2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // host.c -- coordinates spawning and killing of local servers
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 // LordHavoc: framerate upper cap
63 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
64 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"};
66 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
67 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
69 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
70 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
74 Host_AbortCurrentFrame
76 aborts the current host frame and goes on with the next one
79 void Host_AbortCurrentFrame(void)
81 longjmp (host_abortframe, 1);
88 This shuts down both the client and server
91 void Host_Error (const char *error, ...)
93 static char hosterrorstring1[MAX_INPUTLINE];
94 static char hosterrorstring2[MAX_INPUTLINE];
95 static qboolean hosterror = false;
98 // turn off rcon redirect if it was active when the crash occurred
99 rcon_redirect = false;
101 va_start (argptr,error);
102 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
105 Con_Printf("Host_Error: %s\n", hosterrorstring1);
107 // LordHavoc: if crashing very early, or currently shutting down, do
109 if (host_framecount < 3 || host_shuttingdown)
110 Sys_Error ("Host_Error: %s", hosterrorstring1);
113 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
116 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
118 CL_Parse_DumpPacket();
120 CL_Parse_ErrorCleanUp();
124 // print out where the crash happened, if it was caused by QC (and do a cleanup)
128 Host_ShutdownServer ();
130 if (cls.state == ca_dedicated)
131 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
138 Host_AbortCurrentFrame();
141 void Host_ServerOptions (void)
148 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
149 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
150 // if no client is in the executable or -dedicated is specified on
151 // commandline, start a dedicated server
152 i = COM_CheckParm ("-dedicated");
153 if (i || !cl_available)
155 cls.state = ca_dedicated;
156 // check for -dedicated specifying how many players
157 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
158 svs.maxclients = atoi (com_argv[i+1]);
159 if (COM_CheckParm ("-listen"))
160 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
161 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
162 Cvar_SetValue("sv_public", 1);
164 else if (cl_available)
166 // client exists and not dedicated, check if -listen is specified
167 cls.state = ca_disconnected;
168 i = COM_CheckParm ("-listen");
171 // default players unless specified
172 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
173 svs.maxclients = atoi (com_argv[i+1]);
177 // default players in some games, singleplayer in most
178 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
183 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
185 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
187 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
188 Cvar_SetValueQuick(&deathmatch, 1);
192 =======================
194 ======================
196 void Host_SaveConfig_f(void);
197 void Host_LoadConfig_f(void);
198 static void Host_InitLocal (void)
200 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
201 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
203 Cvar_RegisterVariable (&host_framerate);
204 Cvar_RegisterVariable (&host_speeds);
205 Cvar_RegisterVariable (&cl_maxfps);
206 Cvar_RegisterVariable (&cl_maxidlefps);
208 Cvar_RegisterVariable (&developer);
209 Cvar_RegisterVariable (&developer_entityparsing);
211 Cvar_RegisterVariable (×tamps);
212 Cvar_RegisterVariable (&timeformat);
220 Writes key bindings and archived cvars to config.cfg
223 void Host_SaveConfig_f(void)
226 const char *file = "config.cfg";
228 if(Cmd_Argc() >= 2) {
230 Con_Printf("Saving to %s\n", file);
233 // dedicated servers initialize the host but don't parse and set the
235 // LordHavoc: don't save a config if it crashed in startup
236 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
238 f = FS_Open (file, "wb", false, false);
241 Con_Printf("Couldn't write %s.\n", file);
245 Key_WriteBindings (f);
246 Cvar_WriteVariables (f);
257 Resets key bindings and cvars to defaults and then reloads scripts
260 void Host_LoadConfig_f(void)
262 // unlock the cvar default strings so they can be updated by the new default.cfg
263 Cvar_UnlockDefaults();
264 // reset cvars to their defaults, and then exec startup scripts again
265 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
272 Sends text across to be displayed
273 FIXME: make this just a stuffed echo?
276 void SV_ClientPrint(const char *msg)
278 if (host_client->netconnection)
280 MSG_WriteByte(&host_client->netconnection->message, svc_print);
281 MSG_WriteString(&host_client->netconnection->message, msg);
289 Sends text across to be displayed
290 FIXME: make this just a stuffed echo?
293 void SV_ClientPrintf(const char *fmt, ...)
296 char msg[MAX_INPUTLINE];
298 va_start(argptr,fmt);
299 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
309 Sends text to all active clients
312 void SV_BroadcastPrint(const char *msg)
317 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
319 if (client->active && client->netconnection)
321 MSG_WriteByte(&client->netconnection->message, svc_print);
322 MSG_WriteString(&client->netconnection->message, msg);
326 if (sv_echobprint.integer && cls.state == ca_dedicated)
334 Sends text to all active clients
337 void SV_BroadcastPrintf(const char *fmt, ...)
340 char msg[MAX_INPUTLINE];
342 va_start(argptr,fmt);
343 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
346 SV_BroadcastPrint(msg);
353 Send text over to the client to be executed
356 void Host_ClientCommands(const char *fmt, ...)
359 char string[MAX_INPUTLINE];
361 if (!host_client->netconnection)
364 va_start(argptr,fmt);
365 dpvsnprintf(string, sizeof(string), fmt, argptr);
368 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
369 MSG_WriteString(&host_client->netconnection->message, string);
373 =====================
376 Called when the player is getting totally kicked off the host
377 if (crash = true), don't bother sending signofs
378 =====================
380 void SV_DropClient(qboolean crash)
383 Con_Printf("Client \"%s\" dropped\n", host_client->name);
385 SV_StopDemoRecording(host_client);
387 // make sure edict is not corrupt (from a level change for example)
388 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
390 if (host_client->netconnection)
392 // free the client (the body stays around)
395 // LordHavoc: no opportunity for resending, so use unreliable 3 times
396 unsigned char bufdata[8];
398 memset(&buf, 0, sizeof(buf));
400 buf.maxsize = sizeof(bufdata);
401 MSG_WriteByte(&buf, svc_disconnect);
402 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
403 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
404 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
406 // break the net connection
407 NetConn_Close(host_client->netconnection);
408 host_client->netconnection = NULL;
411 // call qc ClientDisconnect function
412 // LordHavoc: don't call QC if server is dead (avoids recursive
413 // Host_Error in some mods when they run out of edicts)
414 if (host_client->clientconnectcalled && sv.active && host_client->edict)
416 // call the prog function for removing a client
417 // this will set the body to a dead frame, among other things
418 int saveSelf = prog->globals.server->self;
419 host_client->clientconnectcalled = false;
420 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
421 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
422 prog->globals.server->self = saveSelf;
425 // if a download is active, close it
426 if (host_client->download_file)
428 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
429 FS_Close(host_client->download_file);
430 host_client->download_file = NULL;
431 host_client->download_name[0] = 0;
432 host_client->download_expectedposition = 0;
433 host_client->download_started = false;
436 // remove leaving player from scoreboard
437 host_client->name[0] = 0;
438 host_client->colors = 0;
439 host_client->frags = 0;
440 // send notification to all clients
441 // get number of client manually just to make sure we get it right...
442 i = host_client - svs.clients;
443 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
444 MSG_WriteByte (&sv.reliable_datagram, i);
445 MSG_WriteString (&sv.reliable_datagram, host_client->name);
446 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
447 MSG_WriteByte (&sv.reliable_datagram, i);
448 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
449 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
450 MSG_WriteByte (&sv.reliable_datagram, i);
451 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
453 // free the client now
454 if (host_client->entitydatabase)
455 EntityFrame_FreeDatabase(host_client->entitydatabase);
456 if (host_client->entitydatabase4)
457 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
458 if (host_client->entitydatabase5)
459 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
463 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
464 PRVM_ED_ClearEdict(host_client->edict);
467 // clear the client struct (this sets active to false)
468 memset(host_client, 0, sizeof(*host_client));
470 // update server listing on the master because player count changed
471 // (which the master uses for filtering empty/full servers)
472 NetConn_Heartbeat(1);
476 for (i = 0;i < svs.maxclients;i++)
477 if (svs.clients[i].active && !svs.clients[i].spawned)
479 if (i == svs.maxclients)
481 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
482 sv.paused = sv.loadgame = false; // we're basically done with loading now
491 This only happens at the end of a game, not between levels
494 void Host_ShutdownServer(void)
498 Con_DPrintf("Host_ShutdownServer\n");
503 NetConn_Heartbeat(2);
504 NetConn_Heartbeat(2);
506 // make sure all the clients know we're disconnecting
508 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
509 if (host_client->active)
510 SV_DropClient(false); // server shutdown
513 NetConn_CloseServerPorts();
519 memset(&sv, 0, sizeof(sv));
520 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
524 //============================================================================
528 Host_GetConsoleCommands
530 Add them exactly as if they had been typed at the console
533 void Host_GetConsoleCommands (void)
539 cmd = Sys_ConsoleInput ();
550 Returns a time report string, for example for
553 const char *Host_TimingReport()
555 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);
562 Runs all active servers
565 static void Host_Init(void);
571 double cl_timer, sv_timer;
572 double clframetime, deltarealtime, oldrealtime;
574 int pass1, pass2, pass3, i;
581 realtime = Sys_DoubleTime();
584 if (setjmp(host_abortframe))
585 continue; // something bad happened, or the server disconnected
587 oldrealtime = realtime;
588 realtime = Sys_DoubleTime();
590 deltarealtime = realtime - oldrealtime;
591 cl_timer += deltarealtime;
592 sv_timer += deltarealtime;
594 svs.perf_acc_realtime += deltarealtime;
596 // Look for clients who have spawned
597 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
598 if(host_client->spawned)
599 if(host_client->netconnection)
601 if(i == svs.maxclients)
603 // Nobody is looking? Then we won't do timing...
604 // Instead, reset it to zero
605 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;
607 else if(svs.perf_acc_realtime > 5)
609 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
610 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
611 if(svs.perf_acc_offset_samples > 0)
613 svs.perf_offset_max = svs.perf_acc_offset_max;
614 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
615 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
617 if(svs.perf_lost > 0)
618 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
619 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;
622 if (slowmo.value < 0.00001 && slowmo.value != 0)
623 Cvar_SetValue("slowmo", 0);
624 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
625 Cvar_SetValue("host_framerate", 0);
627 // keep the random time dependent, but not when playing demos/benchmarking
628 if(!*sv_random_seed.string && !cls.demoplayback)
631 cl.islocalgame = NetConn_IsLocalGame();
633 // get new key events
636 NetConn_UpdateSockets();
638 Log_DestBuffer_Flush();
640 // receive packets on each main loop iteration, as the main loop may
641 // be undersleeping due to select() detecting a new packet
643 NetConn_ServerFrame();
647 // check for commands typed to the host
648 Host_GetConsoleCommands();
650 // when a server is running we only execute console commands on server frames
651 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
652 // otherwise we execute them on all frames
653 if (sv_timer > 0 || !sv.active)
655 // process console commands
659 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
661 // if the accumulators haven't become positive yet, wait a while
662 if (cls.state == ca_dedicated)
663 wait = sv_timer * -1000000.0;
665 wait = cl_timer * -1000000.0;
667 wait = max(cl_timer, sv_timer) * -1000000.0;
671 if (!cls.timedemo && wait > 0)
673 double time0 = Sys_DoubleTime();
674 if (sv_checkforpacketsduringsleep.integer)
677 NetConn_SleepMicroseconds((int)wait);
682 Sys_Sleep((int)wait / 1000);
684 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
688 //-------------------
692 //-------------------
694 // limit the frametime steps to no more than 100ms each
699 svs.perf_acc_lost += (sv_timer - 0.1);
703 if (sv.active && sv_timer > 0)
705 // execute one or more server frames, with an upper limit on how much
706 // execution time to spend on server frames to avoid freezing the game if
707 // the server is overloaded, this execution time limit means the game will
708 // slow down if the server is taking too long.
709 int framecount, framelimit = 1;
710 double advancetime, aborttime = 0;
713 // run the world state
714 // don't allow simulation to run too fast or too slow or logic glitches can occur
716 // stop running server frames if the wall time reaches this value
717 if (sys_ticrate.value <= 0)
718 advancetime = sv_timer;
719 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
721 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
722 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
724 aborttime = realtime + 0.1;
728 advancetime = sys_ticrate.value;
729 // listen servers can run multiple server frames per client frame
730 if (cls.state == ca_connected)
733 aborttime = realtime + 0.1;
736 advancetime = min(advancetime, 0.1);
740 offset = sv_timer + (Sys_DoubleTime() - realtime);
741 ++svs.perf_acc_offset_samples;
742 svs.perf_acc_offset += offset;
743 svs.perf_acc_offset_squared += offset * offset;
744 if(svs.perf_acc_offset_max < offset)
745 svs.perf_acc_offset_max = offset;
748 // only advance time if not paused
749 // the game also pauses in singleplayer when menu or console is used
750 sv.frametime = advancetime * slowmo.value;
751 if (host_framerate.value)
752 sv.frametime = host_framerate.value;
753 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
756 // setup the VM frame
759 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
761 sv_timer -= advancetime;
763 // move things around and think unless paused
767 // if this server frame took too long, break out of the loop
768 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
772 // send all messages to the clients
773 SV_SendClientMessages();
775 // end the server VM frame
778 // send an heartbeat if enough time has passed since the last one
779 NetConn_Heartbeat(0);
782 //-------------------
786 //-------------------
788 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
790 // decide the simulation time
791 if (cls.capturevideo.active)
793 if (cls.capturevideo.realtime)
794 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
797 clframetime = 1.0 / cls.capturevideo.framerate;
798 cl.realframetime = max(cl_timer, clframetime);
801 else if (vid_activewindow)
802 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
804 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
806 // apply slowmo scaling
807 clframetime *= cl.movevars_timescale;
808 // scale playback speed of demos by slowmo cvar
809 if (cls.demoplayback)
811 clframetime *= slowmo.value;
812 // if demo playback is paused, don't advance time at all
817 // host_framerate overrides all else
818 if (host_framerate.value)
819 clframetime = host_framerate.value;
822 clframetime = cl.realframetime = cl_timer;
824 // deduct the frame time from the accumulator
825 cl_timer -= cl.realframetime;
827 cl.oldtime = cl.time;
828 cl.time += clframetime;
830 // Collect input into cmd
833 // check for new packets
834 NetConn_ClientFrame();
836 // read a new frame from a demo if needed
837 CL_ReadDemoMessage();
839 // now that packets have been read, send input to server
842 // update client world (interpolate entities, create trails, etc)
846 if (host_speeds.integer)
847 time1 = Sys_DoubleTime();
858 if (host_speeds.integer)
859 time2 = Sys_DoubleTime();
862 if(cl.csqc_usecsqclistener)
864 S_Update(&cl.csqc_listenermatrix);
865 cl.csqc_usecsqclistener = false;
868 S_Update(&r_view.matrix);
872 if (host_speeds.integer)
874 pass1 = (int)((time1 - time3)*1000000);
875 time3 = Sys_DoubleTime();
876 pass2 = (int)((time2 - time1)*1000000);
877 pass3 = (int)((time3 - time2)*1000000);
878 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
879 pass1+pass2+pass3, pass1, pass2, pass3);
883 // if there is some time remaining from this frame, reset the timers
888 svs.perf_acc_lost += sv_timer;
896 //============================================================================
898 qboolean vid_opened = false;
899 void Host_StartVideo(void)
901 if (!vid_opened && cls.state != ca_dedicated)
909 char engineversion[128];
911 qboolean sys_nostdout = false;
913 extern void Render_Init(void);
914 extern void Mathlib_Init(void);
915 extern void FS_Init(void);
916 extern void FS_Shutdown(void);
917 extern void PR_Cmd_Init(void);
918 extern void COM_Init_Commands(void);
919 extern void FS_Init_Commands(void);
920 extern qboolean host_stuffcmdsrun;
927 static void Host_Init (void)
932 if (COM_CheckParm("-profilegameonly"))
933 Sys_AllowProfiling(false);
935 // LordHavoc: quake never seeded the random number generator before... heh
936 if (COM_CheckParm("-benchmark"))
937 srand(0); // predictable random sequence for -benchmark
941 // FIXME: this is evil, but possibly temporary
942 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
943 if (COM_CheckParm("-developer"))
945 developer.value = developer.integer = 100;
946 developer.string = "100";
949 if (COM_CheckParm("-developer2"))
951 developer.value = developer.integer = 100;
952 developer.string = "100";
953 developer_memory.value = developer_memory.integer = 100;
954 developer.string = "100";
955 developer_memorydebug.value = developer_memorydebug.integer = 100;
956 developer_memorydebug.string = "100";
959 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
960 if (COM_CheckParm("-nostdout"))
963 // used by everything
966 // initialize console command/cvar/alias/command execution systems
969 // initialize memory subsystem cvars/commands
970 Memory_Init_Commands();
972 // initialize console and logging and its cvars/commands
975 // initialize various cvars that could not be initialized earlier
976 Curl_Init_Commands();
982 // initialize console window (only used by sys_win.c)
985 // detect gamemode from commandline options or executable name
988 // construct a version string for the corner of the console
989 #if defined(__linux__)
993 #elif defined(__FreeBSD__)
995 #elif defined(__NetBSD__)
997 #elif defined(__OpenBSD__)
999 #elif defined(MACOSX)
1001 #elif defined(__MORPHOS__)
1006 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1007 Con_Printf("%s\n", engineversion);
1009 // initialize ixtable
1012 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1023 Host_InitCommands();
1025 Host_ServerOptions();
1027 if (cls.state != ca_dedicated)
1029 Con_Printf("Initializing client\n");
1044 // set up the default startmap_sp and startmap_dm aliases (mods can
1045 // override these) and then execute the quake.rc startup script
1046 if (gamemode == GAME_NEHAHRA)
1047 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1048 else if (gamemode == GAME_TRANSFUSION)
1049 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1050 else if (gamemode == GAME_TEU)
1051 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1053 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1056 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1057 if (!host_stuffcmdsrun)
1059 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1063 // put up the loading image so the user doesn't stare at a black screen...
1064 SCR_BeginLoadingPlaque();
1066 // FIXME: put this into some neat design, but the menu should be allowed to crash
1067 // without crashing the whole game, so this should just be a short-time solution
1069 // here comes the not so critical stuff
1070 if (setjmp(host_abortframe)) {
1074 if (cls.state != ca_dedicated)
1079 // check for special benchmark mode
1080 // 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)
1081 i = COM_CheckParm("-benchmark");
1082 if (i && i + 1 < com_argc)
1083 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1085 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1089 // check for special demo mode
1090 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1091 i = COM_CheckParm("-demo");
1092 if (i && i + 1 < com_argc)
1093 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1095 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1099 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1100 i = COM_CheckParm("-capturedemo");
1101 if (i && i + 1 < com_argc)
1102 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1104 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1108 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1109 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1111 Cbuf_AddText("startmap_dm\n");
1115 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1117 Cbuf_AddText("togglemenu\n");
1121 Con_DPrint("========Initialized=========\n");
1123 //Host_StartVideo();
1131 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1132 to run quit through here before the final handoff to the sys code.
1135 void Host_Shutdown(void)
1137 static qboolean isdown = false;
1141 Con_Print("recursive shutdown\n");
1144 if (setjmp(host_abortframe))
1146 Con_Print("aborted the quitting frame?!?\n");
1151 // be quiet while shutting down
1154 // disconnect client from server if active
1157 // shut down local server if active
1158 Host_ShutdownServer ();
1165 // AK hmm, no PRVM_Shutdown(); yet
1167 #ifdef SUPPORT_GECKO
1168 CL_Gecko_Shutdown();
1170 CL_Video_Shutdown();
1172 Host_SaveConfig_f();
1174 CDAudio_Shutdown ();
1177 NetConn_Shutdown ();
1180 if (cls.state != ca_dedicated)
1182 R_Modules_Shutdown();