/*
Copyright (C) 1996-1997 Id Software, Inc.
+Copyright (C) 2000-2021 DarkPlaces contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
*/
-host_t host;
+host_static_t host;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = {CF_CLIENT | CF_SERVER, "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"};
-cvar_t cl_maxphysicsframesperserverframe = {CF_CLIENT, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
// shows time used by certain subsystems
cvar_t host_speeds = {CF_CLIENT | CF_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t host_maxwait = {CF_CLIENT | CF_SERVER, "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_SetValueQuick(&csqc_progcrc, -1);
Cvar_SetValueQuick(&csqc_progsize, -1);
- SV_LockThreadMutex();
- SV_Shutdown ();
- SV_UnlockThreadMutex();
+ if(host.hook.SV_Shutdown)
+ host.hook.SV_Shutdown();
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
- CL_Disconnect ();
+ // prevent an endless loop if the error was triggered by a command
+ Cbuf_Clear(cmd_local->cbuf);
+
+ CL_Disconnect();
cls.demonum = -1;
hosterror = false;
static void Host_Version_f(cmd_state_t *cmd)
{
- Con_Printf("Version: %s build %s\n", gamename, buildstring);
+ Con_Printf("Version: %s\n", engineversion);
}
static void Host_Framerate_c(cvar_t *var)
Cmd_AddCommand(CF_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand(CF_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cmd_AddCommand(CF_SHARED, "sendcvar", SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
- Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterCallback (&host_framerate, Host_Framerate_c);
Cvar_RegisterVariable (&host_speeds);
static void Host_Init (void)
{
int i;
- const char* os;
char vabuf[1024];
host.hook.ConnectLocal = NULL;
host.hook.Disconnect = NULL;
host.hook.ToggleMenu = NULL;
host.hook.CL_Intermission = NULL;
- host.hook.SV_CanSave = NULL;
+ host.hook.SV_Shutdown = NULL;
host.state = host_init;
if (Sys_CheckParm("-nostdout"))
sys_nostdout = 1;
+ // -dedicated is checked in SV_ServerOptions() but that's too late for Cvar_RegisterVariable() to skip all the client-only cvars
+ if (Sys_CheckParm ("-dedicated") || !cl_available)
+ cls.state = ca_dedicated;
+
// initialize console command/cvar/alias/command execution systems
Cmd_Init();
FS_Init();
// construct a version string for the corner of the console
- os = DP_OS_NAME;
- dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+ dpsnprintf (engineversion, sizeof (engineversion), "%s %s%s, buildstring: %s", gamename, DP_OS_NAME, cls.state == ca_dedicated ? " dedicated" : "", buildstring);
Con_Printf("%s\n", engineversion);
// initialize process nice level
Log_Start();
- // put up the loading image so the user doesn't stare at a black screen...
- SCR_BeginLoadingPlaque(true);
-#ifdef CONFIG_MENU
if (cls.state != ca_dedicated)
+ {
+ // put up the loading image so the user doesn't stare at a black screen...
+ SCR_BeginLoadingPlaque(true);
+ S_Startup();
+#ifdef CONFIG_MENU
MR_Init();
#endif
+ }
+
// 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 = Sys_CheckParm("-benchmark");
SV_StopThread();
// shut down local server if active
- SV_LockThreadMutex();
- SV_Shutdown ();
- SV_UnlockThreadMutex();
+ if(host.hook.SV_Shutdown)
+ host.hook.SV_Shutdown();
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
// Run any downloads
Curl_Frame();
+ // get new SDL events and add commands from keybindings to the cbuf
+ Sys_SDL_HandleEvents();
+
// process console commands
Cbuf_Frame(host.cbuf);
R_TimeReport("---");
- sv_wait = SV_Frame(time);
- cl_wait = CL_Frame(time);
-
-// Con_Printf("%6.0f %6.0f\n", cl_wait * 1000000.0, sv_wait * 1000000.0);
+ // if the accumulators haven't become positive yet, wait a while
+ sv_wait = - SV_Frame(time);
+ cl_wait = - CL_Frame(time);
Mem_CheckSentinelsGlobal();
- if(host.restless)
- return 0;
-
- // if the accumulators haven't become positive yet, wait a while
if (cls.state == ca_dedicated)
- return sv_wait * -1000000.0; // dedicated
+ return sv_wait; // dedicated
else if (!sv.active || svs.threaded)
- return cl_wait * -1000000.0; // connected to server, main menu, or server is on different thread
+ return cl_wait; // connected to server, main menu, or server is on different thread
else
- return max(cl_wait, sv_wait) * -1000000.0; // listen server or singleplayer
-}
-
-static inline void Host_Sleep(double time)
-{
- double delta, time0;
-
- if(host_maxwait.value <= 0)
- time = min(time, 1000000.0);
- else
- time = min(time, host_maxwait.value * 1000.0);
- if(time < 1)
- time = 1; // because we cast to int
-
- time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)time);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)time);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800)
- delta = 0;
- host.sleeptime += delta;
-// R_TimeReport("sleep");
- return;
+ return min(cl_wait, sv_wait); // listen server or singleplayer
}
// Cloudwalk: Most overpowered function declaration...
void Host_Main(void)
{
- double time, newtime, oldtime, sleeptime;
+ double time, oldtime, sleeptime;
Host_Init(); // Start!
continue;
}
- newtime = host.dirtytime = Sys_DirtyTime();
- host.realtime += time = Host_UpdateTime(newtime, oldtime);
+ host.dirtytime = Sys_DirtyTime();
+ host.realtime += time = Host_UpdateTime(host.dirtytime, oldtime);
+ oldtime = host.dirtytime;
sleeptime = Host_Frame(time);
- oldtime = newtime;
-
- if (sleeptime >= 1)
- {
- Host_Sleep(sleeptime);
- continue;
- }
-
- host.framecount++;
+ ++host.framecount;
+ sleeptime -= Sys_DirtyTime() - host.dirtytime; // execution time
+ host.sleeptime = Sys_Sleep(sleeptime);
}
return;