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
26 A server can always be started, even if the system started out as a client
29 A client can NOT be started if the system started as a dedicated server.
31 Memory is cleared / released when a server or client begins, not when they end.
35 quakeparms_t host_parms;
37 qboolean host_initialized; // true if into command execution
38 qboolean hostloopactive = 0; // LordHavoc: used to turn Host_Error into Sys_Error if Host_Frame has not yet run
40 double host_frametime;
41 double host_realframetime; // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
42 double realtime; // without any filtering or bounding
43 double oldrealtime; // last frame run
52 client_t *host_client; // current client
54 jmp_buf host_abortserver;
56 cvar_t host_framerate = {"host_framerate","0"}; // set for slow motion
57 cvar_t host_speeds = {"host_speeds","0"}; // set for running times
58 cvar_t slowmo = {"slowmo", "1.0"}; // LordHavoc: framerate independent slowmo
59 cvar_t host_minfps = {"host_minfps", "10"}; // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
60 cvar_t host_maxfps = {"host_maxfps", "1000"}; // LordHavoc: framerate upper cap
62 cvar_t sys_ticrate = {"sys_ticrate","0.05"};
63 cvar_t serverprofile = {"serverprofile","0"};
65 cvar_t fraglimit = {"fraglimit","0",false,true};
66 cvar_t timelimit = {"timelimit","0",false,true};
67 cvar_t teamplay = {"teamplay","0",false,true};
69 cvar_t samelevel = {"samelevel","0"};
70 cvar_t noexit = {"noexit","0",false,true};
72 cvar_t developer = {"developer","0"};
74 cvar_t skill = {"skill","1"}; // 0 - 3
75 cvar_t deathmatch = {"deathmatch","0"}; // 0, 1, or 2
76 cvar_t coop = {"coop","0"}; // 0 or 1
78 cvar_t pausable = {"pausable","1"};
80 cvar_t temp1 = {"temp1","0"};
82 cvar_t timestamps = {"timestamps", "0", true};
83 cvar_t timeformat = {"timeformat", "[%b %e %X] ", true};
90 void Host_EndGame (char *message, ...)
95 va_start (argptr,message);
96 vsprintf (string,message,argptr);
98 Con_DPrintf ("Host_EndGame: %s\n",string);
101 Host_ShutdownServer (false);
103 if (cls.state == ca_dedicated)
104 Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
106 if (cls.demonum != -1)
111 longjmp (host_abortserver, 1);
118 This shuts down both the client and server
121 char hosterrorstring[4096];
122 void Host_Error (char *error, ...)
125 static qboolean inerror = false;
127 // LordHavoc: if host_frame loop has not been run yet, do a Sys_Error instead
131 va_start (argptr,error);
132 vsprintf (string,error,argptr);
134 Sys_Error ("%s", string);
140 va_start (argptr,error);
141 vsprintf (string,error,argptr);
143 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
147 // SCR_EndLoadingPlaque (); // reenable screen updates
149 va_start (argptr,error);
150 vsprintf (hosterrorstring,error,argptr);
152 Con_Printf ("Host_Error: %s\n",hosterrorstring);
155 Host_ShutdownServer (false);
157 if (cls.state == ca_dedicated)
158 Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
165 longjmp (host_abortserver, 1);
173 void Host_FindMaxClients (void)
179 i = COM_CheckParm ("-dedicated");
182 cls.state = ca_dedicated;
183 if (i != (com_argc - 1))
185 svs.maxclients = atoi (com_argv[i+1]);
191 cls.state = ca_disconnected;
193 i = COM_CheckParm ("-listen");
196 if (cls.state == ca_dedicated)
197 Sys_Error ("Only one of -dedicated or -listen can be specified");
198 if (i != (com_argc - 1))
199 svs.maxclients = atoi (com_argv[i+1]);
203 if (svs.maxclients < 1)
205 else if (svs.maxclients > MAX_SCOREBOARD)
206 svs.maxclients = MAX_SCOREBOARD;
208 svs.maxclientslimit = svs.maxclients;
209 if (svs.maxclientslimit < MAX_SCOREBOARD) // LordHavoc: upped listen mode limit from 4 to MAX_SCOREBOARD
210 svs.maxclientslimit = MAX_SCOREBOARD;
211 svs.clients = Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients");
213 if (svs.maxclients > 1)
214 Cvar_SetValue ("deathmatch", 1.0);
216 Cvar_SetValue ("deathmatch", 0.0);
221 =======================
223 ======================
225 void Host_InitLocal (void)
227 Host_InitCommands ();
229 Cvar_RegisterVariable (&host_framerate);
230 Cvar_RegisterVariable (&host_speeds);
231 Cvar_RegisterVariable (&slowmo);
232 Cvar_RegisterVariable (&host_minfps);
233 Cvar_RegisterVariable (&host_maxfps);
235 Cvar_RegisterVariable (&sys_ticrate);
236 Cvar_RegisterVariable (&serverprofile);
238 Cvar_RegisterVariable (&fraglimit);
239 Cvar_RegisterVariable (&timelimit);
240 Cvar_RegisterVariable (&teamplay);
241 Cvar_RegisterVariable (&samelevel);
242 Cvar_RegisterVariable (&noexit);
243 Cvar_RegisterVariable (&skill);
244 Cvar_RegisterVariable (&developer);
245 Cvar_RegisterVariable (&deathmatch);
246 Cvar_RegisterVariable (&coop);
248 Cvar_RegisterVariable (&pausable);
250 Cvar_RegisterVariable (&temp1);
252 Cvar_RegisterVariable (×tamps);
253 Cvar_RegisterVariable (&timeformat);
255 Host_FindMaxClients ();
261 Host_WriteConfiguration
263 Writes key bindings and archived cvars to config.cfg
266 void Host_WriteConfiguration (void)
270 // dedicated servers initialize the host but don't parse and set the
272 if (host_initialized & !isDedicated)
274 f = Qopen (va("%s/config.cfg",com_gamedir), "w");
277 Con_Printf ("Couldn't write config.cfg.\n");
281 Key_WriteBindings (f);
282 Cvar_WriteVariables (f);
293 Sends text across to be displayed
294 FIXME: make this just a stuffed echo?
297 void SV_ClientPrintf (char *fmt, ...)
302 va_start (argptr,fmt);
303 vsprintf (string, fmt,argptr);
306 MSG_WriteByte (&host_client->message, svc_print);
307 MSG_WriteString (&host_client->message, string);
314 Sends text to all active clients
317 void SV_BroadcastPrintf (char *fmt, ...)
323 va_start (argptr,fmt);
324 vsprintf (string, fmt,argptr);
327 for (i=0 ; i<svs.maxclients ; i++)
328 if (svs.clients[i].active && svs.clients[i].spawned)
330 MSG_WriteByte (&svs.clients[i].message, svc_print);
331 MSG_WriteString (&svs.clients[i].message, string);
339 Send text over to the client to be executed
342 void Host_ClientCommands (char *fmt, ...)
347 va_start (argptr,fmt);
348 vsprintf (string, fmt,argptr);
351 MSG_WriteByte (&host_client->message, svc_stufftext);
352 MSG_WriteString (&host_client->message, string);
356 =====================
359 Called when the player is getting totally kicked off the host
360 if (crash = true), don't bother sending signofs
361 =====================
363 void SV_DropClient (qboolean crash)
371 // send any final messages (don't check for errors)
372 if (NET_CanSendMessage (host_client->netconnection))
374 MSG_WriteByte (&host_client->message, svc_disconnect);
375 NET_SendMessage (host_client->netconnection, &host_client->message);
378 if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
380 // call the prog function for removing a client
381 // this will set the body to a dead frame, among other things
382 saveSelf = pr_global_struct->self;
383 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
384 PR_ExecuteProgram (pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
385 pr_global_struct->self = saveSelf;
388 Sys_Printf ("Client %s removed\n",host_client->name);
391 // break the net connection
392 NET_Close (host_client->netconnection);
393 host_client->netconnection = NULL;
395 // free the client (the body stays around)
396 host_client->active = false;
397 host_client->name[0] = 0;
398 host_client->old_frags = -999999;
399 net_activeconnections--;
401 // send notification to all clients
402 for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
406 MSG_WriteByte (&client->message, svc_updatename);
407 MSG_WriteByte (&client->message, host_client - svs.clients);
408 MSG_WriteString (&client->message, "");
409 MSG_WriteByte (&client->message, svc_updatefrags);
410 MSG_WriteByte (&client->message, host_client - svs.clients);
411 MSG_WriteShort (&client->message, 0);
412 MSG_WriteByte (&client->message, svc_updatecolors);
413 MSG_WriteByte (&client->message, host_client - svs.clients);
414 MSG_WriteByte (&client->message, 0);
422 This only happens at the end of a game, not between levels
425 void Host_ShutdownServer(qboolean crash)
438 // stop all client sounds immediately
439 if (cls.state == ca_connected)
442 // flush any pending messages - like the score!!!
443 start = Sys_DoubleTime();
447 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
449 if (host_client->active && host_client->message.cursize)
451 if (NET_CanSendMessage (host_client->netconnection))
453 NET_SendMessage(host_client->netconnection, &host_client->message);
454 SZ_Clear (&host_client->message);
458 NET_GetMessage(host_client->netconnection);
463 if ((Sys_DoubleTime() - start) > 3.0)
468 // make sure all the clients know we're disconnecting
472 MSG_WriteByte(&buf, svc_disconnect);
473 count = NET_SendToAll(&buf, 5);
475 Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
477 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
478 if (host_client->active)
479 SV_DropClient(crash);
484 memset (&sv, 0, sizeof(sv));
485 memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
493 This clears all the memory used by both the client and server, but does
494 not reinitialize anything.
497 void Host_ClearMemory (void)
499 Con_DPrintf ("Clearing memory\n");
502 Hunk_FreeToLowMark (host_hunklevel);
505 memset (&sv, 0, sizeof(sv));
506 memset (&cl, 0, sizeof(cl));
510 //============================================================================
516 Returns false if the time is too short to run a frame
519 qboolean Host_FilterTime (double time)
524 if (slowmo.value < 0.0f)
525 Cvar_SetValue("slowmo", 0.0f);
526 if (host_minfps.value < 10.0f)
527 Cvar_SetValue("host_minfps", 10.0f);
528 if (host_maxfps.value < host_minfps.value)
529 Cvar_SetValue("host_maxfps", host_minfps.value);
531 // check if framerate is too high
534 timecap = sys_ticrate.value;
535 if (cls.state == ca_connected)
536 timecap = 1.0 / host_maxfps.value;
538 if ((realtime - oldrealtime) < timecap)
542 host_realframetime = host_frametime = realtime - oldrealtime; // LordHavoc: copy into host_realframetime as well
543 oldrealtime = realtime;
546 return true; // disable time effects
548 if (host_framerate.value > 0)
549 host_frametime = host_framerate.value;
552 // don't allow really short frames
553 if (host_frametime > (1.0 / host_minfps.value))
554 host_frametime = (1.0 / host_minfps.value);
557 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
565 Host_GetConsoleCommands
567 Add them exactly as if they had been typed at the console
570 void Host_GetConsoleCommands (void)
576 cmd = Sys_ConsoleInput ();
590 void Host_ServerFrame (void)
592 static double frametimetotal = 0, lastservertime = 0;
593 frametimetotal += host_frametime;
594 // LordHavoc: cap server at sys_ticrate in listen games
595 if (!isDedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
597 // run the world state
598 sv.frametime = pr_global_struct->frametime = frametimetotal;
600 lastservertime = realtime;
601 // pr_global_struct->frametime = host_frametime;
603 // set the time and clear the general datagram
606 // check for new clients
607 SV_CheckForNewClients ();
609 // read client messages
612 // move things around and think
613 // always pause in single player if in console or menus
614 if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
617 // send all messages to the clients
618 SV_SendClientMessages ();
626 Runs all active servers
629 void _Host_Frame (float time)
631 static double time1 = 0;
632 static double time2 = 0;
633 static double time3 = 0;
634 int pass1, pass2, pass3;
636 if (setjmp (host_abortserver) )
637 return; // something bad happened, or the server disconnected
640 // keep the random time dependent
643 // decide the simulation time
644 if (!Host_FilterTime (time))
646 // if time was rejected, don't totally hog the CPU
651 // get new key events
652 Sys_SendKeyEvents ();
654 // allow mice or other external controllers to add commands
657 // process console commands
662 // if running the server locally, make intentions now
666 //-------------------
670 //-------------------
672 // check for commands typed to the host
673 Host_GetConsoleCommands ();
678 //-------------------
682 //-------------------
684 // if running the server remotely, send intentions now after
685 // the incoming messages have been read
689 // fetch results from server
690 if (cls.state == ca_connected)
691 CL_ReadFromServer ();
694 if (host_speeds.value)
695 time1 = Sys_DoubleTime ();
699 if (host_speeds.value)
700 time2 = Sys_DoubleTime ();
703 if (cls.signon == SIGNONS)
705 S_Update (r_origin, vpn, vright, vup);
709 S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
713 if (host_speeds.value)
715 pass1 = (time1 - time3)*1000000;
716 time3 = Sys_DoubleTime ();
717 pass2 = (time2 - time1)*1000000;
718 pass3 = (time3 - time2)*1000000;
719 Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
720 pass1+pass2+pass3, pass1, pass2, pass3);
726 void Host_Frame (float time)
729 static double timetotal;
730 static int timecount;
733 if (!serverprofile.value)
739 time1 = Sys_DoubleTime ();
741 time2 = Sys_DoubleTime ();
743 timetotal += time2 - time1;
746 if (timecount < 1000)
749 m = timetotal*1000/timecount;
753 for (i=0 ; i<svs.maxclients ; i++)
755 if (svs.clients[i].active)
759 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
762 //============================================================================
764 void Render_Init(void);
771 void Host_Init (void)
776 minimum_memory = MINIMUM_MEMORY;
778 minimum_memory = MINIMUM_MEMORY_LEVELPAK;
780 if (COM_CheckParm ("-minmemory"))
781 host_parms.memsize = minimum_memory;
783 if (host_parms.memsize < minimum_memory)
784 Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms.memsize / (float)0x100000);
787 host_parms.memsize = DEFAULTMEM * 1024 * 1024;
789 i = COM_CheckParm("-mem");
791 host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024 * 1024);
793 i = COM_CheckParm("-winmem");
795 host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024 * 1024);
797 i = COM_CheckParm("-heapsize");
799 host_parms.memsize = (int) (atof(com_argv[i+1]) * 1024);
801 host_parms.membase = qmalloc(host_parms.memsize);
802 if (!host_parms.membase)
803 Sys_Error("Not enough memory free, close some programs and try again, or free disk space\n");
805 com_argc = host_parms.argc;
806 com_argv = host_parms.argv;
808 Memory_Init (host_parms.membase, host_parms.memsize);
813 COM_Init (host_parms.basedir);
815 W_LoadWadFile ("gfx.wad");
824 Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
825 Con_Printf ("%4.1f megabyte heap\n",host_parms.memsize/(1024*1024.0));
827 if (cls.state != ca_dedicated)
835 #ifndef _WIN32 // on non win32, mouse comes before video for security reasons
845 #ifdef _WIN32 // on non win32, mouse comes before video for security reasons
850 Cbuf_InsertText ("exec quake.rc\n");
852 Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
853 host_hunklevel = Hunk_LowMark ();
855 host_initialized = true;
857 Sys_Printf ("========Quake Initialized=========\n");
865 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
866 to run quit through here before the final handoff to the sys code.
869 void Host_Shutdown(void)
871 static qboolean isdown = false;
875 printf ("recursive shutdown\n");
880 // keep Con_Printf from trying to update the screen
881 scr_disabled_for_loading = true;
883 Host_WriteConfiguration ();
890 if (cls.state != ca_dedicated)
892 R_Modules_Shutdown();