#include <time.h>
#include "quakedef.h"
+#include "cdaudio.h"
#include "cl_video.h"
+#include "progsvm.h"
/*
cvar_t host_speeds = {0, "host_speeds","0"};
// LordHavoc: framerate independent slowmo
cvar_t slowmo = {0, "slowmo", "1.0"};
-// LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
-cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
// LordHavoc: framerate upper cap
-cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
// print broadcast messages in dedicated mode
cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
-/*
-================
-Host_EndGame
-================
-*/
-void Host_EndGame (const char *format, ...)
-{
- va_list argptr;
- char string[1024];
-
- va_start (argptr,format);
- vsprintf (string,format,argptr);
- va_end (argptr);
- Con_DPrintf ("Host_EndGame: %s\n",string);
-
- if (sv.active)
- Host_ShutdownServer (false);
-
- if (cls.state == ca_dedicated)
- Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
-
- if (cls.demonum != -1)
- CL_NextDemo ();
- else
- CL_Disconnect ();
-
- longjmp (host_abortserver, 1);
-}
-
/*
================
Host_Error
static char hosterrorstring1[4096];
static char hosterrorstring2[4096];
static qboolean hosterror = false;
-extern char sv_spawnmap[MAX_QPATH];
-extern char sv_loadgame[MAX_OSPATH];
void Host_Error (const char *error, ...)
{
va_list argptr;
va_start (argptr,error);
- vsprintf (hosterrorstring1,error,argptr);
+ dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
- Con_Printf ("Host_Error: %s\n", hosterrorstring1);
+ Con_Printf("Host_Error: %s\n", hosterrorstring1);
// LordHavoc: if first frame has not been shown, or currently shutting
// down, do Sys_Error instead
strcpy(hosterrorstring2, hosterrorstring1);
- // make sure we don't get in a loading loop
- sv_loadgame[0] = 0;
- sv_spawnmap[0] = 0;
-
CL_Parse_DumpPacket();
PR_Crash();
PRVM_ProcessError();
- if (sv.active)
- Host_ShutdownServer (false);
+ Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
// general default
numplayers = 8;
+// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
+// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
if (cl_available)
{
// client exists, check what mode the user wants
Cvar_SetValueQuick(&deathmatch, 1);
svs.maxclients = numplayers;
- sv_clients_mempool = Mem_AllocPool("server clients");
+ sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
}
Host_InitLocal
======================
*/
+void Host_SaveConfig_f(void);
void Host_InitLocal (void)
{
Host_InitCommands ();
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
+
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&slowmo);
- Cvar_RegisterVariable (&host_minfps);
- Cvar_RegisterVariable (&host_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps);
Cvar_RegisterVariable (&sv_echobprint);
/*
===============
-Host_WriteConfiguration
+Host_SaveConfig_f
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_WriteConfiguration (void)
+void Host_SaveConfig_f(void)
{
qfile_t *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- if (host_initialized && cls.state != ca_dedicated)
+ // LordHavoc: save a config only after Host_Frame finished the first frame
+ if (host_initialized && host_loopactive && cls.state != ca_dedicated)
{
- f = FS_Open ("config.cfg", "w", false);
+ f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
{
- Con_Printf ("Couldn't write config.cfg.\n");
+ Con_Print("Couldn't write config.cfg.\n");
return;
}
}
+/*
+=================
+SV_ClientPrint
+
+Sends text across to be displayed
+FIXME: make this just a stuffed echo?
+=================
+*/
+void SV_ClientPrint(const char *msg)
+{
+ MSG_WriteByte(&host_client->message, svc_print);
+ MSG_WriteString(&host_client->message, msg);
+}
+
/*
=================
SV_ClientPrintf
void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char msg[4096];
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
+ va_start(argptr,fmt);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+ va_end(argptr);
- MSG_WriteByte (&host_client->message, svc_print);
- MSG_WriteString (&host_client->message, string);
+ SV_ClientPrint(msg);
}
/*
=================
-SV_BroadcastPrintf
+SV_BroadcastPrint
Sends text to all active clients
=================
*/
-void SV_BroadcastPrintf(const char *fmt, ...)
+void SV_BroadcastPrint(const char *msg)
{
- va_list argptr;
- char string[4096];
int i;
client_t *client;
- va_start(argptr,fmt);
- vsnprintf(string, sizeof(string), fmt,argptr);
- va_end(argptr);
-
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
if (client->spawned)
{
MSG_WriteByte(&client->message, svc_print);
- MSG_WriteString(&client->message, string);
+ MSG_WriteString(&client->message, msg);
}
}
if (sv_echobprint.integer && cls.state == ca_dedicated)
- Sys_Printf("%s", string);
+ Con_Print(msg);
+}
+
+/*
+=================
+SV_BroadcastPrintf
+
+Sends text to all active clients
+=================
+*/
+void SV_BroadcastPrintf(const char *fmt, ...)
+{
+ va_list argptr;
+ char msg[4096];
+
+ va_start(argptr,fmt);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+ va_end(argptr);
+
+ SV_BroadcastPrint(msg);
}
/*
char string[1024];
va_start(argptr,fmt);
- vsprintf(string, fmt,argptr);
+ dpvsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
MSG_WriteByte(&host_client->message, svc_stufftext);
*/
void SV_DropClient(qboolean crash)
{
- int saveSelf;
int i;
- client_t *client;
-
Con_Printf("Client \"%s\" dropped\n", host_client->name);
- // send any final messages (don't check for errors)
+ // make sure edict is not corrupt (from a level change for example)
+ host_client->edict = EDICT_NUM(host_client - svs.clients + 1);
+
if (host_client->netconnection)
{
// free the client (the body stays around)
MSG_WriteByte(&host_client->message, svc_disconnect);
NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
}
-
// break the net connection
NetConn_Close(host_client->netconnection);
host_client->netconnection = NULL;
-
- // LordHavoc: don't call QC if server is dead (avoids recursive
- // Host_Error in some mods when they run out of edicts)
- if (sv.active && host_client->edict && host_client->spawned)
- {
- // call the prog function for removing a client
- // this will set the body to a dead frame, among other things
- saveSelf = pr_global_struct->self;
- pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
- pr_global_struct->self = saveSelf;
- }
}
- // send notification to all clients
- for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+ // call qc ClientDisconnect function
+ // LordHavoc: don't call QC if server is dead (avoids recursive
+ // Host_Error in some mods when they run out of edicts)
+ if (host_client->active && sv.active && host_client->edict && host_client->spawned)
{
- if (!client->active)
- continue;
- MSG_WriteByte(&client->message, svc_updatename);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteString(&client->message, "");
- MSG_WriteByte(&client->message, svc_updatefrags);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteShort(&client->message, 0);
- MSG_WriteByte(&client->message, svc_updatecolors);
- MSG_WriteByte(&client->message, host_client->number);
- MSG_WriteByte(&client->message, 0);
+ // call the prog function for removing a client
+ // this will set the body to a dead frame, among other things
+ int saveSelf = pr_global_struct->self;
+ pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
+ PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
+ pr_global_struct->self = saveSelf;
}
- NetConn_Heartbeat(1);
+ // remove leaving player from scoreboard
+ //host_client->edict->v->netname = PR_SetString(host_client->name);
+ //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
+ // val->_float = 0;
+ //host_client->edict->v->frags = 0;
+ host_client->name[0] = 0;
+ host_client->colors = 0;
+ host_client->frags = 0;
+ // send notification to all clients
+ // get number of client manually just to make sure we get it right...
+ i = host_client - svs.clients;
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteString (&sv.reliable_datagram, host_client->name);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
+ MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
+ MSG_WriteByte (&sv.reliable_datagram, i);
+ MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
// free the client now
+ if (host_client->entitydatabase)
+ EntityFrame_FreeDatabase(host_client->entitydatabase);
if (host_client->entitydatabase4)
EntityFrame4_FreeDatabase(host_client->entitydatabase4);
+ if (host_client->entitydatabase5)
+ EntityFrame5_FreeDatabase(host_client->entitydatabase5);
+
+ if (sv.active)
+ {
+ // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
+ ED_ClearEdict(host_client->edict);
+ }
+
// clear the client struct (this sets active to false)
memset(host_client, 0, sizeof(*host_client));
+
+ // update server listing on the master because player count changed
+ // (which the master uses for filtering empty/full servers)
+ NetConn_Heartbeat(1);
}
/*
sizebuf_t buf;
char message[4];
+ Con_DPrintf("Host_ShutdownServer\n");
+
if (!sv.active)
return;
// print out where the crash happened, if it was caused by QC
PR_Crash();
- sv.active = false;
-
-// stop all client sounds immediately
- CL_Disconnect();
-
NetConn_Heartbeat(2);
NetConn_Heartbeat(2);
NetConn_CloseServerPorts();
+ sv.active = false;
+
//
// clear structures
//
*/
void Host_ClearMemory (void)
{
- Con_DPrintf ("Clearing memory\n");
+ Con_DPrint("Clearing memory\n");
Mod_ClearAll ();
cls.signon = 0;
Returns false if the time is too short to run a frame
===================
*/
-extern cvar_t cl_avidemo;
+extern qboolean cl_capturevideo_active;
+extern double cl_capturevideo_framerate;
qboolean Host_FilterTime (double time)
{
double timecap, timeleft;
realtime += time;
- if (slowmo.value < 0.0f)
- Cvar_SetValue("slowmo", 0.0f);
- if (host_minfps.value < 10.0f)
- Cvar_SetValue("host_minfps", 10.0f);
- if (host_maxfps.value < host_minfps.value)
- Cvar_SetValue("host_maxfps", host_minfps.value);
- if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
- Cvar_SetValue("cl_avidemo", 0.0f);
+ if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
+ Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
+ if (slowmo.value < 0)
+ Cvar_SetValue("slowmo", 0);
+ if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+ Cvar_SetValue("host_framerate", 0);
+ if (cl_maxfps.value < 1)
+ Cvar_SetValue("cl_maxfps", 1);
- // check if framerate is too high
- if (!cls.timedemo)
+ if (cls.timedemo)
{
- // default to sys_ticrate (server framerate - presumably low) unless we
- // have a good reason to run faster
+ // disable time effects during timedemo
+ cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
+ oldrealtime = realtime;
+ return true;
+ }
+
+ // check if framerate is too high
+ // default to sys_ticrate (server framerate - presumably low) unless we
+ // have a good reason to run faster
+ timecap = host_framerate.value;
+ if (!timecap)
timecap = sys_ticrate.value;
- if (cl_avidemo.value >= 0.1f)
- timecap = 1.0 / (double)cl_avidemo.value;
- else if (vid_activewindow && !scr_con_current)
- timecap = 1.0 / host_maxfps.value;
+ if (cls.state != ca_dedicated)
+ {
+ if (cl_capturevideo_active)
+ timecap = 1.0 / cl_capturevideo_framerate;
+ else if (vid_activewindow)
+ timecap = 1.0 / cl_maxfps.value;
+ }
- timeleft = oldrealtime + timecap - realtime;
- if (timeleft > 0)
+ timeleft = (oldrealtime - realtime) + timecap;
+ if (timeleft > 0)
+ {
+ int msleft;
+ // don't totally hog the CPU
+ if (cls.state == ca_dedicated)
{
- // don't totally hog the CPU
- if (timeleft >= 0.02)
- Sys_Sleep();
- return false;
+ // if dedicated, try to use as little cpu as possible by waiting
+ // just a little longer than necessary
+ // (yes this means it doesn't quite keep up with the framerate)
+ msleft = (int)ceil(timeleft * 1000);
}
+ else
+ {
+ // if not dedicated, try to hit exactly a steady framerate by not
+ // sleeping the full amount
+ msleft = (int)floor(timeleft * 1000);
+ }
+ if (msleft > 0)
+ Sys_Sleep(msleft);
+ return false;
}
// LordHavoc: copy into host_realframetime as well
host_realframetime = host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
- if (cls.timedemo)
- {
- // disable time effects
- cl.frametime = host_frametime;
- return true;
- }
+ // apply slowmo scaling
+ host_frametime *= slowmo.value;
- if (host_framerate.value > 0)
+ // host_framerate overrides all else
+ if (host_framerate.value)
host_frametime = host_framerate.value;
- else if (cl_avidemo.value >= 0.1f)
- host_frametime = (1.0 / cl_avidemo.value);
- else
- {
- // don't allow really short frames
- if (host_frametime > (1.0 / host_minfps.value))
- host_frametime = (1.0 / host_minfps.value);
- }
- cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
+ // never run a frame longer than 1 second
+ if (host_frametime > 1)
+ host_frametime = 1;
+
+ cl.frametime = host_frametime;
return true;
}
*/
void Host_ServerFrame (void)
{
- static double frametimetotal = 0, lastservertime = 0;
- frametimetotal += host_frametime;
- // LordHavoc: cap server at sys_ticrate in networked games
- if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
+ // never run more than 5 frames at a time as a sanity limit
+ int framecount, framelimit = 5;
+ double advancetime, newtime;
+ if (!sv.active)
+ return;
+ newtime = Sys_DoubleTime();
+ // if this is the first frame of a new server, ignore the huge time difference
+ if (!sv.timer)
+ sv.timer = newtime;
+ // if we're already past the new time, don't run a frame
+ // (does not happen if cl.islocalgame)
+ if (sv.timer > newtime)
return;
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
+ for (framecount = 0;framecount < framelimit && sv.timer < newtime;framecount++)
+ {
+ if (cl.islocalgame)
+ advancetime = min(newtime - sv.timer, sys_ticrate.value);
+ else
+ advancetime = sys_ticrate.value;
+ sv.timer += advancetime;
- NetConn_ServerFrame();
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * slowmo.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ sv.frametime = 0;
-// run the world state
- if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
- sv.frametime = pr_global_struct->frametime = frametimetotal;
- else
- sv.frametime = 0;
- frametimetotal = 0;
- lastservertime = realtime;
+ pr_global_struct->frametime = sv.frametime;
+
+ // set the time and clear the general datagram
+ SV_ClearDatagram();
-// set the time and clear the general datagram
- SV_ClearDatagram();
+ // check for network packets to the server each world step incase they
+ // come in midframe (particularly if host is running really slow)
+ NetConn_ServerFrame();
-// read client messages
- SV_RunClients();
+ // read client messages
+ SV_RunClients();
-// move things around and think
-// always pause in single player if in console or menus
- if (sv.frametime)
- SV_Physics();
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
-// send all messages to the clients
- SV_SendClientMessages();
+ // send all messages to the clients
+ SV_SendClientMessages();
-// send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ }
+ // if we fell behind too many frames just don't worry about it
+ if (sv.timer < newtime)
+ sv.timer = newtime;
}
static double time2 = 0;
static double time3 = 0;
int pass1, pass2, pass3;
- usercmd_t cmd; // Used for receiving input
if (setjmp(host_abortserver))
return; // something bad happened, or the server disconnected
- // keep the random time dependent
- rand();
-
// decide the simulation time
if (!Host_FilterTime(time))
return;
+ // keep the random time dependent
+ rand();
+
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
IN_Commands();
// Collect input into cmd
- IN_ProcessMove(&cmd);
+ IN_ProcessMove();
// process console commands
Cbuf_Execute();
- // LordHavoc: map and load are delayed until video is initialized
- Host_PerformSpawnServerAndLoadGame();
-
// if running the server locally, make intentions now
if (cls.state == ca_connected && sv.active)
- CL_SendCmd(&cmd);
+ CL_SendCmd();
//-------------------
//
// if running the server remotely, send intentions now after
// the incoming messages have been read
if (!sv.active)
- CL_SendCmd(&cmd);
+ CL_SendCmd();
CL_ReadFromServer();
}
- ui_update();
+ //ui_update();
CL_VideoFrame();
if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
{
// LordHavoc: this used to use renderer variables (eww)
- vec3_t forward, right, up, origin;
- Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, right, up, origin);
- VectorNegate(right, right);
- S_Update(origin, forward, right, up);
+ S_Update(&cl_entities[cl.viewentity].render.matrix);
}
else
- S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+ S_Update(&identitymatrix);
CDAudio_Update();
c++;
}
- Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
+ Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
}
//============================================================================
void Render_Init(void);
-void M_Scipt_Init ();
/*
====================
*/
void Host_Init (void)
{
+ int i;
+
// LordHavoc: quake never seeded the random number generator before... heh
srand(time(NULL));
// FIXME: this is evil, but possibly temporary
+// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
{
forcedeveloper = true;
NetConn_Init();
SV_Init();
- Con_Printf ("Builddate: %s\n", buildstring);
+ Con_Printf("Builddate: %s\n", buildstring);
if (cls.state != ca_dedicated)
{
Palette_Init();
+ MR_Init_Commands();
VID_Shared_Init();
VID_Init();
CL_Init();
}
- Cbuf_InsertText ("exec quake.rc\n");
- Cbuf_Execute();
- Cbuf_Execute();
- Cbuf_Execute();
+ // only cvars are executed when host_initialized == false
+ if (gamemode == GAME_TEU)
+ Cbuf_InsertText("exec teu.rc\n");
+ else
+ Cbuf_InsertText("exec quake.rc\n");
Cbuf_Execute();
host_initialized = true;
- Con_DPrintf ("========Initialized=========\n");
+ Con_DPrint("========Initialized=========\n");
if (cls.state != ca_dedicated)
{
VID_Open();
+ CDAudio_Startup();
+ CL_InitTEnts (); // We must wait after sound startup to load tent sounds
SCR_BeginLoadingPlaque();
+ MR_Init();
}
- MR_Init();
+ // set up the default startmap_sp and startmap_dm aliases, mods can
+ // override these
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map nehstart\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map nehstart\"\n");
+ }
+ else if (gamemode == GAME_TRANSFUSION)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map e1m1\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map bb1\"\n");
+ }
+ else if (gamemode == GAME_NEXUIZ)
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map nexdm01\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map nexdm01\"\n");
+ }
+ else
+ {
+ Cbuf_InsertText ("alias startmap_sp \"map start\"\n");
+ Cbuf_InsertText ("alias startmap_dm \"map start\"\n");
+ }
+
+ // stuff it again so the first host frame will execute it again, this time
+ // in its entirety
+ if (gamemode == GAME_TEU)
+ Cbuf_InsertText("exec teu.rc\n");
+ else
+ Cbuf_InsertText("exec quake.rc\n");
+
+ Cbuf_Execute();
+ Cbuf_Execute();
+ Cbuf_Execute();
+
+ if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
+ Cbuf_InsertText ("startmap_dm\n");
+
+ // check for special benchmark mode
+// 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)
+ i = COM_CheckParm("-benchmark");
+ if (i && i + 1 < com_argc && !sv.active)
+ Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ Cbuf_InsertText("togglemenu\n");
+
+ Cbuf_Execute();
+
+ // We must wait for the log_file cvar to be initialized to start the log
+ Log_Start ();
}
if (isdown)
{
- Con_Printf ("recursive shutdown\n");
+ Con_Print("recursive shutdown\n");
return;
}
isdown = true;
+ // disconnect client from server if active
+ CL_Disconnect();
+
+ // shut down local server if active
+ Host_ShutdownServer (false);
+
// Shutdown menu
if(MR_Shutdown)
MR_Shutdown();
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
+ CL_Video_Shutdown();
- Host_WriteConfiguration ();
+ Host_SaveConfig_f();
CDAudio_Shutdown ();
+ S_Terminate ();
NetConn_Shutdown ();
+ PR_Shutdown ();
+ Cbuf_Shutdown ();
if (cls.state != ca_dedicated)
{
R_Modules_Shutdown();
VID_Shutdown();
}
+
+ Cmd_Shutdown();
+ CL_Shutdown();
+ Sys_Shutdown();
+ Log_Close ();
+ COM_Shutdown ();
+ Memory_Shutdown();
}