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
36 A server can always be started, even if the system started out as a client
39 A client can NOT be started if the system started as a dedicated server.
41 Memory is cleared / released when a server or client begins, not when they end.
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;
51 // the real time since application started, without any slowmo or clamping
55 client_t *host_client;
57 jmp_buf host_abortframe;
58 double host_starttime = 0;
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 // shows time used by certain subsystems
63 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
64 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."};
65 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"};
66 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
67 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
68 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
69 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"};
70 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
71 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)"};
72 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"};
73 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 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"};
76 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
77 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!"};
78 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)"};
79 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
80 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
82 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
83 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
87 Host_AbortCurrentFrame
89 aborts the current host frame and goes on with the next one
92 void Host_AbortCurrentFrame(void)
94 longjmp (host_abortframe, 1);
101 This shuts down both the client and server
104 void Host_Error (const char *error, ...)
106 static char hosterrorstring1[MAX_INPUTLINE];
107 static char hosterrorstring2[MAX_INPUTLINE];
108 static qboolean hosterror = false;
111 // turn off rcon redirect if it was active when the crash occurred
112 // to prevent loops when it is a networking problem
113 Con_Rcon_Redirect_Abort();
115 va_start (argptr,error);
116 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
119 Con_Printf("Host_Error: %s\n", hosterrorstring1);
121 // LordHavoc: if crashing very early, or currently shutting down, do
123 if (host_framecount < 3 || host_shuttingdown)
124 Sys_Error ("Host_Error: %s", hosterrorstring1);
127 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
130 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
132 CL_Parse_DumpPacket();
134 CL_Parse_ErrorCleanUp();
138 // print out where the crash happened, if it was caused by QC (and do a cleanup)
142 Host_ShutdownServer ();
144 if (cls.state == ca_dedicated)
145 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
152 Host_AbortCurrentFrame();
155 void Host_ServerOptions (void)
162 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
163 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
164 // if no client is in the executable or -dedicated is specified on
165 // commandline, start a dedicated server
166 i = COM_CheckParm ("-dedicated");
167 if (i || !cl_available)
169 cls.state = ca_dedicated;
170 // check for -dedicated specifying how many players
171 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
172 svs.maxclients = atoi (com_argv[i+1]);
173 if (COM_CheckParm ("-listen"))
174 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
175 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
176 Cvar_SetValue("sv_public", 1);
178 else if (cl_available)
180 // client exists and not dedicated, check if -listen is specified
181 cls.state = ca_disconnected;
182 i = COM_CheckParm ("-listen");
185 // default players unless specified
186 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
187 svs.maxclients = atoi (com_argv[i+1]);
191 // default players in some games, singleplayer in most
192 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
197 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
199 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
201 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
202 Cvar_SetValueQuick(&deathmatch, 1);
206 =======================
208 ======================
210 void Host_SaveConfig_f(void);
211 void Host_LoadConfig_f(void);
212 extern cvar_t sv_writepicture_quality;
213 extern cvar_t r_texture_jpeg_fastpicmip;
214 static void Host_InitLocal (void)
216 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
217 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
219 Cvar_RegisterVariable (&host_framerate);
220 Cvar_RegisterVariable (&host_speeds);
221 Cvar_RegisterVariable (&host_maxwait);
222 Cvar_RegisterVariable (&cl_minfps);
223 Cvar_RegisterVariable (&cl_minfps_fade);
224 Cvar_RegisterVariable (&cl_minfps_qualitymax);
225 Cvar_RegisterVariable (&cl_minfps_qualitymin);
226 Cvar_RegisterVariable (&cl_minfps_qualitypower);
227 Cvar_RegisterVariable (&cl_minfps_qualityscale);
228 Cvar_RegisterVariable (&cl_maxfps);
229 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
230 Cvar_RegisterVariable (&cl_maxidlefps);
232 Cvar_RegisterVariable (&developer);
233 Cvar_RegisterVariable (&developer_extra);
234 Cvar_RegisterVariable (&developer_insane);
235 Cvar_RegisterVariable (&developer_loadfile);
236 Cvar_RegisterVariable (&developer_loading);
237 Cvar_RegisterVariable (&developer_entityparsing);
239 Cvar_RegisterVariable (×tamps);
240 Cvar_RegisterVariable (&timeformat);
242 Cvar_RegisterVariable (&sv_writepicture_quality);
243 Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
251 Writes key bindings and archived cvars to config.cfg
254 void Host_SaveConfig_to(const char *file)
258 // dedicated servers initialize the host but don't parse and set the
260 // LordHavoc: don't save a config if it crashed in startup
261 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
263 f = FS_OpenRealFile(file, "wb", false);
266 Con_Printf("Couldn't write %s.\n", file);
270 Key_WriteBindings (f);
271 Cvar_WriteVariables (f);
276 void Host_SaveConfig(void)
278 Host_SaveConfig_to(CONFIGFILENAME);
280 void Host_SaveConfig_f(void)
282 const char *file = CONFIGFILENAME;
284 if(Cmd_Argc() >= 2) {
286 Con_Printf("Saving to %s\n", file);
289 Host_SaveConfig_to(file);
292 void Host_AddConfigText(void)
294 // set up the default startmap_sp and startmap_dm aliases (mods can
295 // override these) and then execute the quake.rc startup script
296 if (gamemode == GAME_NEHAHRA)
297 Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
298 else if (gamemode == GAME_TRANSFUSION)
299 Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
300 else if (gamemode == GAME_TEU)
301 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
303 Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
310 Resets key bindings and cvars to defaults and then reloads scripts
313 void Host_LoadConfig_f(void)
315 // reset all cvars, commands and aliases to init values
316 Cmd_RestoreInitState();
317 // prepend a menu restart command to execute after the config
318 Cbuf_InsertText("\nmenu_restart\n");
319 // reset cvars to their defaults, and then exec startup scripts again
320 Host_AddConfigText();
327 Sends text across to be displayed
328 FIXME: make this just a stuffed echo?
331 void SV_ClientPrint(const char *msg)
333 if (host_client->netconnection)
335 MSG_WriteByte(&host_client->netconnection->message, svc_print);
336 MSG_WriteString(&host_client->netconnection->message, msg);
344 Sends text across to be displayed
345 FIXME: make this just a stuffed echo?
348 void SV_ClientPrintf(const char *fmt, ...)
351 char msg[MAX_INPUTLINE];
353 va_start(argptr,fmt);
354 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
364 Sends text to all active clients
367 void SV_BroadcastPrint(const char *msg)
372 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
374 if (client->active && client->netconnection)
376 MSG_WriteByte(&client->netconnection->message, svc_print);
377 MSG_WriteString(&client->netconnection->message, msg);
381 if (sv_echobprint.integer && cls.state == ca_dedicated)
389 Sends text to all active clients
392 void SV_BroadcastPrintf(const char *fmt, ...)
395 char msg[MAX_INPUTLINE];
397 va_start(argptr,fmt);
398 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
401 SV_BroadcastPrint(msg);
408 Send text over to the client to be executed
411 void Host_ClientCommands(const char *fmt, ...)
414 char string[MAX_INPUTLINE];
416 if (!host_client->netconnection)
419 va_start(argptr,fmt);
420 dpvsnprintf(string, sizeof(string), fmt, argptr);
423 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
424 MSG_WriteString(&host_client->netconnection->message, string);
428 =====================
431 Called when the player is getting totally kicked off the host
432 if (crash = true), don't bother sending signofs
433 =====================
435 void SV_DropClient(qboolean crash)
438 Con_Printf("Client \"%s\" dropped\n", host_client->name);
440 SV_StopDemoRecording(host_client);
442 // make sure edict is not corrupt (from a level change for example)
443 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
445 if (host_client->netconnection)
447 // tell the client to be gone
450 // LordHavoc: no opportunity for resending, so use unreliable 3 times
451 unsigned char bufdata[8];
453 memset(&buf, 0, sizeof(buf));
455 buf.maxsize = sizeof(bufdata);
456 MSG_WriteByte(&buf, svc_disconnect);
457 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
458 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
459 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
463 // call qc ClientDisconnect function
464 // LordHavoc: don't call QC if server is dead (avoids recursive
465 // Host_Error in some mods when they run out of edicts)
466 if (host_client->clientconnectcalled && sv.active && host_client->edict)
468 // call the prog function for removing a client
469 // this will set the body to a dead frame, among other things
470 int saveSelf = PRVM_serverglobaledict(self);
471 host_client->clientconnectcalled = false;
472 PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
473 PRVM_ExecuteProgram(PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
474 PRVM_serverglobaledict(self) = saveSelf;
477 if (host_client->netconnection)
479 // break the net connection
480 NetConn_Close(host_client->netconnection);
481 host_client->netconnection = NULL;
484 // if a download is active, close it
485 if (host_client->download_file)
487 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
488 FS_Close(host_client->download_file);
489 host_client->download_file = NULL;
490 host_client->download_name[0] = 0;
491 host_client->download_expectedposition = 0;
492 host_client->download_started = false;
495 // remove leaving player from scoreboard
496 host_client->name[0] = 0;
497 host_client->colors = 0;
498 host_client->frags = 0;
499 // send notification to all clients
500 // get number of client manually just to make sure we get it right...
501 i = host_client - svs.clients;
502 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
503 MSG_WriteByte (&sv.reliable_datagram, i);
504 MSG_WriteString (&sv.reliable_datagram, host_client->name);
505 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
506 MSG_WriteByte (&sv.reliable_datagram, i);
507 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
508 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
509 MSG_WriteByte (&sv.reliable_datagram, i);
510 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
512 // free the client now
513 if (host_client->entitydatabase)
514 EntityFrame_FreeDatabase(host_client->entitydatabase);
515 if (host_client->entitydatabase4)
516 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
517 if (host_client->entitydatabase5)
518 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
522 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
523 PRVM_ED_ClearEdict(host_client->edict);
526 // clear the client struct (this sets active to false)
527 memset(host_client, 0, sizeof(*host_client));
529 // update server listing on the master because player count changed
530 // (which the master uses for filtering empty/full servers)
531 NetConn_Heartbeat(1);
535 for (i = 0;i < svs.maxclients;i++)
536 if (svs.clients[i].active && !svs.clients[i].spawned)
538 if (i == svs.maxclients)
540 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
541 sv.paused = sv.loadgame = false; // we're basically done with loading now
550 This only happens at the end of a game, not between levels
553 void Host_ShutdownServer(void)
557 Con_DPrintf("Host_ShutdownServer\n");
562 NetConn_Heartbeat(2);
563 NetConn_Heartbeat(2);
565 // make sure all the clients know we're disconnecting
567 World_End(&sv.world);
569 if(PRVM_serverfunction(SV_Shutdown))
571 func_t s = PRVM_serverfunction(SV_Shutdown);
572 PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
573 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
575 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
576 if (host_client->active)
577 SV_DropClient(false); // server shutdown
580 NetConn_CloseServerPorts();
586 memset(&sv, 0, sizeof(sv));
587 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
591 //============================================================================
595 Host_GetConsoleCommands
597 Add them exactly as if they had been typed at the console
600 void Host_GetConsoleCommands (void)
606 cmd = Sys_ConsoleInput ();
617 Returns a time report string, for example for
620 const char *Host_TimingReport(void)
622 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);
629 Runs all active servers
632 static void Host_Init(void);
638 double cl_timer, sv_timer;
639 double clframetime, deltarealtime, oldrealtime;
641 int pass1, pass2, pass3, i;
648 realtime = host_starttime = Sys_DoubleTime();
651 if (setjmp(host_abortframe))
653 SCR_ClearLoadingScreen(false);
654 continue; // something bad happened, or the server disconnected
657 oldrealtime = realtime;
658 realtime = Sys_DoubleTime();
660 deltarealtime = realtime - oldrealtime;
661 cl_timer += deltarealtime;
662 sv_timer += deltarealtime;
664 svs.perf_acc_realtime += deltarealtime;
666 // Look for clients who have spawned
667 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
668 if(host_client->spawned)
669 if(host_client->netconnection)
671 if(i == svs.maxclients)
673 // Nobody is looking? Then we won't do timing...
674 // Instead, reset it to zero
675 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;
677 else if(svs.perf_acc_realtime > 5)
679 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
680 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
681 if(svs.perf_acc_offset_samples > 0)
683 svs.perf_offset_max = svs.perf_acc_offset_max;
684 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
685 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
687 if(svs.perf_lost > 0 && developer_extra.integer)
688 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
689 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;
692 if (slowmo.value < 0.00001 && slowmo.value != 0)
693 Cvar_SetValue("slowmo", 0);
694 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
695 Cvar_SetValue("host_framerate", 0);
697 // keep the random time dependent, but not when playing demos/benchmarking
698 if(!*sv_random_seed.string && !cls.demoplayback)
701 cl.islocalgame = NetConn_IsLocalGame();
703 // get new key events
704 Key_EventQueue_Unblock();
705 SndSys_SendKeyEvents();
708 NetConn_UpdateSockets();
710 Log_DestBuffer_Flush();
712 // receive packets on each main loop iteration, as the main loop may
713 // be undersleeping due to select() detecting a new packet
715 NetConn_ServerFrame();
719 // check for commands typed to the host
720 Host_GetConsoleCommands();
722 // when a server is running we only execute console commands on server frames
723 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
724 // otherwise we execute them on client frames
725 if (sv.active ? sv_timer > 0 : cl_timer > 0)
727 // process console commands
728 // R_TimeReport("preconsole");
729 CL_VM_PreventInformationLeaks();
731 // R_TimeReport("console");
734 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
736 // if the accumulators haven't become positive yet, wait a while
737 if (cls.state == ca_dedicated)
738 wait = sv_timer * -1000000.0;
740 wait = cl_timer * -1000000.0;
742 wait = max(cl_timer, sv_timer) * -1000000.0;
744 if (!cls.timedemo && wait >= 1)
748 if(host_maxwait.value <= 0)
749 wait = min(wait, 1000000.0);
751 wait = min(wait, host_maxwait.value * 1000.0);
753 wait = 1; // because we cast to int
755 time0 = Sys_DoubleTime();
756 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
757 NetConn_SleepMicroseconds((int)wait);
759 Sys_Sleep((int)wait);
760 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
761 // R_TimeReport("sleep");
767 //-------------------
771 //-------------------
773 // limit the frametime steps to no more than 100ms each
778 svs.perf_acc_lost += (sv_timer - 0.1);
782 if (sv.active && sv_timer > 0)
784 // execute one or more server frames, with an upper limit on how much
785 // execution time to spend on server frames to avoid freezing the game if
786 // the server is overloaded, this execution time limit means the game will
787 // slow down if the server is taking too long.
788 int framecount, framelimit = 1;
789 double advancetime, aborttime = 0;
792 if (cls.state == ca_dedicated)
793 Collision_Cache_NewFrame();
795 // run the world state
796 // don't allow simulation to run too fast or too slow or logic glitches can occur
798 // stop running server frames if the wall time reaches this value
799 if (sys_ticrate.value <= 0)
800 advancetime = sv_timer;
801 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
803 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
804 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
806 aborttime = realtime + 0.1;
810 advancetime = sys_ticrate.value;
811 // listen servers can run multiple server frames per client frame
812 if (cls.state == ca_connected)
815 aborttime = realtime + 0.1;
818 if(slowmo.value > 0 && slowmo.value < 1)
819 advancetime = min(advancetime, 0.1 / slowmo.value);
821 advancetime = min(advancetime, 0.1);
825 offset = sv_timer + (Sys_DoubleTime() - realtime);
826 ++svs.perf_acc_offset_samples;
827 svs.perf_acc_offset += offset;
828 svs.perf_acc_offset_squared += offset * offset;
829 if(svs.perf_acc_offset_max < offset)
830 svs.perf_acc_offset_max = offset;
833 // only advance time if not paused
834 // the game also pauses in singleplayer when menu or console is used
835 sv.frametime = advancetime * slowmo.value;
836 if (host_framerate.value)
837 sv.frametime = host_framerate.value;
838 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
841 // setup the VM frame
844 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
846 sv_timer -= advancetime;
848 // move things around and think unless paused
852 // if this server frame took too long, break out of the loop
853 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
856 R_TimeReport("serverphysics");
858 // send all messages to the clients
859 SV_SendClientMessages();
861 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
862 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
863 PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
866 // end the server VM frame
869 // send an heartbeat if enough time has passed since the last one
870 NetConn_Heartbeat(0);
871 R_TimeReport("servernetwork");
875 // don't let r_speeds display jump around
876 R_TimeReport("serverphysics");
877 R_TimeReport("servernetwork");
880 //-------------------
884 //-------------------
886 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
889 Collision_Cache_NewFrame();
890 R_TimeReport("collisioncache");
891 // decide the simulation time
892 if (cls.capturevideo.active)
895 if (cls.capturevideo.realtime)
896 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
899 clframetime = 1.0 / cls.capturevideo.framerate;
900 cl.realframetime = max(cl_timer, clframetime);
903 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
905 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
906 // when running slow, we need to sleep to keep input responsive
907 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
909 Sys_Sleep((int)wait);
911 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
912 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
914 clframetime = cl.realframetime = cl_timer;
916 // apply slowmo scaling
917 clframetime *= cl.movevars_timescale;
918 // scale playback speed of demos by slowmo cvar
919 if (cls.demoplayback)
921 clframetime *= slowmo.value;
922 // if demo playback is paused, don't advance time at all
927 // host_framerate overrides all else
928 if (host_framerate.value)
929 clframetime = host_framerate.value;
931 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
935 clframetime = cl.realframetime = cl_timer;
937 // deduct the frame time from the accumulator
938 cl_timer -= cl.realframetime;
940 cl.oldtime = cl.time;
941 cl.time += clframetime;
944 if (host_speeds.integer)
945 time1 = Sys_DoubleTime();
946 R_TimeReport("pre-input");
948 // Collect input into cmd
951 R_TimeReport("input");
953 // check for new packets
954 NetConn_ClientFrame();
956 // read a new frame from a demo if needed
957 CL_ReadDemoMessage();
958 R_TimeReport("clientnetwork");
960 // now that packets have been read, send input to server
962 R_TimeReport("sendmove");
964 // update client world (interpolate entities, create trails, etc)
966 R_TimeReport("lerpworld");
970 R_TimeReport("client");
973 R_TimeReport("render");
975 if (host_speeds.integer)
976 time2 = Sys_DoubleTime();
979 if(cl.csqc_usecsqclistener)
981 S_Update(&cl.csqc_listenermatrix);
982 cl.csqc_usecsqclistener = false;
985 S_Update(&r_refdef.view.matrix);
988 R_TimeReport("audio");
990 // reset gathering of mouse input
991 in_mouse_x = in_mouse_y = 0;
993 if (host_speeds.integer)
995 pass1 = (int)((time1 - time3)*1000000);
996 time3 = Sys_DoubleTime();
997 pass2 = (int)((time2 - time1)*1000000);
998 pass3 = (int)((time3 - time2)*1000000);
999 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
1000 pass1+pass2+pass3, pass1, pass2, pass3);
1005 Mem_CheckSentinelsGlobal();
1007 if (developer_memorydebug.integer)
1008 Mem_CheckSentinelsGlobal();
1011 // if there is some time remaining from this frame, reset the timers
1016 svs.perf_acc_lost += sv_timer;
1024 //============================================================================
1026 qboolean vid_opened = false;
1027 void Host_StartVideo(void)
1029 if (!vid_opened && cls.state != ca_dedicated)
1032 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
1033 NetConn_UpdateSockets();
1039 char engineversion[128];
1041 qboolean sys_nostdout = false;
1043 extern void u8_Init(void);
1044 extern void Render_Init(void);
1045 extern void Mathlib_Init(void);
1046 extern void FS_Init_SelfPack(void);
1047 extern void FS_Init(void);
1048 extern void FS_Shutdown(void);
1049 extern void PR_Cmd_Init(void);
1050 extern void COM_Init_Commands(void);
1051 extern void FS_Init_Commands(void);
1052 extern qboolean host_stuffcmdsrun;
1055 ====================
1057 ====================
1059 static void Host_Init (void)
1064 if (COM_CheckParm("-profilegameonly"))
1065 Sys_AllowProfiling(false);
1067 // LordHavoc: quake never seeded the random number generator before... heh
1068 if (COM_CheckParm("-benchmark"))
1069 srand(0); // predictable random sequence for -benchmark
1071 srand((unsigned int)time(NULL));
1073 // FIXME: this is evil, but possibly temporary
1074 // LordHavoc: doesn't seem very temporary...
1075 // LordHavoc: made this a saved cvar
1076 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1077 if (COM_CheckParm("-developer"))
1079 developer.value = developer.integer = 1;
1080 developer.string = "1";
1083 if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3"))
1085 developer.value = developer.integer = 1;
1086 developer.string = "1";
1087 developer_extra.value = developer_extra.integer = 1;
1088 developer_extra.string = "1";
1089 developer_insane.value = developer_insane.integer = 1;
1090 developer_insane.string = "1";
1091 developer_memory.value = developer_memory.integer = 1;
1092 developer_memory.string = "1";
1093 developer_memorydebug.value = developer_memorydebug.integer = 1;
1094 developer_memorydebug.string = "1";
1097 if (COM_CheckParm("-developer3"))
1099 gl_paranoid.integer = 1;gl_paranoid.string = "1";
1100 gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
1103 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1104 if (COM_CheckParm("-nostdout"))
1107 // used by everything
1110 // initialize console command/cvar/alias/command execution systems
1113 // initialize memory subsystem cvars/commands
1114 Memory_Init_Commands();
1116 // initialize console and logging and its cvars/commands
1119 // initialize various cvars that could not be initialized earlier
1121 Curl_Init_Commands();
1122 Cmd_Init_Commands();
1123 Sys_Init_Commands();
1124 COM_Init_Commands();
1127 // initialize console window (only used by sys_win.c)
1130 // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
1133 // detect gamemode from commandline options or executable name
1136 // construct a version string for the corner of the console
1138 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1139 Con_Printf("%s\n", engineversion);
1141 // initialize ixtable
1144 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1147 // must be after FS_Init
1149 Crypto_Init_Commands();
1159 V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
1160 Host_InitCommands();
1162 Host_ServerOptions();
1164 if (cls.state == ca_dedicated)
1165 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1168 Con_DPrintf("Initializing client\n");
1183 // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
1184 // NOTE: menu commands are freed by Cmd_RestoreInitState
1185 Cmd_SaveInitState();
1187 // FIXME: put this into some neat design, but the menu should be allowed to crash
1188 // without crashing the whole game, so this should just be a short-time solution
1190 // here comes the not so critical stuff
1191 if (setjmp(host_abortframe)) {
1195 Host_AddConfigText();
1198 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1199 if (!host_stuffcmdsrun)
1201 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1205 // put up the loading image so the user doesn't stare at a black screen...
1206 SCR_BeginLoadingPlaque();
1208 if (cls.state != ca_dedicated)
1213 // check for special benchmark mode
1214 // 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)
1215 i = COM_CheckParm("-benchmark");
1216 if (i && i + 1 < com_argc)
1217 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1219 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1223 // check for special demo mode
1224 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1225 i = COM_CheckParm("-demo");
1226 if (i && i + 1 < com_argc)
1227 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1229 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1233 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1234 i = COM_CheckParm("-capturedemo");
1235 if (i && i + 1 < com_argc)
1236 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1238 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1242 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1243 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1245 Cbuf_AddText("startmap_dm\n");
1249 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1251 Cbuf_AddText("togglemenu\n");
1255 Con_DPrint("========Initialized=========\n");
1257 //Host_StartVideo();
1265 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1266 to run quit through here before the final handoff to the sys code.
1269 void Host_Shutdown(void)
1271 static qboolean isdown = false;
1275 Con_Print("recursive shutdown\n");
1278 if (setjmp(host_abortframe))
1280 Con_Print("aborted the quitting frame?!?\n");
1285 // be quiet while shutting down
1288 // disconnect client from server if active
1291 // shut down local server if active
1292 Host_ShutdownServer ();
1299 // AK hmm, no PRVM_Shutdown(); yet
1301 CL_Video_Shutdown();
1305 CDAudio_Shutdown ();
1308 NetConn_Shutdown ();
1311 if (cls.state != ca_dedicated)
1313 R_Modules_Shutdown();