*/
-// current client
-client_t *host_client;
-
host_t host;
// pretend frames take this amount of time (in seconds), 0 = realtime
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
- Con_Errorf("Host_Error: %s\n", hosterrorstring1);
+ Con_Printf(CON_ERROR "Host_Error: %s\n", hosterrorstring1);
// LadyHavoc: if crashing very early, or currently shutting down, do
// Sys_Error instead
Cvar_SetValueQuick(&csqc_progsize, -1);
SV_LockThreadMutex();
- Host_ShutdownServer ();
+ SV_Shutdown ();
SV_UnlockThreadMutex();
if (cls.state == ca_dedicated)
Cvar_SetValueQuick(&deathmatch, 1);
}
+/*
+==================
+Host_Quit_f
+==================
+*/
+void Host_Quit_f(cmd_state_t *cmd)
+{
+ if(host.state == host_shutdown)
+ Con_Printf("shutting down already!\n");
+ else
+ host.state = host_shutdown;
+}
+
+static void Host_Version_f(cmd_state_t *cmd)
+{
+ Con_Printf("Version: %s build %s\n", gamename, buildstring);
+}
+
/*
=======================
Host_InitLocal
extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
+ Cmd_AddCommand(CMD_SHARED, "quit", Host_Quit_f, "quit the game");
+ Cmd_AddCommand(CMD_SHARED, "version", Host_Version_f, "print engine version");
Cmd_AddCommand(CMD_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand(CMD_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
f = FS_OpenRealFile(file, "wb", false);
if (!f)
{
- Con_Errorf("Couldn't write %s.\n", file);
+ Con_Printf(CON_ERROR "Couldn't write %s.\n", file);
return;
}
Host_AddConfigText(&cmd_client);
}
-/*
-=================
-SV_ClientPrint
-
-Sends text across to be displayed
-FIXME: make this just a stuffed echo?
-=================
-*/
-void SV_ClientPrint(const char *msg)
-{
- if (host_client->netconnection)
- {
- MSG_WriteByte(&host_client->netconnection->message, svc_print);
- MSG_WriteString(&host_client->netconnection->message, msg);
- }
-}
-
-/*
-=================
-SV_ClientPrintf
-
-Sends text across to be displayed
-FIXME: make this just a stuffed echo?
-=================
-*/
-void SV_ClientPrintf(const char *fmt, ...)
-{
- va_list argptr;
- char msg[MAX_INPUTLINE];
-
- va_start(argptr,fmt);
- dpvsnprintf(msg,sizeof(msg),fmt,argptr);
- va_end(argptr);
-
- SV_ClientPrint(msg);
-}
-
-/*
-=================
-SV_BroadcastPrint
-
-Sends text to all active clients
-=================
-*/
-void SV_BroadcastPrint(const char *msg)
-{
- int i;
- client_t *client;
-
- for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
- {
- if (client->active && client->netconnection)
- {
- MSG_WriteByte(&client->netconnection->message, svc_print);
- MSG_WriteString(&client->netconnection->message, msg);
- }
- }
-
- if (sv_echobprint.integer && cls.state == ca_dedicated)
- Con_Print(msg);
-}
-
-/*
-=================
-SV_BroadcastPrintf
-
-Sends text to all active clients
-=================
-*/
-void SV_BroadcastPrintf(const char *fmt, ...)
-{
- va_list argptr;
- char msg[MAX_INPUTLINE];
-
- va_start(argptr,fmt);
- dpvsnprintf(msg,sizeof(msg),fmt,argptr);
- va_end(argptr);
-
- SV_BroadcastPrint(msg);
-}
-
-/*
-=================
-Host_ClientCommands
-
-Send text over to the client to be executed
-=================
-*/
-void Host_ClientCommands(const char *fmt, ...)
-{
- va_list argptr;
- char string[MAX_INPUTLINE];
-
- if (!host_client->netconnection)
- return;
-
- va_start(argptr,fmt);
- dpvsnprintf(string, sizeof(string), fmt, argptr);
- va_end(argptr);
-
- MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
- MSG_WriteString(&host_client->netconnection->message, string);
-}
-
-/*
-=====================
-SV_DropClient
-
-Called when the player is getting totally kicked off the host
-if (crash = true), don't bother sending signofs
-=====================
-*/
-void SV_DropClient(qboolean crash)
-{
- prvm_prog_t *prog = SVVM_prog;
- int i;
- Con_Printf("Client \"%s\" dropped\n", host_client->name);
-
- SV_StopDemoRecording(host_client);
-
- // make sure edict is not corrupt (from a level change for example)
- host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
-
- if (host_client->netconnection)
- {
- // tell the client to be gone
- if (!crash)
- {
- // LadyHavoc: no opportunity for resending, so use unreliable 3 times
- unsigned char bufdata[8];
- sizebuf_t buf;
- memset(&buf, 0, sizeof(buf));
- buf.data = bufdata;
- buf.maxsize = sizeof(bufdata);
- MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
- }
- }
-
- // call qc ClientDisconnect function
- // LadyHavoc: don't call QC if server is dead (avoids recursive
- // Host_Error in some mods when they run out of edicts)
- if (host_client->clientconnectcalled && sv.active && host_client->edict)
- {
- // call the prog function for removing a client
- // this will set the body to a dead frame, among other things
- int saveSelf = PRVM_serverglobaledict(self);
- host_client->clientconnectcalled = false;
- PRVM_serverglobalfloat(time) = sv.time;
- PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
- prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
- PRVM_serverglobaledict(self) = saveSelf;
- }
-
- if (host_client->netconnection)
- {
- // break the net connection
- NetConn_Close(host_client->netconnection);
- host_client->netconnection = NULL;
- }
-
- // if a download is active, close it
- if (host_client->download_file)
- {
- Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
- FS_Close(host_client->download_file);
- host_client->download_file = NULL;
- host_client->download_name[0] = 0;
- host_client->download_expectedposition = 0;
- host_client->download_started = false;
- }
-
- // remove leaving player from scoreboard
- 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
- PRVM_ED_ClearEdict(prog, 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);
-
- if (sv.loadgame)
- {
- for (i = 0;i < svs.maxclients;i++)
- if (svs.clients[i].active && !svs.clients[i].spawned)
- break;
- if (i == svs.maxclients)
- {
- Con_Printf("Loaded game, everyone rejoined - unpausing\n");
- sv.paused = sv.loadgame = false; // we're basically done with loading now
- }
- }
-}
-
-/*
-==================
-Host_ShutdownServer
-
-This only happens at the end of a game, not between levels
-==================
-*/
-void Host_ShutdownServer(void)
-{
- prvm_prog_t *prog = SVVM_prog;
- int i;
-
- Con_DPrintf("Host_ShutdownServer\n");
-
- if (!sv.active)
- return;
-
- NetConn_Heartbeat(2);
- NetConn_Heartbeat(2);
-
-// make sure all the clients know we're disconnecting
- World_End(&sv.world);
- if(prog->loaded)
- {
- if(PRVM_serverfunction(SV_Shutdown))
- {
- func_t s = PRVM_serverfunction(SV_Shutdown);
- PRVM_serverglobalfloat(time) = sv.time;
- PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
- prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
- }
- }
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if (host_client->active)
- SV_DropClient(false); // server shutdown
-
- NetConn_CloseServerPorts();
-
- sv.active = false;
-//
-// clear structures
-//
- memset(&sv, 0, sizeof(sv));
- memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
-
- cl.islocalgame = false;
-}
-
-
//============================================================================
/*
char vabuf[1024];
qboolean playing;
+ host.restless = false;
+
Host_Init();
host.realtime = 0;
- host.dirtytime = Sys_DirtyTime();
+ host.sleeptime = 0;
+ host.dirtytime = oldtime = Sys_DirtyTime();
while(host.state != host_shutdown)
{
continue; // something bad happened, or the server disconnected
}
- oldtime = host.dirtytime;
- newtime = Sys_DirtyTime();
+ newtime = host.dirtytime = Sys_DirtyTime();
time = newtime - oldtime;
if (time < 0)
{
// warn if it's significant
if (time < -0.01)
- Con_Warnf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ Con_Printf(CON_WARN "Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
time = 0;
}
else if (time >= 1800)
{
- Con_Warnf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ Con_Printf(CON_WARN "Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
time = 0;
}
host.realtime += time;
- host.dirtytime = newtime;
-
- cl_timer += time;
- sv_timer += time;
-
- if (!svs.threaded)
- {
- svs.perf_acc_realtime += time;
-
- // Look for clients who have spawned
- playing = false;
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->begun)
- if(host_client->netconnection)
- playing = true;
- if(sv.time < 10)
- {
- // don't accumulate time for the first 10 seconds of a match
- // so things can settle
- 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;
- }
- else if(svs.perf_acc_realtime > 5)
- {
- svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
- svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
- if(svs.perf_acc_offset_samples > 0)
- {
- svs.perf_offset_max = svs.perf_acc_offset_max;
- svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
- svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
- }
- if(svs.perf_lost > 0 && developer_extra.integer)
- if(playing) // only complain if anyone is looking
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
- 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;
- }
- }
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
Cvar_SetValueQuick(&host_framerate, 0);
if(!*sv_random_seed.string && !cls.demoplayback)
rand();
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
NetConn_UpdateSockets();
Log_DestBuffer_Flush();
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
// if the accumulators haven't become positive yet, wait a while
- if (cls.state == ca_dedicated)
- wait = sv_timer * -1000000.0;
- else if (!sv.active || svs.threaded)
- wait = cl_timer * -1000000.0;
- else
- wait = max(cl_timer, sv_timer) * -1000000.0;
+ wait = max(cl_timer, sv_timer) * -1000000.0;
- if (!cls.timedemo && wait >= 1)
+ if (!host.restless && wait >= 1)
{
double time0, delta;
else
Sys_Sleep((int)wait);
delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800) delta = 0;
- if (!svs.threaded)
- svs.perf_acc_sleeptime += delta;
+ if (delta < 0 || delta >= 1800)
+ delta = 0;
+ host.sleeptime += delta;
// R_TimeReport("sleep");
continue;
}
- // limit the frametime steps to no more than 100ms each
- if (cl_timer > 0.1)
- cl_timer = 0.1;
- if (sv_timer > 0.1)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += (sv_timer - 0.1);
- sv_timer = 0.1;
- }
-
R_TimeReport("---");
//-------------------
//-------------------
// limit the frametime steps to no more than 100ms each
- if (sv.active && sv_timer > 0 && !svs.threaded)
+ if (sv_timer > 0.1)
{
- // execute one or more server frames, with an upper limit on how much
- // execution time to spend on server frames to avoid freezing the game if
- // the server is overloaded, this execution time limit means the game will
- // slow down if the server is taking too long.
- int framecount, framelimit = 1;
- double advancetime, aborttime = 0;
- float offset;
- prvm_prog_t *prog = SVVM_prog;
-
- // run the world state
- // don't allow simulation to run too fast or too slow or logic glitches can occur
-
- // stop running server frames if the wall time reaches this value
- if (sys_ticrate.value <= 0)
- advancetime = sv_timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+ if (!svs.threaded)
+ svs.perf_acc_lost += (sv_timer - 0.1);
+ sv_timer = 0.1;
+ }
+
+ if (!svs.threaded)
+ {
+ svs.perf_acc_sleeptime = host.sleeptime;
+ svs.perf_acc_realtime += time;
+
+ // Look for clients who have spawned
+ playing = false;
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->begun)
+ if(host_client->netconnection)
+ playing = true;
+ if(sv.time < 10)
{
- // synchronize to the client frametime, but no less than 10ms and no more than 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
+ // don't accumulate time for the first 10 seconds of a match
+ // so things can settle
+ 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 = host.sleeptime = 0;
}
- else
+ else if(svs.perf_acc_realtime > 5)
{
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = Sys_DirtyTime() + 0.1;
+ svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+ svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+ if(svs.perf_acc_offset_samples > 0)
+ {
+ svs.perf_offset_max = svs.perf_acc_offset_max;
+ svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+ svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ }
+ if(svs.perf_lost > 0 && developer_extra.integer)
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ 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 = host.sleeptime = 0;
}
- if(host_timescale.value > 0 && host_timescale.value < 1)
- advancetime = min(advancetime, 0.1 / host_timescale.value);
- else
- advancetime = min(advancetime, 0.1);
- if(advancetime > 0)
+ if (sv.active && sv_timer > 0 && !svs.threaded)
{
- offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
- offset += sv_timer;
- ++svs.perf_acc_offset_samples;
- svs.perf_acc_offset += offset;
- svs.perf_acc_offset_squared += offset * offset;
- if(svs.perf_acc_offset_max < offset)
- svs.perf_acc_offset_max = offset;
- }
+ // execute one or more server frames, with an upper limit on how much
+ // execution time to spend on server frames to avoid freezing the game if
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 1;
+ double advancetime, aborttime = 0;
+ float offset;
+ prvm_prog_t *prog = SVVM_prog;
+
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
+
+ // stop running server frames if the wall time reaches this value
+ if (sys_ticrate.value <= 0)
+ advancetime = sv_timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+ {
+ // synchronize to the client frametime, but no less than 10ms and no more than 100ms
+ advancetime = bound(0.01, cl_timer, 0.1);
+ }
+ else
+ {
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = Sys_DirtyTime() + 0.1;
+ }
+ if(host_timescale.value > 0 && host_timescale.value < 1)
+ advancetime = min(advancetime, 0.1 / host_timescale.value);
+ else
+ advancetime = min(advancetime, 0.1);
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * host_timescale.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
- sv.frametime = 0;
+ if(advancetime > 0)
+ {
+ offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
+ offset += sv_timer;
+ ++svs.perf_acc_offset_samples;
+ svs.perf_acc_offset += offset;
+ svs.perf_acc_offset_squared += offset * offset;
+ if(svs.perf_acc_offset_max < offset)
+ svs.perf_acc_offset_max = offset;
+ }
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * host_timescale.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || host.paused)
+ sv.frametime = 0;
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
- break;
- }
- R_TimeReport("serverphysics");
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
- // send all messages to the clients
- SV_SendClientMessages();
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
+ break;
+ }
+ R_TimeReport("serverphysics");
- if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
- PRVM_serverglobalfloat(time) = sv.time;
- prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
- }
+ // send all messages to the clients
+ SV_SendClientMessages();
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- R_TimeReport("servernetwork");
+ if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
+ prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
+ PRVM_serverglobalfloat(time) = sv.time;
+ prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
+ }
+
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ R_TimeReport("servernetwork");
+ }
+ else
+ {
+ // don't let r_speeds display jump around
+ R_TimeReport("serverphysics");
+ R_TimeReport("servernetwork");
+ }
}
- else if (!svs.threaded)
+ // if there is some time remaining from this frame, reset the timer
+ if (sv_timer >= 0)
{
- // don't let r_speeds display jump around
- R_TimeReport("serverphysics");
- R_TimeReport("servernetwork");
+ if (!svs.threaded)
+ svs.perf_acc_lost += sv_timer;
+ sv_timer = 0;
}
+ sv_timer += time;
+
//-------------------
//
// client operations
//
//-------------------
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+
+ // get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
+ Sys_SendKeyEvents();
+
if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
R_TimeReport("---");
if (host_framerate.value)
clframetime = host_framerate.value;
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
+ if (cl.paused || host.paused)
clframetime = 0;
}
}
}
+ // if there is some time remaining from this frame, reset the timer
+ if (cl_timer >= 0)
+ cl_timer = 0;
+
+ cl_timer += time;
+
#if MEMPARANOIA
Mem_CheckSentinelsGlobal();
#else
Mem_CheckSentinelsGlobal();
#endif
- // if there is some time remaining from this frame, reset the timers
- if (cl_timer >= 0)
- cl_timer = 0;
- if (sv_timer >= 0)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
- }
-
host.framecount++;
+ oldtime = newtime;
}
Sys_Quit(0);
{
if(locksession.integer == 2)
{
- Con_Warnf("WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
+ Con_Printf(CON_WARN "WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
}
else
{
Curl_Init_Commands();
Sys_Init_Commands();
COM_Init_Commands();
- FS_Init_Commands();
-
- // initialize console window (only used by sys_win.c)
- Sys_InitConsole();
- // initialize the self-pack (must be before COM_InitGameType as it may add command line options)
- FS_Init_SelfPack();
-
- // detect gamemode from commandline options or executable name
- COM_InitGameType();
+ // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+ FS_Init();
// construct a version string for the corner of the console
os = DP_OS_NAME;
// initialize ixtable
Mathlib_Init();
- // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
- FS_Init();
-
// register the cvars for session locking
Host_InitSession();
World_Init();
SV_Init();
V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
- Host_InitCommands();
Host_InitLocal();
Host_ServerOptions();
// shut down local server if active
SV_LockThreadMutex();
- Host_ShutdownServer ();
+ SV_Shutdown ();
SV_UnlockThreadMutex();
#ifdef CONFIG_MENU
Memory_Shutdown();
}
+void Host_NoOperation_f(cmd_state_t *cmd)
+{
+}