]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
cl_main: Keep old CL_Disconnect for simplicity. Move guts to CL_DisconnectEx
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 1064e9c0897ae7dec9b861466b0a417f954ac1ef..aa8fb4c32bf9d712113f2bce98d71ec6d06f77e9 100644 (file)
--- a/host.c
+++ b/host.c
@@ -1,5 +1,6 @@
 /*
 Copyright (C) 1996-1997 Id Software, Inc.
+Copyright (C) 2000-2021 DarkPlaces contributors
 
 This program is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License
@@ -19,12 +20,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 // host.c -- coordinates spawning and killing of local servers
 
-#include <time.h>
 #include "quakedef.h"
-#include "cdaudio.h"
-#include "cl_video.h"
-#include "progsvm.h"
-#include "csprogs.h"
+
+#include <time.h>
+#include "libcurl.h"
+#include "taskqueue.h"
+#include "utf8lib.h"
 
 /*
 
@@ -37,64 +38,29 @@ Memory is cleared / released when a server or client begins, not when they end.
 
 */
 
-// how many frames have occurred
-// (checked by Host_Error and Host_SaveConfig_f)
-int host_framecount;
-// 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
-double realtime;
-// realtime from previous frame
-double oldrealtime;
-
-// used for -developer commandline parameter, hacky hacky
-int forcedeveloper;
-
-// current client
-client_t *host_client;
-
-jmp_buf host_abortframe;
+host_static_t host;
 
 // pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {0, "host_framerate","0"};
+cvar_t host_framerate = {CF_CLIENT | CF_SERVER, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+cvar_t cl_maxphysicsframesperserverframe = {CF_CLIENT, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
 // shows time used by certain subsystems
-cvar_t host_speeds = {0, "host_speeds","0"};
-// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0"};
-// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
+cvar_t host_speeds = {CF_CLIENT | CF_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
+cvar_t host_maxwait = {CF_CLIENT | CF_SERVER, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
 
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
+cvar_t developer = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
+cvar_t developer_extra = {CF_CLIENT | CF_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+cvar_t developer_insane = {CF_CLIENT | CF_SERVER, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc.  Not recommended!"};
+cvar_t developer_loadfile = {CF_CLIENT | CF_SERVER, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {CF_CLIENT | CF_SERVER, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
+cvar_t developer_entityparsing = {CF_CLIENT, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
 
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0"};
-cvar_t serverprofile = {0, "serverprofile","0"};
+cvar_t timestamps = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
 
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+cvar_t sessionid = {CF_CLIENT | CF_SERVER | CF_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
+cvar_t locksession = {CF_CLIENT | CF_SERVER, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
 
-cvar_t samelevel = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
-
-cvar_t developer = {0, "developer","0"};
-cvar_t developer_entityparsing = {0, "developer_entityparsing", "0"};
-
-cvar_t skill = {0, "skill","1"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
-
-cvar_t pausable = {0, "pausable","1"};
-
-cvar_t temp1 = {0, "temp1","0"};
-
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+cvar_t host_isclient = {CF_SHARED | CF_READONLY, "_host_isclient", "0", "If 1, clientside is active."};
 
 /*
 ================
@@ -105,7 +71,10 @@ aborts the current host frame and goes on with the next one
 */
 void Host_AbortCurrentFrame(void)
 {
-       longjmp (host_abortframe, 1);
+       // in case we were previously nice, make us mean again
+       Sys_MakeProcessMean();
+
+       longjmp (host.abortframe, 1);
 }
 
 /*
@@ -117,42 +86,55 @@ This shuts down both the client and server
 */
 void Host_Error (const char *error, ...)
 {
-       static char hosterrorstring1[MAX_INPUTLINE];
-       static char hosterrorstring2[MAX_INPUTLINE];
-       static qboolean hosterror = false;
+       static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
+       static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
+       static qbool hosterror = false;
        va_list argptr;
 
+       // turn off rcon redirect if it was active when the crash occurred
+       // to prevent loops when it is a networking problem
+       Con_Rcon_Redirect_Abort();
+
        va_start (argptr,error);
        dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
        va_end (argptr);
 
-       Con_Printf("Host_Error: %s\n", hosterrorstring1);
+       Con_Printf(CON_ERROR "Host_Error: %s\n", hosterrorstring1);
 
-       // LordHavoc: if crashing very early, or currently shutting down, do
+       // LadyHavoc: if crashing very early, or currently shutting down, do
        // Sys_Error instead
-       if (host_framecount < 3 || host_shuttingdown)
+       if (host.framecount < 3 || host.state == host_shutdown)
                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);
+       strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
 
        CL_Parse_DumpPacket();
 
+       CL_Parse_ErrorCleanUp();
+
        //PR_Crash();
 
        // print out where the crash happened, if it was caused by QC (and do a cleanup)
-       PRVM_Crash();
+       PRVM_Crash(SVVM_prog);
+       PRVM_Crash(CLVM_prog);
+#ifdef CONFIG_MENU
+       PRVM_Crash(MVM_prog);
+#endif
 
+       Cvar_SetValueQuick(&csqc_progcrc, -1);
+       Cvar_SetValueQuick(&csqc_progsize, -1);
 
-       Host_ShutdownServer (false);
+       if(host.hook.SV_Shutdown)
+               host.hook.SV_Shutdown();
 
        if (cls.state == ca_dedicated)
                Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
 
-       CL_Disconnect ();
+       CL_Disconnect();
        cls.demonum = -1;
 
        hosterror = false;
@@ -160,99 +142,45 @@ void Host_Error (const char *error, ...)
        Host_AbortCurrentFrame();
 }
 
-void Host_ServerOptions (void)
+/*
+==================
+Host_Quit_f
+==================
+*/
+static void Host_Quit_f(cmd_state_t *cmd)
 {
-       int i;
+       if(host.state == host_shutdown)
+               Con_Printf("shutting down already!\n");
+       else
+               host.state = host_shutdown;
+}
+
+static void Host_Version_f(cmd_state_t *cmd)
+{
+       Con_Printf("Version: %s build %s\n", gamename, buildstring);
+}
 
-       // general default
-       svs.maxclients = 8;
+static void Host_Framerate_c(cvar_t *var)
+{
+       if (var->value < 0.00001 && var->value != 0)
+               Cvar_SetValueQuick(var, 0);
+}
 
-// 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)
+// TODO: Find a better home for this.
+static void SendCvar_f(cmd_state_t *cmd)
+{
+       if(cmd->source == src_local && host.hook.SV_SendCvar)
        {
-               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);
+               host.hook.SV_SendCvar(cmd);
+               return;
        }
-       else if (cl_available)
+       if(cmd->source == src_client && host.hook.CL_SendCvar)
        {
-               // client exists and not dedicated, check if -listen is specified
-               cls.state = ca_disconnected;
-               i = COM_CheckParm ("-listen");
-               if (i)
-               {
-                       // default players unless specified
-                       if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
-                               svs.maxclients = atoi (com_argv[i+1]);
-               }
-               else
-               {
-                       // default players in some games, singleplayer in most
-                       if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
-                               svs.maxclients = 1;
-               }
+               host.hook.CL_SendCvar(cmd);
+               return;
        }
-
-       svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
-
-       svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
-
-       if (svs.maxclients > 1 && !deathmatch.integer)
-               Cvar_SetValueQuick(&deathmatch, 1);
 }
 
-/*
-=======================
-Host_InitLocal
-======================
-*/
-void Host_SaveConfig_f(void);
-void Host_InitLocal (void)
-{
-       Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
-
-       Cvar_RegisterVariable (&host_framerate);
-       Cvar_RegisterVariable (&host_speeds);
-       Cvar_RegisterVariable (&slowmo);
-       Cvar_RegisterVariable (&cl_maxfps);
-
-       Cvar_RegisterVariable (&sv_echobprint);
-
-       Cvar_RegisterVariable (&sys_ticrate);
-       Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
-       Cvar_RegisterVariable (&serverprofile);
-
-       Cvar_RegisterVariable (&fraglimit);
-       Cvar_RegisterVariable (&timelimit);
-       Cvar_RegisterVariable (&teamplay);
-       Cvar_RegisterVariable (&samelevel);
-       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);
-
-       Cvar_RegisterVariable (&pausable);
-
-       Cvar_RegisterVariable (&temp1);
-
-       Cvar_RegisterVariable (&timestamps);
-       Cvar_RegisterVariable (&timeformat);
-}
-
-
 /*
 ===============
 Host_SaveConfig_f
@@ -260,830 +188,373 @@ Host_SaveConfig_f
 Writes key bindings and archived cvars to config.cfg
 ===============
 */
-void Host_SaveConfig_f(void)
+void Host_SaveConfig(const char *file)
 {
        qfile_t *f;
 
 // dedicated servers initialize the host but don't parse and set the
 // config.cfg cvars
-       // LordHavoc: don't save a config if it crashed in startup
-       if (host_framecount >= 3 && cls.state != ca_dedicated)
+       // LadyHavoc: don't save a config if it crashed in startup
+       if (host.framecount >= 3 && cls.state != ca_dedicated && !Sys_CheckParm("-benchmark") && !Sys_CheckParm("-capturedemo"))
        {
-               f = FS_Open ("config.cfg", "wb", false, false);
+               f = FS_OpenRealFile(file, "wb", false);
                if (!f)
                {
-                       Con_Print("Couldn't write config.cfg.\n");
+                       Con_Printf(CON_ERROR "Couldn't write %s.\n", file);
                        return;
                }
 
                Key_WriteBindings (f);
-               Cvar_WriteVariables (f);
+               Cvar_WriteVariables (&cvars_all, f);
 
                FS_Close (f);
        }
 }
 
-
-/*
-=================
-SV_ClientPrint
-
-Sends text across to be displayed
-FIXME: make this just a stuffed echo?
-=================
-*/
-void SV_ClientPrint(const char *msg)
-{
-       MSG_WriteByte(&host_client->message, svc_print);
-       MSG_WriteString(&host_client->message, msg);
-}
-
-/*
-=================
-SV_ClientPrintf
-
-Sends text across to be displayed
-FIXME: make this just a stuffed echo?
-=================
-*/
-void SV_ClientPrintf(const char *fmt, ...)
+static void Host_SaveConfig_f(cmd_state_t *cmd)
 {
-       va_list argptr;
-       char msg[MAX_INPUTLINE];
+       const char *file = CONFIGFILENAME;
 
-       va_start(argptr,fmt);
-       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
-       va_end(argptr);
+       if(Cmd_Argc(cmd) >= 2) {
+               file = Cmd_Argv(cmd, 1);
+               Con_Printf("Saving to %s\n", file);
+       }
 
-       SV_ClientPrint(msg);
+       Host_SaveConfig(file);
 }
 
-/*
-=================
-SV_BroadcastPrint
-
-Sends text to all active clients
-=================
-*/
-void SV_BroadcastPrint(const char *msg)
+static void Host_AddConfigText(cmd_state_t *cmd)
 {
-       int i;
-       client_t *client;
-
-       for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
-       {
-               if (client->spawned)
-               {
-                       MSG_WriteByte(&client->message, svc_print);
-                       MSG_WriteString(&client->message, msg);
-               }
-       }
-
-       if (sv_echobprint.integer && cls.state == ca_dedicated)
-               Con_Print(msg);
+       // set up the default startmap_sp and startmap_dm aliases (mods can
+       // override these) and then execute the quake.rc startup script
+       if (gamemode == GAME_NEHAHRA)
+               Cbuf_InsertText(cmd, "alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+       else if (gamemode == GAME_TRANSFUSION)
+               Cbuf_InsertText(cmd, "alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+       else if (gamemode == GAME_TEU)
+               Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+       else
+               Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+       Cbuf_Execute(cmd->cbuf);
 }
 
 /*
-=================
-SV_BroadcastPrintf
+===============
+Host_LoadConfig_f
 
-Sends text to all active clients
-=================
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
 */
-void SV_BroadcastPrintf(const char *fmt, ...)
+static void Host_LoadConfig_f(cmd_state_t *cmd)
 {
-       va_list argptr;
-       char msg[MAX_INPUTLINE];
-
-       va_start(argptr,fmt);
-       dpvsnprintf(msg,sizeof(msg),fmt,argptr);
-       va_end(argptr);
-
-       SV_BroadcastPrint(msg);
+       // reset all cvars, commands and aliases to init values
+       Cmd_RestoreInitState();
+#ifdef CONFIG_MENU
+       // prepend a menu restart command to execute after the config
+       Cbuf_InsertText(cmd_local, "\nmenu_restart\n");
+#endif
+       // reset cvars to their defaults, and then exec startup scripts again
+       Host_AddConfigText(cmd_local);
 }
 
 /*
-=================
-Host_ClientCommands
-
-Send text over to the client to be executed
-=================
+=======================
+Host_InitLocal
+======================
 */
-void Host_ClientCommands(const char *fmt, ...)
+extern cvar_t r_texture_jpeg_fastpicmip;
+static void Host_InitLocal (void)
 {
-       va_list argptr;
-       char string[MAX_INPUTLINE];
+       Cmd_AddCommand(CF_SHARED, "quit", Host_Quit_f, "quit the game");
+       Cmd_AddCommand(CF_SHARED, "version", Host_Version_f, "print engine version");
+       Cmd_AddCommand(CF_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
+       Cmd_AddCommand(CF_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
+       Cmd_AddCommand(CF_SHARED, "sendcvar", SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
+       Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
+       Cvar_RegisterVariable (&host_framerate);
+       Cvar_RegisterCallback (&host_framerate, Host_Framerate_c);
+       Cvar_RegisterVariable (&host_speeds);
+       Cvar_RegisterVariable (&host_maxwait);
+       Cvar_RegisterVariable (&host_isclient);
 
-       va_start(argptr,fmt);
-       dpvsnprintf(string, sizeof(string), fmt, argptr);
-       va_end(argptr);
+       Cvar_RegisterVariable (&developer);
+       Cvar_RegisterVariable (&developer_extra);
+       Cvar_RegisterVariable (&developer_insane);
+       Cvar_RegisterVariable (&developer_loadfile);
+       Cvar_RegisterVariable (&developer_loading);
+       Cvar_RegisterVariable (&developer_entityparsing);
 
-       MSG_WriteByte(&host_client->message, svc_stufftext);
-       MSG_WriteString(&host_client->message, string);
+       Cvar_RegisterVariable (&timestamps);
+       Cvar_RegisterVariable (&timeformat);
+
+       Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
 }
 
-/*
-=====================
-SV_DropClient
+char engineversion[128];
 
-Called when the player is getting totally kicked off the host
-if (crash = true), don't bother sending signofs
-=====================
-*/
-void SV_DropClient(qboolean crash)
+qbool sys_nostdout = false;
+
+static qfile_t *locksession_fh = NULL;
+static qbool locksession_run = false;
+static void Host_InitSession(void)
 {
        int i;
-       Con_Printf("Client \"%s\" dropped\n", host_client->name);
+       char *buf;
+       Cvar_RegisterVariable(&sessionid);
+       Cvar_RegisterVariable(&locksession);
 
-       // 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)
+       // load the session ID into the read-only cvar
+       if ((i = Sys_CheckParm("-sessionid")) && (i + 1 < sys.argc))
        {
-               // free the client (the body stays around)
-               if (!crash)
+               if(sys.argv[i+1][0] == '.')
+                       Cvar_SetQuick(&sessionid, sys.argv[i+1]);
+               else
                {
-                       // LordHavoc: no opportunity for resending, so use unreliable 3 times
-                       MSG_WriteByte(&host_client->message, svc_disconnect);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
-                       NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
+                       buf = (char *)Z_Malloc(strlen(sys.argv[i+1]) + 2);
+                       dpsnprintf(buf, sizeof(buf), ".%s", sys.argv[i+1]);
+                       Cvar_SetQuick(&sessionid, buf);
                }
-               // break the net connection
-               NetConn_Close(host_client->netconnection);
-               host_client->netconnection = NULL;
-       }
-
-       // 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;
-       }
-
-       // 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);
 }
 
-/*
-==================
-Host_ShutdownServer
-
-This only happens at the end of a game, not between levels
-==================
-*/
-void Host_ShutdownServer(qboolean crash)
+void Host_LockSession(void)
 {
-       int i, count;
-       sizebuf_t buf;
-       unsigned char message[4];
-
-       Con_DPrintf("Host_ShutdownServer\n");
-
-       if (!sv.active)
+       if(locksession_run)
                return;
-
-       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_VM_End();
-
-       NetConn_CloseServerPorts();
-
-       sv.active = false;
-//
-// clear structures
-//
-       memset(&sv, 0, sizeof(sv));
-       memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-}
-
-
-/*
-================
-Host_ClearMemory
-
-This clears all the memory used by both the client and server, but does
-not reinitialize anything.
-================
-*/
-void Host_ClearMemory (void)
-{
-       Con_DPrint("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 qboolean cl_capturevideo_active;
-extern double cl_capturevideo_framerate;
-extern qfile_t *cl_capturevideo_soundfile;
-qboolean Host_FilterTime (double time)
-{
-       double timecap, timeleft;
-       realtime += time;
-
-       if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
-               Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
-       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 (cls.timedemo)
+       locksession_run = true;
+       if(locksession.integer != 0 && !Sys_CheckParm("-readonly"))
        {
-               // disable time effects during timedemo
-               cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
-               oldrealtime = realtime;
-               return true;
-       }
-
-       // check if framerate is too high
-       // default to sys_ticrate (server framerate - presumably low) unless we
-       // have a good reason to run faster
-       timecap = host_framerate.value;
-       if (!timecap)
-               timecap = sys_ticrate.value;
-       if (cls.state != ca_dedicated)
-       {
-               if (cl_capturevideo_active)
-                       timecap = 1.0 / cl_capturevideo_framerate;
-               else if (vid_activewindow)
-                       timecap = 1.0 / cl_maxfps.value;
-       }
-
-       timeleft = timecap - (realtime - oldrealtime);
-       if (timeleft > 0)
-       {
-#if 1
-               if (timeleft * 1000 >= 10)
-                       Sys_Sleep(1);
-#else
-               int msleft;
-               // don't totally hog the CPU
-               // try to hit exactly a steady framerate by not sleeping the full amount
-               msleft = (int)floor(timeleft * 1000);
-               if (msleft >= 10)
-                       Sys_Sleep(msleft);
-#endif
-               return false;
-       }
-
-       // LordHavoc: copy into host_realframetime as well
-       host_realframetime = host_frametime = realtime - oldrealtime;
-       oldrealtime = realtime;
-
-       if (cl_capturevideo_active && !cl_capturevideo_soundfile)
-               host_frametime = timecap;
-
-       // apply slowmo scaling
-       host_frametime *= slowmo.value;
-
-       // host_framerate overrides all else
-       if (host_framerate.value)
-               host_frametime = host_framerate.value;
-
-       // never run a frame longer than 1 second
-       if (host_frametime > 1)
-               host_frametime = 1;
-
-       cl.frametime = host_frametime;
-
-       return true;
-}
-
-
-/*
-===================
-Host_GetConsoleCommands
-
-Add them exactly as if they had been typed at the console
-===================
-*/
-void Host_GetConsoleCommands (void)
-{
-       char *cmd;
-
-       while (1)
-       {
-               cmd = Sys_ConsoleInput ();
-               if (!cmd)
-                       break;
-               Cbuf_AddText (cmd);
+               char vabuf[1024];
+               char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
+               FS_CreatePath(p);
+               locksession_fh = FS_SysOpen(p, "wl", false);
+               // TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
+               if(!locksession_fh)
+               {
+                       if(locksession.integer == 2)
+                       {
+                               Con_Printf(CON_WARN "WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
+                       }
+                       else
+                       {
+                               Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p);
+                       }
+               }
        }
 }
 
-/*
-==================
-Host_ServerFrame
-
-==================
-*/
-void Host_ServerFrame (void)
+void Host_UnlockSession(void)
 {
-       // never run more than 1 frame per call because multiple frames per call it
-       // does not handle overload gracefully, slowing down is better than a
-       // sudden significant drop in framerate (or worse, freezing until the
-       // problem goes away)
-       int framecount, framelimit = 1;
-       double advancetime;
-       if (!sv.active)
-       {
-               sv.timer = 0;
+       if(!locksession_run)
                return;
-       }
-       sv.timer += host_realframetime;
-
+       locksession_run = false;
 
-       // run the world state
-       // don't allow simulation to run too fast or too slow or logic glitches can occur
-       for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
+       if(locksession_fh)
        {
-               // setup the VM frame
-               SV_VM_Begin();
-
-               if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
-                       advancetime = min(sv.timer, sys_ticrate.value);
-               else
-                       advancetime = sys_ticrate.value;
-               sv.timer -= advancetime;
-
-               // 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;
-
-               // set the time and clear the general datagram
-               SV_ClearDatagram();
-
-               // check for network packets to the server each world step incase they
-               // come in midframe (particularly if host is running really slow)
-               NetConn_ServerFrame();
-
-               // move things around and think unless paused
-               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);
-
-               // end the server VM frame
-               SV_VM_End();
+               FS_Close(locksession_fh);
+               // NOTE: we can NOT unlink the lock here, as doing so would
+               // create a race condition if another process created it
+               // between our close and our unlink
+               locksession_fh = NULL;
        }
-
-
-       // if we fell behind too many frames just don't worry about it
-       if (sv.timer > 0)
-               sv.timer = 0;
 }
 
-
 /*
-==================
-Host_Frame
-
-Runs all active servers
-==================
+====================
+Host_Init
+====================
 */
-void _Host_Frame (float time)
+static void Host_Init (void)
 {
-       static double time1 = 0;
-       static double time2 = 0;
-       static double time3 = 0;
-       int pass1, pass2, pass3;
-
-       if (setjmp(host_abortframe))
-               return;                 // something bad happened, or the server disconnected
-
-       // decide the simulation time
-       if (!Host_FilterTime(time))
-               return;
-
-       // keep the random time dependent
-       rand();
-
-       cl.islocalgame = NetConn_IsLocalGame();
-
-       // get new key events
-       Sys_SendKeyEvents();
-
-       // Collect input into cmd
-       CL_Move();
-
-       // process console commands
-       Cbuf_Execute();
-
-       // if running the server locally, make intentions now
-       if (cls.state == ca_connected && sv.active)
-               CL_SendCmd();
-
-//-------------------
-//
-// server operations
-//
-//-------------------
-
-       // check for commands typed to the host
-       Host_GetConsoleCommands();
-
-       if (sv.active)
-               Host_ServerFrame();
-
-//-------------------
-//
-// client operations
-//
-//-------------------
-
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
-
-       NetConn_ClientFrame();
-
-       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();
-       }
-
-       //ui_update();
+       int i;
+       const char* os;
+       char vabuf[1024];
 
-       CL_VideoFrame();
+       host.hook.ConnectLocal = NULL;
+       host.hook.Disconnect = NULL;
+       host.hook.ToggleMenu = NULL;
+       host.hook.CL_Intermission = NULL;
+       host.hook.SV_Shutdown = NULL;
 
-       // update video
-       if (host_speeds.integer)
-               time1 = Sys_DoubleTime();
+       host.state = host_init;
 
-       CL_UpdateScreen();
+       if (setjmp(host.abortframe)) // Huh?!
+               Sys_Error("Engine initialization failed. Check the console (if available) for additional information.\n");
 
-       if (host_speeds.integer)
-               time2 = Sys_DoubleTime();
+       if (Sys_CheckParm("-profilegameonly"))
+               Sys_AllowProfiling(false);
 
-       // update audio
-       if(csqc_usecsqclistener)
-       {
-               S_Update(&csqc_listenermatrix);
-               csqc_usecsqclistener = false;
-       }
+       // LadyHavoc: quake never seeded the random number generator before... heh
+       if (Sys_CheckParm("-benchmark"))
+               srand(0); // predictable random sequence for -benchmark
        else
-               S_Update(&r_refdef.viewentitymatrix);
-
-       CDAudio_Update();
-
-       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++;
-}
+               srand((unsigned int)time(NULL));
 
-void Host_Frame (float time)
-{
-       double time1, time2;
-       static double timetotal;
-       static int timecount;
-       int i, c, m;
-
-       if (!serverprofile.integer)
+       // FIXME: this is evil, but possibly temporary
+       // LadyHavoc: doesn't seem very temporary...
+       // LadyHavoc: made this a saved cvar
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
+       if (Sys_CheckParm("-developer"))
        {
-               _Host_Frame (time);
-               return;
+               developer.value = developer.integer = 1;
+               developer.string = "1";
        }
 
-       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<svs.maxclients ; i++)
+       if (Sys_CheckParm("-developer2") || Sys_CheckParm("-developer3"))
        {
-               if (svs.clients[i].active)
-                       c++;
+               developer.value = developer.integer = 1;
+               developer.string = "1";
+               developer_extra.value = developer_extra.integer = 1;
+               developer_extra.string = "1";
+               developer_insane.value = developer_insane.integer = 1;
+               developer_insane.string = "1";
+               developer_memory.value = developer_memory.integer = 1;
+               developer_memory.string = "1";
+               developer_memorydebug.value = developer_memorydebug.integer = 1;
+               developer_memorydebug.string = "1";
        }
 
-       Con_Printf("serverprofile: %2i clients %2i msec\n",  c,  m);
-}
-
-//============================================================================
-
-qboolean vid_opened = false;
-void Host_StartVideo(void)
-{
-       if (!vid_opened && cls.state != ca_dedicated)
+       if (Sys_CheckParm("-developer3"))
        {
-               vid_opened = true;
-               VID_Start();
-               CDAudio_Startup();
+               gl_paranoid.integer = 1;gl_paranoid.string = "1";
+               gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
        }
-}
-
-char engineversion[128];
-
-qboolean sys_nostdout = false;
-
-extern void Render_Init(void);
-extern void Mathlib_Init(void);
-extern void FS_Init(void);
-extern void FS_Shutdown(void);
-extern void PR_Cmd_Init(void);
-extern void COM_Init_Commands(void);
-extern void FS_Init_Commands(void);
-extern void COM_CheckRegistered(void);
-extern qboolean host_stuffcmdsrun;
 
-/*
-====================
-Host_Init
-====================
-*/
-void Host_Init (void)
-{
-       int i;
-       const char* os;
-
-       // LordHavoc: quake never seeded the random number generator before... heh
-       srand(time(NULL));
-
-       // used by everything
-       Memory_Init();
-
-       // initialize console and logging
-       Con_Init();
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+       if (Sys_CheckParm("-nostdout"))
+               sys_nostdout = 1;
 
        // initialize console command/cvar/alias/command execution systems
        Cmd_Init();
 
-       // parse commandline
-       COM_InitArgv();
+       // initialize memory subsystem cvars/commands
+       Memory_Init_Commands();
 
-       // initialize console window (only used by sys_win.c)
-       Sys_InitConsole();
+       // initialize console and logging and its cvars/commands
+       Con_Init();
 
-       // detect gamemode from commandline options or executable name
-       COM_InitGameType();
+       // initialize various cvars that could not be initialized earlier
+       u8_Init();
+       Curl_Init_Commands();
+       Sys_Init_Commands();
+       COM_Init_Commands();
+
+       // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+       FS_Init();
 
        // construct a version string for the corner of the console
-#if defined(__linux__)
-       os = "Linux";
-#elif defined(WIN32)
-       os = "Windows";
-#elif defined(__FreeBSD__)
-       os = "FreeBSD";
-#elif defined(__NetBSD__)
-       os = "NetBSD";
-#elif defined(__OpenBSD__)
-       os = "OpenBSD";
-#elif defined(MACOSX)
-       os = "Mac OS X";
-#else
-       os = "Unknown";
-#endif
+       os = DP_OS_NAME;
        dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+       Con_Printf("%s\n", engineversion);
 
-// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
-       if (COM_CheckParm("-nostdout"))
-               sys_nostdout = 1;
-       else
-               Con_Printf("%s\n", engineversion);
-
-       // FIXME: this is evil, but possibly temporary
-// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
-       if (COM_CheckParm("-developer"))
-       {
-               forcedeveloper = true;
-               developer.integer = 1;
-               developer.value = 1;
-       }
-
-       // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
-       FS_Init();
-
-       // initialize various cvars that could not be initialized earlier
-       Memory_Init_Commands();
-       Con_Init_Commands();
-       Cmd_Init_Commands();
-       Sys_Init_Commands();
-       COM_Init_Commands();
-       FS_Init_Commands();
-       COM_CheckRegistered();
+       // initialize process nice level
+       Sys_InitProcessNice();
 
        // initialize ixtable
        Mathlib_Init();
 
+       // register the cvars for session locking
+       Host_InitSession();
+
+       // must be after FS_Init
+       Crypto_Init();
+       Crypto_Init_Commands();
+
        NetConn_Init();
-       //PR_Init();
-       //PR_Cmd_Init();
+       Curl_Init();
        PRVM_Init();
        Mod_Init();
+       World_Init();
        SV_Init();
-       Host_InitCommands();
        Host_InitLocal();
-       Host_ServerOptions();
-
-       if (cls.state != ca_dedicated)
-       {
-               Con_Printf("Initializing client\n");
-
-               R_Modules_Init();
-               Palette_Init();
-               MR_Init_Commands();
-               VID_Shared_Init();
-               VID_Init();
-               Render_Init();
-               S_Init();
-               CDAudio_Init();
-               Key_Init();
-               V_Init();
-               CL_Init();
-       }
 
-       // set up the default startmap_sp and startmap_dm aliases (mods can
-       // override these) and then execute the quake.rc startup script
-       if (gamemode == GAME_NEHAHRA)
-               Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
-       else if (gamemode == GAME_TRANSFUSION)
-               Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
-       else if (gamemode == GAME_NEXUIZ)
-               Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\nexec quake.rc\n");
-       else if (gamemode == GAME_TEU)
-               Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
-       else
-               Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
-       Cbuf_Execute();
+       Thread_Init();
+       TaskQueue_Init();
 
-       // if stuffcmds wasn't run, then quake.rc is probably missing, use default
-       if (!host_stuffcmdsrun)
-       {
-               Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
-               Cbuf_Execute();
-       }
+       CL_Init();
 
-       // save console log up to this point to log_file if it was set by configs
-       Log_Start();
+       // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
+       // NOTE: menu commands are freed by Cmd_RestoreInitState
+       Cmd_SaveInitState();
 
        // FIXME: put this into some neat design, but the menu should be allowed to crash
        // without crashing the whole game, so this should just be a short-time solution
-       Host_StartVideo();
 
        // here comes the not so critical stuff
-       if (setjmp(host_abortframe)) {
-               return;
-       }
 
-       if (cls.state != ca_dedicated)
+       Host_AddConfigText(cmd_local);
+
+       // if quake.rc is missing, use default
+       if (!FS_FileExists("quake.rc"))
        {
-               MR_Init();
+               Cbuf_AddText(cmd_local, "exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\n");
+               Cbuf_Execute(cmd_local->cbuf);
        }
 
+       host.state = host_active;
+
+       CL_StartVideo();
+
+       Log_Start();
+
+       // put up the loading image so the user doesn't stare at a black screen...
+       SCR_BeginLoadingPlaque(true);
+#ifdef CONFIG_MENU
+       if (cls.state != ca_dedicated)
+               MR_Init();
+#endif
        // check for special benchmark mode
 // 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)
-       i = COM_CheckParm("-benchmark");
-       if (i && i + 1 < com_argc)
+       i = Sys_CheckParm("-benchmark");
+       if (i && i + 1 < sys.argc)
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
-               Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
-               Cbuf_Execute();
+               Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "timedemo %s\n", sys.argv[i + 1]));
+               Cbuf_Execute(cmd_local->cbuf);
        }
 
        // check for special demo mode
 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
-       i = COM_CheckParm("-demo");
-       if (i && i + 1 < com_argc)
+       i = Sys_CheckParm("-demo");
+       if (i && i + 1 < sys.argc)
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
-               Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
-               Cbuf_Execute();
+               Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "playdemo %s\n", sys.argv[i + 1]));
+               Cbuf_Execute(cmd_local->cbuf);
        }
 
-       // check for special demolooponly mode
-// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
-       i = COM_CheckParm("-demolooponly");
-       if (i && i + 1 < com_argc)
+#ifdef CONFIG_VIDEO_CAPTURE
+// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
+       i = Sys_CheckParm("-capturedemo");
+       if (i && i + 1 < sys.argc)
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
-               Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
-               Cbuf_Execute();
+               Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", sys.argv[i + 1]));
+               Cbuf_Execute((cmd_local)->cbuf);
        }
+#endif
 
-       if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
+       if (cls.state == ca_dedicated || Sys_CheckParm("-listen"))
        if (!sv.active && !cls.demoplayback && !cls.connect_trying)
        {
-               Cbuf_AddText("startmap_dm\n");
-               Cbuf_Execute();
+               Cbuf_AddText(cmd_local, "startmap_dm\n");
+               Cbuf_Execute(cmd_local->cbuf);
        }
 
        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();
+#ifdef CONFIG_MENU
+               Cbuf_AddText(cmd_local, "togglemenu 1\n");
+#endif
+               Cbuf_Execute(cmd_local->cbuf);
        }
 
        Con_DPrint("========Initialized=========\n");
 
-       Host_StartVideo();
+       if (cls.state != ca_dedicated)
+               SV_StartThread();
 }
 
-
 /*
 ===============
 Host_Shutdown
@@ -1094,51 +565,185 @@ to run quit through here before the final handoff to the sys code.
 */
 void Host_Shutdown(void)
 {
-       static qboolean isdown = false;
+       static qbool isdown = false;
 
        if (isdown)
        {
                Con_Print("recursive shutdown\n");
                return;
        }
+       if (setjmp(host.abortframe))
+       {
+               Con_Print("aborted the quitting frame?!?\n");
+               return;
+       }
        isdown = true;
 
-       // be quiet while shutting down
-       S_StopAllSounds();
+       if(cls.state != ca_dedicated)
+               CL_Shutdown();
 
-       // disconnect client from server if active
-       CL_Disconnect();
+       // end the server thread
+       if (svs.threaded)
+               SV_StopThread();
 
        // shut down local server if active
-       Host_ShutdownServer (false);
-
-       // Shutdown menu
-       if(MR_Shutdown)
-               MR_Shutdown();
+       if(host.hook.SV_Shutdown)
+               host.hook.SV_Shutdown();
 
        // AK shutdown PRVM
        // AK hmm, no PRVM_Shutdown(); yet
 
-       CL_Video_Shutdown();
-
-       Host_SaveConfig_f();
+       Host_SaveConfig(CONFIGFILENAME);
 
-       CDAudio_Shutdown ();
-       S_Terminate ();
+       Curl_Shutdown ();
        NetConn_Shutdown ();
-       //PR_Shutdown ();
-
-       if (cls.state != ca_dedicated)
-       {
-               R_Modules_Shutdown();
-               VID_Shutdown();
-       }
 
+       SV_StopThread();
+       TaskQueue_Shutdown();
+       Thread_Shutdown();
        Cmd_Shutdown();
-       CL_Shutdown();
        Sys_Shutdown();
        Log_Close();
-       FS_Shutdown();
+       Crypto_Shutdown();
+
+       Host_UnlockSession();
+
+       Con_Shutdown();
        Memory_Shutdown();
 }
 
+//============================================================================
+
+/*
+==================
+Host_Frame
+
+Runs all active servers
+==================
+*/
+static double Host_Frame(double time)
+{
+       double cl_wait, sv_wait;
+
+       TaskQueue_Frame(false);
+
+       // keep the random time dependent, but not when playing demos/benchmarking
+       if(!*sv_random_seed.string && !host.restless)
+               rand();
+
+       NetConn_UpdateSockets();
+
+       Log_DestBuffer_Flush();
+
+       // Run any downloads
+       Curl_Frame();
+
+       // process console commands
+       Cbuf_Frame(host.cbuf);
+
+       R_TimeReport("---");
+
+       sv_wait = SV_Frame(time);
+       cl_wait = CL_Frame(time);
+
+//     Con_Printf("%6.0f %6.0f\n", cl_wait * 1000000.0, sv_wait * 1000000.0);
+
+       Mem_CheckSentinelsGlobal();
+
+       if(host.restless)
+               return 0;
+
+       // if the accumulators haven't become positive yet, wait a while
+       if (cls.state == ca_dedicated)
+               return sv_wait * -1000000.0; // dedicated
+       else if (!sv.active || svs.threaded)
+               return cl_wait * -1000000.0; // connected to server, main menu, or server is on different thread
+       else
+               return max(cl_wait, sv_wait) * -1000000.0; // listen server or singleplayer
+}
+
+static inline void Host_Sleep(double time)
+{
+       double delta, time0;
+
+       if(host_maxwait.value <= 0)
+               time = min(time, 1000000.0);
+       else
+               time = min(time, host_maxwait.value * 1000.0);
+       if(time < 1)
+               time = 1; // because we cast to int
+
+       time0 = Sys_DirtyTime();
+       if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
+               NetConn_SleepMicroseconds((int)time);
+               if (cls.state != ca_dedicated)
+                       NetConn_ClientFrame(); // helps server browser get good ping values
+               // TODO can we do the same for ServerFrame? Probably not.
+       }
+       else
+               Sys_Sleep((int)time);
+       delta = Sys_DirtyTime() - time0;
+       if (delta < 0 || delta >= 1800)
+               delta = 0;
+       host.sleeptime += delta;
+//                     R_TimeReport("sleep");
+       return;
+}
+
+// Cloudwalk: Most overpowered function declaration...
+static inline double Host_UpdateTime (double newtime, double oldtime)
+{
+       double time = newtime - oldtime;
+
+       if (time < 0)
+       {
+               // warn if it's significant
+               if (time < -0.01)
+                       Con_Printf(CON_WARN "Host_UpdateTime: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+               time = 0;
+       }
+       else if (time >= 1800)
+       {
+               Con_Printf(CON_WARN "Host_UpdateTime: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+               time = 0;
+       }
+
+       return time;
+}
+
+void Host_Main(void)
+{
+       double time, newtime, oldtime, sleeptime;
+
+       Host_Init(); // Start!
+
+       host.realtime = 0;
+       oldtime = Sys_DirtyTime();
+
+       // Main event loop
+       while(host.state != host_shutdown)
+       {
+               // Something bad happened, or the server disconnected
+               if (setjmp(host.abortframe))
+               {
+                       host.state = host_active; // In case we were loading
+                       continue;
+               }
+
+               newtime = host.dirtytime = Sys_DirtyTime();
+               host.realtime += time = Host_UpdateTime(newtime, oldtime);
+
+               sleeptime = Host_Frame(time);
+               oldtime = newtime;
+
+               if (sleeptime >= 1)
+               {
+                       Host_Sleep(sleeptime);
+                       continue;
+               }
+
+               host.framecount++;
+       }
+
+       return;
+}