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