyTime();
1007
1008                         // update audio
1009                         if(cl.csqc_usecsqclistener)
1010                         {
1011                                 S_Update(&cl.csqc_listenermatrix);
1012                                 cl.csqc_usecsqclistener = false;
1013                         }
1014                         else
1015                                 S_Update(&r_refdef.view.matrix);
1016
1017                         CDAudio_Update();
1018                         R_TimeReport("audio");
1019
1020                         // reset gathering of mouse input
1021                         in_mouse_x = in_mouse_y = 0;
1022
1023                         if (host_speeds.integer)
1024                         {
1025                                 pass1 = (int)((time1 - time3)*1000000);
1026                                 time3 = Sys_DirtyTime();
1027                                 pass2 = (int)((time2 - time1)*1000000);
1028                                 pass3 = (int)((time3 - time2)*1000000);
1029                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1030                                                         pass1+pass2+pass3, pass1, pass2, pass3);
1031                         }
1032                 }
1033
1034 #if MEMPARANOIA
1035                 Mem_CheckSentinelsGlobal();
1036 #else
1037                 if (developer_memorydebug.integer)
1038                         Mem_CheckSentinelsGlobal();
1039 #endif
1040
1041                 // if there is some time remaining from this frame, reset the timers
1042                 if (cl_timer >= 0)
1043                         cl_timer = 0;
1044                 if (sv_timer >= 0)
1045                 {
1046                         if (!svs.threaded)
1047                                 svs.perf_acc_lost += sv_timer;
1048                         sv_timer = 0;
1049                 }
1050
1051                 host_framecount++;
1052         }
1053 }
1054
1055 //============================================================================
1056
1057 qboolean vid_opened = false;
1058 void Host_StartVideo(void)
1059 {
1060         if (!vid_opened && cls.state != ca_dedicated)
1061         {
1062                 vid_opened = true;
1063                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1064                 NetConn_UpdateSockets();
1065                 VID_Start();
1066                 CDAudio_Startup();
1067         }
1068 }
1069
1070 char engineversion[128];
1071
1072 qboolean sys_nostdout = false;
1073
1074 extern qboolean host_stuffcmdsrun;
1075
1076 /*
1077 ====================
1078 Host_Init
1079 ====================
1080 */
1081 static void Host_Init (void)
1082 {
1083         int i;
1084         const char* os;
1085         char vabuf[1024];
1086
1087         if (COM_CheckParm("-profilegameonly"))
1088                 Sys_AllowProfiling(false);
1089
1090         // LordHavoc: quake never seeded the random number generator before... heh
1091         if (COM_CheckParm("-benchmark"))
1092                 srand(0); // predictable random sequence for -benchmark
1093         else
1094                 srand((unsigned int)time(NULL));
1095
1096         // FIXME: this is evil, but possibly temporary
1097         // LordHavoc: doesn't seem very temporary...
1098         // LordHavoc: made this a saved cvar
1099 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1100         if (COM_CheckParm("-developer"))
1101         {
1102                 developer.value = developer.integer = 1;
1103                 developer.string = "1";
1104         }
1105
1106         if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1107         {
1108                 developer.value = developer.integer = 1;
1109                 developer.string = "1";
1110                 developer_extra.value = developer_extra.integer = 1;
1111                 developer_extra.string = "1";
1112                 developer_insane.value = developer_insane.integer = 1;
1113                 developer_insane.string = "1";
1114                 developer_memory.value = developer_memory.integer = 1;
1115                 developer_memory.string = "1";
1116                 developer_memorydebug.value = developer_memorydebug.integer = 1;
1117                 developer_memorydebug.string = "1";
1118         }
1119
1120         if (COM_CheckParm("-developer3"))
1121         {
1122                 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1123                 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1124         }
1125
1126 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1127         if (COM_CheckParm("-nostdout"))
1128                 sys_nostdout = 1;
1129
1130         // used by everything
1131         Memory_Init();
1132
1133         // initialize console command/cvar/alias/command execution systems
1134         Cmd_Init();
1135
1136         // initialize memory subsystem cvars/commands
1137         Memory_Init_Commands();
1138
1139         // initialize console and logging and its cvars/commands
1140         Con_Init();
1141
1142         // initialize various cvars that could not be initialized earlier
1143         u8_Init();
1144         Curl_Init_Commands();
1145         Cmd_Init_Commands();
1146         Sys_Init_Commands();
1147         COM_Init_Commands();
1148         FS_Init_Commands();
1149
1150         // initialize console window (only used by sys_win.c)
1151         Sys_InitConsole();
1152
1153         // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1154         FS_Init_SelfPack();
1155
1156         // detect gamemode from commandline options or executable name
1157         COM_InitGameType();
1158
1159         // construct a version string for the corner of the console
1160         os = DP_OS_NAME;
1161         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1162         Con_Printf("%s\n", engineversion);
1163
1164         // initialize ixtable
1165         Mathlib_Init();
1166
1167         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1168         FS_Init();
1169
1170         // must be after FS_Init
1171         Crypto_Init();
1172         Crypto_Init_Commands();
1173
1174         NetConn_Init();
1175         Curl_Init();
1176         //PR_Init();
1177         //PR_Cmd_Init();
1178         PRVM_Init();
1179         Mod_Init();
1180         World_Init();
1181         SV_Init();
1182         V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1183         Host_InitCommands();
1184         Host_InitLocal();
1185         Host_ServerOptions();
1186
1187         Thread_Init();
1188
1189         if (cls.state == ca_dedicated)
1190                 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1191         else
1192         {
1193                 Con_DPrintf("Initializing client\n");
1194
1195                 R_Modules_Init();
1196                 Palette_Init();
1197                 MR_Init_Commands();
1198                 VID_Shared_Init();
1199                 VID_Init();
1200                 Render_Init();
1201                 S_Init();
1202                 CDAudio_Init();
1203                 Key_Init();
1204                 CL_Init();
1205         }
1206
1207         // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1208         // NOTE: menu commands are freed by Cmd_RestoreInitState
1209         Cmd_SaveInitState();
1210
1211         // FIXME: put this into some neat design, but the menu should be allowed to crash
1212         // without crashing the whole game, so this should just be a short-time solution
1213
1214         // here comes the not so critical stuff
1215         if (setjmp(host_abortframe)) {
1216                 return;
1217         }
1218
1219         Host_AddConfigText();
1220         Cbuf_Execute();
1221
1222         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1223         if (!host_stuffcmdsrun)
1224         {
1225                 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1226                 Cbuf_Execute();
1227         }
1228
1229         // put up the loading image so the user doesn't stare at a black screen...
1230         SCR_BeginLoadingPlaque();
1231
1232         if (cls.state != ca_dedicated)
1233         {
1234                 MR_Init();
1235         }
1236
1237         // check for special benchmark mode
1238 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1239         i = COM_CheckParm("-benchmark");
1240         if (i && i + 1 < com_argc)
1241         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1242         {
1243                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1]));
1244                 Cbuf_Execute();
1245         }
1246
1247         // check for special demo mode
1248 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1249         i = COM_CheckParm("-demo");
1250         if (i && i + 1 < com_argc)
1251         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1252         {
1253                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1]));
1254                 Cbuf_Execute();
1255         }
1256
1257 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1258         i = COM_CheckParm("-capturedemo");
1259         if (i && i + 1 < com_argc)
1260         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1261         {
1262                 Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1263                 Cbuf_Execute();
1264         }
1265
1266         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1267         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1268         {
1269                 Cbuf_AddText("startmap_dm\n");
1270                 Cbuf_Execute();
1271         }
1272
1273         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1274         {
1275                 Cbuf_AddText("togglemenu\n");
1276                 Cbuf_Execute();
1277         }
1278
1279         Con_DPrint("========Initialized=========\n");
1280
1281         //Host_StartVideo();
1282
1283         if (cls.state != ca_dedicated)
1284                 SV_StartThread();
1285 }
1286
1287
1288 /*
1289 ===============
1290 Host_Shutdown
1291
1292 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1293 to run quit through here before the final handoff to the sys code.
1294 ===============
1295 */
1296 void Host_Shutdown(void)
1297 {
1298         static qboolean isdown = false;
1299
1300         if (isdown)
1301         {
1302                 Con_Print("recursive shutdown\n");
1303                 return;
1304         }
1305         if (setjmp(host_abortframe))
1306         {
1307                 Con_Print("aborted the quitting frame?!?\n");
1308                 return;
1309         }
1310         isdown = true;
1311
1312         // be quiet while shutting down
1313         S_StopAllSounds();
1314
1315         // disconnect client from server if active
1316         CL_Disconnect();
1317
1318         // shut down local server if active
1319         SV_LockThreadMutex();
1320         Host_ShutdownServer ();
1321         SV_UnlockThreadMutex();
1322
1323         // end the server thread
1324         if (svs.threaded)
1325                 SV_StopThread();
1326
1327         // Shutdown menu
1328         if(MR_Shutdown)
1329                 MR_Shutdown();
1330
1331         // AK shutdown PRVM
1332         // AK hmm, no PRVM_Shutdown(); yet
1333
1334         CL_Video_Shutdown();
1335
1336         Host_SaveConfig();
1337
1338         CDAudio_Shutdown ();
1339         S_Terminate ();
1340         Curl_Shutdown ();
1341         NetConn_Shutdown ();
1342         //PR_Shutdown ();
1343
1344         if (cls.state != ca_dedicated)
1345         {
1346                 R_Modules_Shutdown();
1347                 VID_Shutdown();
1348         }
1349
1350         SV_StopThread();
1351         Thread_Shutdown();
1352         Cmd_Shutdown();
1353         Key_Shutdown();
1354         CL_Shutdown();
1355         Sys_Shutdown();
1356         Log_Close();
1357         Crypto_Shutdown();
1358         FS_Shutdown();
1359         Con_Shutdown();
1360         Memory_Shutdown();
1361 }
1362