#include "csprogs.h"
#include "sv_demo.h"
#include "snd_main.h"
+#include "thread.h"
/*
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"};
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
+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."};
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"};
cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
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"};
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"};
-cvar_t developer = {CVAR_SAVE, "developer","0", "prints debugging messages and information (recommended for all developers and level designers)"};
+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"};
cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
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!"};
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)"};
else
{
// default players in some games, singleplayer in most
- if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
svs.maxclients = 1;
}
}
void Host_SaveConfig_f(void);
void Host_LoadConfig_f(void);
extern cvar_t sv_writepicture_quality;
+extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
+ Cvar_RegisterVariable (&host_maxwait);
Cvar_RegisterVariable (&cl_minfps);
Cvar_RegisterVariable (&cl_minfps_fade);
Cvar_RegisterVariable (&cl_minfps_qualitymax);
Cvar_RegisterVariable (&timeformat);
Cvar_RegisterVariable (&sv_writepicture_quality);
+ Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
}
Host_SaveConfig_to(file);
}
+void Host_AddConfigText(void)
+{
+ // set up the default startmap_sp and startmap_dm aliases (mods can
+ // override these) and then execute the quake.rc startup script
+ if (gamemode == GAME_NEHAHRA)
+ Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TRANSFUSION)
+ Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
+ else if (gamemode == GAME_TEU)
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
+ else
+ Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+}
+
/*
===============
Host_LoadConfig_f
*/
void Host_LoadConfig_f(void)
{
- // unlock the cvar default strings so they can be updated by the new default.cfg
- Cvar_UnlockDefaults();
+ // reset all cvars, commands and aliases to init values
+ Cmd_RestoreInitState();
+ // prepend a menu restart command to execute after the config
+ Cbuf_InsertText("\nmenu_restart\n");
// reset cvars to their defaults, and then exec startup scripts again
- Cbuf_InsertText("cvar_resettodefaults_all;exec " STARTCONFIGFILENAME "\n");
+ Host_AddConfigText();
}
/*
if (host_client->netconnection)
{
- // free the client (the body stays around)
+ // tell the client to be gone
if (!crash)
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
}
- // break the net connection
- NetConn_Close(host_client->netconnection);
- host_client->netconnection = NULL;
}
// call qc ClientDisconnect function
prog->globals.server->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)
{
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
+ Key_EventQueue_Unblock();
SndSys_SendKeyEvents();
Sys_SendKeyEvents();
wait = cl_timer * -1000000.0;
else
wait = max(cl_timer, sv_timer) * -1000000.0;
- wait = bound(0, wait, 100000);
if (!cls.timedemo && wait >= 1)
{
- double time0 = Sys_DoubleTime();
+ double time0;
+
+ if(host_maxwait.value <= 0)
+ wait = min(wait, 1000000.0);
+ else
+ wait = min(wait, host_maxwait.value * 1000.0);
+ if(wait < 1)
+ wait = 1; // because we cast to int
+
+ time0 = Sys_DoubleTime();
if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
NetConn_SleepMicroseconds((int)wait);
else
double advancetime, aborttime = 0;
float offset;
+ if (cls.state == ca_dedicated)
+ Collision_Cache_NewFrame();
+
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
sv.frametime = advancetime * slowmo.value;
if (host_framerate.value)
sv.frametime = host_framerate.value;
- if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
sv.frametime = 0;
// setup the VM frame
if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
R_TimeReport("---");
+ Collision_Cache_NewFrame();
+ R_TimeReport("collisioncache");
// decide the simulation time
if (cls.capturevideo.active)
{
if (host_framerate.value)
clframetime = host_framerate.value;
- if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
clframetime = 0;
if (cls.timedemo)
extern void u8_Init(void);
extern void Render_Init(void);
extern void Mathlib_Init(void);
+extern void FS_Init_SelfPack(void);
extern void FS_Init(void);
extern void FS_Shutdown(void);
extern void PR_Cmd_Init(void);
// 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();
+ // must be after FS_Init
+ Crypto_Init();
+ Crypto_Init_Commands();
+
NetConn_Init();
Curl_Init();
//PR_Init();
Mod_Init();
World_Init();
SV_Init();
+ V_Init(); // some cvars needed by server player physics (cl_rollangle etc)
Host_InitCommands();
Host_InitLocal();
Host_ServerOptions();
R_Modules_Init();
Palette_Init();
MR_Init_Commands();
+ Thread_Init();
VID_Shared_Init();
VID_Init();
Render_Init();
S_Init();
CDAudio_Init();
Key_Init();
- V_Init();
CL_Init();
}
- // set up the default startmap_sp and startmap_dm aliases (mods can
- // override these) and then execute the quake.rc startup script
- if (gamemode == GAME_NEHAHRA)
- Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
- else if (gamemode == GAME_TRANSFUSION)
- Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
- else if (gamemode == GAME_TEU)
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
- else
- Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
+ // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
+ // NOTE: menu commands are freed by Cmd_RestoreInitState
+ Cmd_SaveInitState();
+
+ // FIXME: put this into some neat design, but the menu should be allowed to crash
+ // without crashing the whole game, so this should just be a short-time solution
+
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ Host_AddConfigText();
Cbuf_Execute();
// if stuffcmds wasn't run, then quake.rc is probably missing, use default
// put up the loading image so the user doesn't stare at a black screen...
SCR_BeginLoadingPlaque();
- // FIXME: put this into some neat design, but the menu should be allowed to crash
- // without crashing the whole game, so this should just be a short-time solution
-
- // here comes the not so critical stuff
- if (setjmp(host_abortframe)) {
- return;
- }
-
if (cls.state != ca_dedicated)
{
MR_Init();
{
R_Modules_Shutdown();
VID_Shutdown();
+ Thread_Shutdown();
}
Cmd_Shutdown();
CL_Shutdown();
Sys_Shutdown();
Log_Close();
+ Crypto_Shutdown();
FS_Shutdown();
Con_Shutdown();
Memory_Shutdown();