X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=host.c;h=c385b6d372bdd129fe137b71f2a5662e41e8ec1c;hp=3c77a0e356ce13c439cd0160946f0e2f74e809c0;hb=2f5dfa4708db4112f682b31146a8db1d456a0482;hpb=bf54dd6e7fb965287073b669235a7b30c7f96923 diff --git a/host.c b/host.c index 3c77a0e3..aa8fb4c3 100644 --- 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 @@ -23,13 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include "libcurl.h" -#include "cdaudio.h" -#include "cl_gecko.h" -#include "cl_video.h" -#include "progsvm.h" -#include "csprogs.h" -#include "sv_demo.h" -#include "snd_main.h" +#include "taskqueue.h" +#include "utf8lib.h" /* @@ -42,45 +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 = 0; -// LordHavoc: set when quit is executed -qboolean host_shuttingdown = false; +host_static_t host; -// the real time since application started, without any slowmo or clamping -double realtime; +// pretend frames take this amount of time (in seconds), 0 = realtime +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 = {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."}; -// current client -client_t *host_client; +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"}; -jmp_buf host_abortframe; -double host_starttime = 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"}; -// pretend frames take this amount of time (in seconds), 0 = realtime -cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"}; -// shows time used by certain subsystems -cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"}; -cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."}; -cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"}; -cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"}; -cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"}; -cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"}; -cvar_t cl_minfps_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"}; -cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"}; -cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"}; -cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"}; -cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"}; - -cvar_t developer = {CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"}; -cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"}; -cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"}; -cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"}; -cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"}; -cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"}; - -cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"}; -cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"}; +cvar_t 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 host_isclient = {CF_SHARED | CF_READONLY, "_host_isclient", "0", "If 1, clientside is active."}; /* ================ @@ -91,7 +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); } /* @@ -103,9 +86,9 @@ 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 @@ -116,11 +99,11 @@ void Host_Error (const char *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) @@ -136,15 +119,22 @@ void Host_Error (const char *error, ...) //PR_Crash(); // print out where the crash happened, if it was caused by QC (and do a cleanup) - PRVM_Crash(); + PRVM_Crash(SVVM_prog); + PRVM_Crash(CLVM_prog); +#ifdef CONFIG_MENU + PRVM_Crash(MVM_prog); +#endif + Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progsize, -1); - Host_ShutdownServer (); + 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; @@ -152,98 +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; +} - // general default - svs.maxclients = 8; +static void Host_Version_f(cmd_state_t *cmd) +{ + Con_Printf("Version: %s build %s\n", gamename, buildstring); +} -// 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) +static void Host_Framerate_c(cvar_t *var) +{ + if (var->value < 0.00001 && var->value != 0) + Cvar_SetValueQuick(var, 0); +} + +// 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 = svs.maxclients_next = 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 && !coop.integer) - Cvar_SetValueQuick(&deathmatch, 1); -} - -/* -======================= -Host_InitLocal -====================== -*/ -void Host_SaveConfig_f(void); -void Host_LoadConfig_f(void); -extern cvar_t sv_writepicture_quality; -extern cvar_t r_texture_jpeg_fastpicmip; -static void Host_InitLocal (void) -{ - Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)"); - Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs"); - - Cvar_RegisterVariable (&host_framerate); - Cvar_RegisterVariable (&host_speeds); - Cvar_RegisterVariable (&host_maxwait); - Cvar_RegisterVariable (&cl_minfps); - Cvar_RegisterVariable (&cl_minfps_fade); - Cvar_RegisterVariable (&cl_minfps_qualitymax); - Cvar_RegisterVariable (&cl_minfps_qualitymin); - Cvar_RegisterVariable (&cl_minfps_qualitypower); - Cvar_RegisterVariable (&cl_minfps_qualityscale); - Cvar_RegisterVariable (&cl_maxfps); - Cvar_RegisterVariable (&cl_maxfps_alwayssleep); - Cvar_RegisterVariable (&cl_maxidlefps); - - Cvar_RegisterVariable (&developer); - Cvar_RegisterVariable (&developer_extra); - Cvar_RegisterVariable (&developer_insane); - Cvar_RegisterVariable (&developer_loadfile); - Cvar_RegisterVariable (&developer_loading); - Cvar_RegisterVariable (&developer_entityparsing); - - Cvar_RegisterVariable (×tamps); - Cvar_RegisterVariable (&timeformat); - - Cvar_RegisterVariable (&sv_writepicture_quality); - Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip); } - /* =============== Host_SaveConfig_f @@ -251,42 +188,54 @@ Host_SaveConfig_f Writes key bindings and archived cvars to config.cfg =============== */ -void Host_SaveConfig_to(const char *file) +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 && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo")) + // 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_OpenRealFile(file, "wb", false); if (!f) { - Con_Printf("Couldn't write %s.\n", file); + 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); } } -void Host_SaveConfig(void) -{ - Host_SaveConfig_to(CONFIGFILENAME); -} -void Host_SaveConfig_f(void) + +static void Host_SaveConfig_f(cmd_state_t *cmd) { const char *file = CONFIGFILENAME; - if(Cmd_Argc() >= 2) { - file = Cmd_Argv(1); + if(Cmd_Argc(cmd) >= 2) { + file = Cmd_Argv(cmd, 1); Con_Printf("Saving to %s\n", file); } - Host_SaveConfig_to(file); + Host_SaveConfig(file); +} + +static void Host_AddConfigText(cmd_state_t *cmd) +{ + // 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); } /* @@ -296,737 +245,120 @@ Host_LoadConfig_f Resets key bindings and cvars to defaults and then reloads scripts =============== */ -void Host_LoadConfig_f(void) +static void Host_LoadConfig_f(cmd_state_t *cmd) { - // unlock the cvar default strings so they can be updated by the new default.cfg - Cvar_UnlockDefaults(); + // reset all cvars, commands and aliases to init values + Cmd_RestoreInitState(); +#ifdef CONFIG_MENU + // prepend a menu restart command to execute after the config + Cbuf_InsertText(cmd_local, "\nmenu_restart\n"); +#endif // reset cvars to their defaults, and then exec startup scripts again - Cbuf_InsertText("cvar_resettodefaults_all;exec " STARTCONFIGFILENAME "\n"); + Host_AddConfigText(cmd_local); } /* -================= -SV_ClientPrint - -Sends text across to be displayed -FIXME: make this just a stuffed echo? -================= -*/ -void SV_ClientPrint(const char *msg) -{ - if (host_client->netconnection) - { - MSG_WriteByte(&host_client->netconnection->message, svc_print); - MSG_WriteString(&host_client->netconnection->message, msg); - } -} - -/* -================= -SV_ClientPrintf - -Sends text across to be displayed -FIXME: make this just a stuffed echo? -================= -*/ -void SV_ClientPrintf(const char *fmt, ...) -{ - va_list argptr; - char msg[MAX_INPUTLINE]; - - va_start(argptr,fmt); - dpvsnprintf(msg,sizeof(msg),fmt,argptr); - va_end(argptr); - - SV_ClientPrint(msg); -} - -/* -================= -SV_BroadcastPrint - -Sends text to all active clients -================= +======================= +Host_InitLocal +====================== */ -void SV_BroadcastPrint(const char *msg) +extern cvar_t r_texture_jpeg_fastpicmip; +static void Host_InitLocal (void) { - int i; - client_t *client; - - for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++) - { - if (client->active && client->netconnection) - { - MSG_WriteByte(&client->netconnection->message, svc_print); - MSG_WriteString(&client->netconnection->message, msg); - } - } - - if (sv_echobprint.integer && cls.state == ca_dedicated) - Con_Print(msg); -} - -/* -================= -SV_BroadcastPrintf + 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); -Sends text to all active clients -================= -*/ -void SV_BroadcastPrintf(const char *fmt, ...) -{ - va_list argptr; - char msg[MAX_INPUTLINE]; + Cvar_RegisterVariable (&developer); + Cvar_RegisterVariable (&developer_extra); + Cvar_RegisterVariable (&developer_insane); + Cvar_RegisterVariable (&developer_loadfile); + Cvar_RegisterVariable (&developer_loading); + Cvar_RegisterVariable (&developer_entityparsing); - va_start(argptr,fmt); - dpvsnprintf(msg,sizeof(msg),fmt,argptr); - va_end(argptr); + Cvar_RegisterVariable (×tamps); + Cvar_RegisterVariable (&timeformat); - SV_BroadcastPrint(msg); + Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip); } -/* -================= -Host_ClientCommands - -Send text over to the client to be executed -================= -*/ -void Host_ClientCommands(const char *fmt, ...) -{ - va_list argptr; - char string[MAX_INPUTLINE]; - - if (!host_client->netconnection) - return; - - va_start(argptr,fmt); - dpvsnprintf(string, sizeof(string), fmt, argptr); - va_end(argptr); - - MSG_WriteByte(&host_client->netconnection->message, svc_stufftext); - MSG_WriteString(&host_client->netconnection->message, string); -} +char engineversion[128]; -/* -===================== -SV_DropClient +qbool sys_nostdout = false; -Called when the player is getting totally kicked off the host -if (crash = true), don't bother sending signofs -===================== -*/ -void SV_DropClient(qboolean crash) +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); - - SV_StopDemoRecording(host_client); + 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) - { - // free the client (the body stays around) - if (!crash) - { - // LordHavoc: no opportunity for resending, so use unreliable 3 times - unsigned char bufdata[8]; - sizebuf_t buf; - memset(&buf, 0, sizeof(buf)); - buf.data = bufdata; - buf.maxsize = sizeof(bufdata); - MSG_WriteByte(&buf, svc_disconnect); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); - NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false); - } - // 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; - } - - // if a download is active, close it - if (host_client->download_file) - { - Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name); - FS_Close(host_client->download_file); - host_client->download_file = NULL; - host_client->download_name[0] = 0; - host_client->download_expectedposition = 0; - host_client->download_started = false; - } - - // remove leaving player from scoreboard - host_client->name[0] = 0; - host_client->colors = 0; - host_client->frags = 0; - // send notification to all clients - // get number of client manually just to make sure we get it right... - i = host_client - svs.clients; - MSG_WriteByte (&sv.reliable_datagram, svc_updatename); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteString (&sv.reliable_datagram, host_client->name); - MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteByte (&sv.reliable_datagram, host_client->colors); - MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags); - MSG_WriteByte (&sv.reliable_datagram, i); - MSG_WriteShort (&sv.reliable_datagram, host_client->frags); - - // free the client now - if (host_client->entitydatabase) - EntityFrame_FreeDatabase(host_client->entitydatabase); - if (host_client->entitydatabase4) - EntityFrame4_FreeDatabase(host_client->entitydatabase4); - if (host_client->entitydatabase5) - EntityFrame5_FreeDatabase(host_client->entitydatabase5); - - if (sv.active) - { - // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags - PRVM_ED_ClearEdict(host_client->edict); - } - - // clear the client struct (this sets active to false) - memset(host_client, 0, sizeof(*host_client)); - - // update server listing on the master because player count changed - // (which the master uses for filtering empty/full servers) - NetConn_Heartbeat(1); - - if (sv.loadgame) + // load the session ID into the read-only cvar + if ((i = Sys_CheckParm("-sessionid")) && (i + 1 < sys.argc)) { - for (i = 0;i < svs.maxclients;i++) - if (svs.clients[i].active && !svs.clients[i].spawned) - break; - if (i == svs.maxclients) + if(sys.argv[i+1][0] == '.') + Cvar_SetQuick(&sessionid, sys.argv[i+1]); + else { - Con_Printf("Loaded game, everyone rejoined - unpausing\n"); - sv.paused = sv.loadgame = false; // we're basically done with loading now + buf = (char *)Z_Malloc(strlen(sys.argv[i+1]) + 2); + dpsnprintf(buf, sizeof(buf), ".%s", sys.argv[i+1]); + Cvar_SetQuick(&sessionid, buf); } } } -/* -================== -Host_ShutdownServer - -This only happens at the end of a game, not between levels -================== -*/ -void Host_ShutdownServer(void) +void Host_LockSession(void) { - int i; - - 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 - SV_VM_Begin(); - World_End(&sv.world); - if(prog->loaded) - if(prog->funcoffsets.SV_Shutdown) - { - func_t s = prog->funcoffsets.SV_Shutdown; - prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again - PRVM_ExecuteProgram(s,"SV_Shutdown() required"); - } - for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) - if (host_client->active) - SV_DropClient(false); // server shutdown - SV_VM_End(); - - NetConn_CloseServerPorts(); - - sv.active = false; -// -// clear structures -// - memset(&sv, 0, sizeof(sv)); - memset(svs.clients, 0, svs.maxclients*sizeof(client_t)); -} - - -//============================================================================ - -/* -=================== -Host_GetConsoleCommands - -Add them exactly as if they had been typed at the console -=================== -*/ -void Host_GetConsoleCommands (void) -{ - char *cmd; - - while (1) + locksession_run = true; + if(locksession.integer != 0 && !Sys_CheckParm("-readonly")) { - cmd = Sys_ConsoleInput (); - if (!cmd) - break; - Cbuf_AddText (cmd); - } -} - -/* -================== -Host_TimeReport - -Returns a time report string, for example for -================== -*/ -const char *Host_TimingReport(void) -{ - return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000); -} - -/* -================== -Host_Frame - -Runs all active servers -================== -*/ -static void Host_Init(void); -void Host_Main(void) -{ - double time1 = 0; - double time2 = 0; - double time3 = 0; - double cl_timer, sv_timer; - double clframetime, deltarealtime, oldrealtime; - double wait; - int pass1, pass2, pass3, i; - - Host_Init(); - - cl_timer = 0; - sv_timer = 0; - - realtime = host_starttime = Sys_DoubleTime(); - for (;;) - { - if (setjmp(host_abortframe)) - { - SCR_ClearLoadingScreen(false); - continue; // something bad happened, or the server disconnected - } - - oldrealtime = realtime; - realtime = Sys_DoubleTime(); - - deltarealtime = realtime - oldrealtime; - cl_timer += deltarealtime; - sv_timer += deltarealtime; - - svs.perf_acc_realtime += deltarealtime; - - // Look for clients who have spawned - for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++) - if(host_client->spawned) - if(host_client->netconnection) - break; - if(i == svs.maxclients) + 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) { - // Nobody is looking? Then we won't do timing... - // Instead, reset it to zero - svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0; - } - else if(svs.perf_acc_realtime > 5) - { - svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime; - svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime; - if(svs.perf_acc_offset_samples > 0) + if(locksession.integer == 2) { - svs.perf_offset_max = svs.perf_acc_offset_max; - svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples; - svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg); + 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); } - if(svs.perf_lost > 0 && developer_extra.integer) - Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport()); - svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0; - } - - if (slowmo.value < 0.00001 && slowmo.value != 0) - Cvar_SetValue("slowmo", 0); - if (host_framerate.value < 0.00001 && host_framerate.value != 0) - Cvar_SetValue("host_framerate", 0); - - // keep the random time dependent, but not when playing demos/benchmarking - if(!*sv_random_seed.string && !cls.demoplayback) - rand(); - - cl.islocalgame = NetConn_IsLocalGame(); - - // get new key events - Key_EventQueue_Unblock(); - SndSys_SendKeyEvents(); - Sys_SendKeyEvents(); - - NetConn_UpdateSockets(); - - Log_DestBuffer_Flush(); - - // receive packets on each main loop iteration, as the main loop may - // be undersleeping due to select() detecting a new packet - if (sv.active) - NetConn_ServerFrame(); - - Curl_Run(); - - // check for commands typed to the host - Host_GetConsoleCommands(); - - // when a server is running we only execute console commands on server frames - // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc) - // otherwise we execute them on client frames - if (sv.active ? sv_timer > 0 : cl_timer > 0) - { - // process console commands -// R_TimeReport("preconsole"); - CL_VM_PreventInformationLeaks(); - Cbuf_Execute(); -// R_TimeReport("console"); - } - - //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0); - - // if the accumulators haven't become positive yet, wait a while - if (cls.state == ca_dedicated) - wait = sv_timer * -1000000.0; - else if (!sv.active) - wait = cl_timer * -1000000.0; - else - wait = max(cl_timer, sv_timer) * -1000000.0; - - if (!cls.timedemo && wait >= 1) - { - double time0; - - if(host_maxwait.value <= 0) - wait = min(wait, 1000000.0); - else - wait = min(wait, host_maxwait.value * 1000.0); - if(wait < 1) - wait = 1; // because we cast to int - - time0 = Sys_DoubleTime(); - if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer) - NetConn_SleepMicroseconds((int)wait); - else - Sys_Sleep((int)wait); - svs.perf_acc_sleeptime += Sys_DoubleTime() - time0; -// R_TimeReport("sleep"); - continue; - } - - R_TimeReport("---"); - - //------------------- - // - // server operations - // - //------------------- - - // limit the frametime steps to no more than 100ms each - if (cl_timer > 0.1) - cl_timer = 0.1; - if (sv_timer > 0.1) - { - svs.perf_acc_lost += (sv_timer - 0.1); - sv_timer = 0.1; - } - - if (sv.active && sv_timer > 0) - { - // execute one or more server frames, with an upper limit on how much - // execution time to spend on server frames to avoid freezing the game if - // the server is overloaded, this execution time limit means the game will - // slow down if the server is taking too long. - int framecount, framelimit = 1; - double advancetime, aborttime = 0; - float offset; - - // run the world state - // don't allow simulation to run too fast or too slow or logic glitches can occur - - // stop running server frames if the wall time reaches this value - if (sys_ticrate.value <= 0) - advancetime = sv_timer; - else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) - { - // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate - advancetime = bound(0.01, cl_timer, sys_ticrate.value); - framelimit = 10; - aborttime = realtime + 0.1; - } - else - { - advancetime = sys_ticrate.value; - // listen servers can run multiple server frames per client frame - if (cls.state == ca_connected) - { - framelimit = 10; - aborttime = realtime + 0.1; - } - } - if(slowmo.value > 0 && slowmo.value < 1) - advancetime = min(advancetime, 0.1 / slowmo.value); - else - advancetime = min(advancetime, 0.1); - - if(advancetime > 0) - { - offset = sv_timer + (Sys_DoubleTime() - realtime); - ++svs.perf_acc_offset_samples; - svs.perf_acc_offset += offset; - svs.perf_acc_offset_squared += offset * offset; - if(svs.perf_acc_offset_max < offset) - svs.perf_acc_offset_max = offset; - } - - // 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 || cl.csqc_paused))) - sv.frametime = 0; - - // setup the VM frame - SV_VM_Begin(); - - for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++) - { - sv_timer -= advancetime; - - // move things around and think unless paused - if (sv.frametime) - SV_Physics(); - - // if this server frame took too long, break out of the loop - if (framelimit > 1 && Sys_DoubleTime() >= aborttime) - break; - } - R_TimeReport("serverphysics"); - - // send all messages to the clients - SV_SendClientMessages(); - - if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) { - prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart; - PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing"); - } - - // end the server VM frame - SV_VM_End(); - - // send an heartbeat if enough time has passed since the last one - NetConn_Heartbeat(0); - R_TimeReport("servernetwork"); - } - else - { - // don't let r_speeds display jump around - R_TimeReport("serverphysics"); - R_TimeReport("servernetwork"); - } - - //------------------- - // - // client operations - // - //------------------- - - if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1))) - { - R_TimeReport("---"); - // decide the simulation time - if (cls.capturevideo.active) - { - //*** - if (cls.capturevideo.realtime) - clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate); - else - { - clframetime = 1.0 / cls.capturevideo.framerate; - cl.realframetime = max(cl_timer, clframetime); - } - } - else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo) - { - clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value); - // when running slow, we need to sleep to keep input responsive - wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000); - if (wait > 0) - Sys_Sleep((int)wait); - } - else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo) - clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value); else - clframetime = cl.realframetime = cl_timer; - - // apply slowmo scaling - clframetime *= cl.movevars_timescale; - // scale playback speed of demos by slowmo cvar - if (cls.demoplayback) { - clframetime *= slowmo.value; - // if demo playback is paused, don't advance time at all - if (cls.demopaused) - clframetime = 0; - } - - // host_framerate overrides all else - if (host_framerate.value) - clframetime = host_framerate.value; - - if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused))) - clframetime = 0; - - if (cls.timedemo) - clframetime = cl.realframetime = cl_timer; - - // deduct the frame time from the accumulator - cl_timer -= cl.realframetime; - - cl.oldtime = cl.time; - cl.time += clframetime; - - // update video - if (host_speeds.integer) - time1 = Sys_DoubleTime(); - R_TimeReport("pre-input"); - - // Collect input into cmd - CL_Input(); - - R_TimeReport("input"); - - // check for new packets - NetConn_ClientFrame(); - - // read a new frame from a demo if needed - CL_ReadDemoMessage(); - R_TimeReport("clientnetwork"); - - // now that packets have been read, send input to server - CL_SendMove(); - R_TimeReport("sendmove"); - - // update client world (interpolate entities, create trails, etc) - CL_UpdateWorld(); - R_TimeReport("lerpworld"); - - CL_Video_Frame(); - CL_Gecko_Frame(); - - R_TimeReport("client"); - - CL_UpdateScreen(); - R_TimeReport("render"); - - if (host_speeds.integer) - time2 = Sys_DoubleTime(); - - // update audio - if(cl.csqc_usecsqclistener) - { - S_Update(&cl.csqc_listenermatrix); - cl.csqc_usecsqclistener = false; - } - else - S_Update(&r_refdef.view.matrix); - - CDAudio_Update(); - R_TimeReport("audio"); - - // reset gathering of mouse input - in_mouse_x = in_mouse_y = 0; - - if (host_speeds.integer) - { - pass1 = (int)((time1 - time3)*1000000); - time3 = Sys_DoubleTime(); - pass2 = (int)((time2 - time1)*1000000); - pass3 = (int)((time3 - time2)*1000000); - Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", - pass1+pass2+pass3, pass1, pass2, pass3); + Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p); } } - -#if MEMPARANOIA - Mem_CheckSentinelsGlobal(); -#else - if (developer_memorydebug.integer) - Mem_CheckSentinelsGlobal(); -#endif - - // if there is some time remaining from this frame, reset the timers - if (cl_timer >= 0) - cl_timer = 0; - if (sv_timer >= 0) - { - svs.perf_acc_lost += sv_timer; - sv_timer = 0; - } - - host_framecount++; } } -//============================================================================ - -qboolean vid_opened = false; -void Host_StartVideo(void) +void Host_UnlockSession(void) { - if (!vid_opened && cls.state != ca_dedicated) + if(!locksession_run) + return; + locksession_run = false; + + if(locksession_fh) { - vid_opened = true; - // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers - NetConn_UpdateSockets(); - VID_Start(); - CDAudio_Startup(); + 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; } } -char engineversion[128]; - -qboolean sys_nostdout = false; - -extern void u8_Init(void); -extern void Render_Init(void); -extern void Mathlib_Init(void); -extern void FS_Init_SelfPack(void); -extern void FS_Init(void); -extern void FS_Shutdown(void); -extern void PR_Cmd_Init(void); -extern void COM_Init_Commands(void); -extern void FS_Init_Commands(void); -extern qboolean host_stuffcmdsrun; - /* ==================== Host_Init @@ -1036,27 +368,39 @@ static void Host_Init (void) { int i; const char* os; + char vabuf[1024]; + + host.hook.ConnectLocal = NULL; + host.hook.Disconnect = NULL; + host.hook.ToggleMenu = NULL; + host.hook.CL_Intermission = NULL; + host.hook.SV_Shutdown = NULL; + + host.state = host_init; - if (COM_CheckParm("-profilegameonly")) + if (setjmp(host.abortframe)) // Huh?! + Sys_Error("Engine initialization failed. Check the console (if available) for additional information.\n"); + + if (Sys_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); - // LordHavoc: quake never seeded the random number generator before... heh - if (COM_CheckParm("-benchmark")) + // LadyHavoc: quake never seeded the random number generator before... heh + if (Sys_CheckParm("-benchmark")) srand(0); // predictable random sequence for -benchmark else srand((unsigned int)time(NULL)); // FIXME: this is evil, but possibly temporary - // LordHavoc: doesn't seem very temporary... - // LordHavoc: made this a saved cvar + // 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 (COM_CheckParm("-developer")) + if (Sys_CheckParm("-developer")) { developer.value = developer.integer = 1; developer.string = "1"; } - if (COM_CheckParm("-developer2")) + if (Sys_CheckParm("-developer2") || Sys_CheckParm("-developer3")) { developer.value = developer.integer = 1; developer.string = "1"; @@ -1070,13 +414,16 @@ static void Host_Init (void) developer_memorydebug.string = "1"; } + if (Sys_CheckParm("-developer3")) + { + gl_paranoid.integer = 1;gl_paranoid.string = "1"; + gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1"; + } + // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from - if (COM_CheckParm("-nostdout")) + if (Sys_CheckParm("-nostdout")) sys_nostdout = 1; - // used by everything - Memory_Init(); - // initialize console command/cvar/alias/command execution systems Cmd_Init(); @@ -1089,145 +436,125 @@ static void Host_Init (void) // initialize various cvars that could not be initialized earlier u8_Init(); Curl_Init_Commands(); - Cmd_Init_Commands(); Sys_Init_Commands(); COM_Init_Commands(); - FS_Init_Commands(); - - // initialize console window (only used by sys_win.c) - Sys_InitConsole(); - // initialize the self-pack (must be before COM_InitGameType as it may add command line options) - FS_Init_SelfPack(); - - // detect gamemode from commandline options or executable name - COM_InitGameType(); + // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) + FS_Init(); // construct a version string for the corner of the console os = DP_OS_NAME; dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring); Con_Printf("%s\n", engineversion); + // initialize process nice level + Sys_InitProcessNice(); + // initialize ixtable Mathlib_Init(); - // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) - FS_Init(); + // register the cvars for session locking + Host_InitSession(); + + // must be after FS_Init + Crypto_Init(); + Crypto_Init_Commands(); NetConn_Init(); Curl_Init(); - //PR_Init(); - //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); World_Init(); SV_Init(); - Host_InitCommands(); Host_InitLocal(); - Host_ServerOptions(); - if (cls.state == ca_dedicated) - Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); - else - { - Con_DPrintf("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(); - } + Thread_Init(); + TaskQueue_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 " STARTCONFIGFILENAME "\n"); - else if (gamemode == GAME_TRANSFUSION) - Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\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 " STARTCONFIGFILENAME "\n"); - Cbuf_Execute(); + CL_Init(); - // if stuffcmds wasn't run, then quake.rc is probably missing, use default - if (!host_stuffcmdsrun) - { - Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n"); - Cbuf_Execute(); - } - - // put up the loading image so the user doesn't stare at a black screen... - SCR_BeginLoadingPlaque(); + // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called + // NOTE: menu commands are freed by Cmd_RestoreInitState + Cmd_SaveInitState(); // FIXME: put this into some neat design, but the menu should be allowed to crash // without crashing the whole game, so this should just be a short-time solution // here comes the not so critical stuff - if (setjmp(host_abortframe)) { - return; - } - 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 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 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); } +#ifdef CONFIG_VIDEO_CAPTURE // COMMANDLINEOPTION: Client: -capturedemo captures a playdemo and quits - i = COM_CheckParm("-capturedemo"); - if (i && i + 1 < com_argc) + i = Sys_CheckParm("-capturedemo"); + if (i && i + 1 < sys.argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { - Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\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) { - 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 @@ -1238,60 +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)) + 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 (); - - // 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_Gecko_Shutdown(); - CL_Video_Shutdown(); - - Host_SaveConfig(); + 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(); - Key_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; +}