#include <time.h>
#include "quakedef.h"
+#include "libcurl.h"
+#include "cdaudio.h"
#include "cl_video.h"
+#include "progsvm.h"
+#include "csprogs.h"
/*
*/
-// true if into command execution
-qboolean host_initialized;
-// LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
-qboolean host_loopactive = false;
+// how many frames have occurred
+// (checked by Host_Error and Host_SaveConfig_f)
+int host_framecount = 0;
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false;
-double host_frametime;
-// LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
-double host_realframetime;
-// the real time, without any slowmo or clamping
+// the real time since application started, without any slowmo or clamping
double realtime;
-// realtime from previous frame
-double oldrealtime;
-// how many frames have occurred
-int host_framecount;
-
-// used for -developer commandline parameter, hacky hacky
-int forcedeveloper;
// current client
client_t *host_client;
-jmp_buf host_abortserver;
+jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {0, "host_framerate","0"};
+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"};
-// 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"};
+cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate upper cap
-cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
-
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
-
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
-cvar_t serverprofile = {0, "serverprofile","0"};
-
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
-cvar_t samelevel = {0, "samelevel","0"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
+cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
+cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
-cvar_t developer = {0, "developer","0"};
-
-cvar_t skill = {0, "skill","1"};
-cvar_t deathmatch = {0, "deathmatch","0"};
-cvar_t coop = {0, "coop","0"};
-
-cvar_t pausable = {0, "pausable","1"};
-
-cvar_t temp1 = {0, "temp1","0"};
-
-cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
+cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
/*
================
-Host_EndGame
+Host_AbortCurrentFrame
+
+aborts the current host frame and goes on with the next one
================
*/
-void Host_EndGame (const char *format, ...)
+void Host_AbortCurrentFrame(void)
{
- 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);
+ longjmp (host_abortframe, 1);
}
/*
This shuts down both the client and server
================
*/
-char hosterrorstring[4096];
void Host_Error (const char *error, ...)
{
+ static char hosterrorstring1[MAX_INPUTLINE];
+ static char hosterrorstring2[MAX_INPUTLINE];
+ static qboolean hosterror = false;
va_list argptr;
- static qboolean inerror = false;
- // LordHavoc: if first frame has not been shown, or currently shutting
- // down, do Sys_Error instead
- if (!host_loopactive || host_shuttingdown)
- {
- char string[4096];
- va_start (argptr,error);
- vsprintf (string,error,argptr);
- va_end (argptr);
- Sys_Error ("%s", string);
- }
-
- if (inerror)
- {
- char string[4096];
- va_start (argptr,error);
- vsprintf (string,error,argptr);
- va_end (argptr);
- Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
- }
- inerror = true;
+ // turn off rcon redirect if it was active when the crash occurred
+ rcon_redirect = false;
va_start (argptr,error);
- vsprintf (hosterrorstring,error,argptr);
+ dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
- Con_Printf ("Host_Error: %s\n",hosterrorstring);
- PR_Crash();
+ Con_Printf("Host_Error: %s\n", hosterrorstring1);
- if (sv.active)
- Host_ShutdownServer (false);
+ // LordHavoc: if crashing very early, or currently shutting down, do
+ // Sys_Error instead
+ if (host_framecount < 3 || host_shuttingdown)
+ Sys_Error ("Host_Error: %s", hosterrorstring1);
+
+ if (hosterror)
+ Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
+ hosterror = true;
+
+ strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
+
+ CL_Parse_DumpPacket();
+
+ CL_Parse_ErrorCleanUp();
+
+ //PR_Crash();
+
+ // print out where the crash happened, if it was caused by QC (and do a cleanup)
+ PRVM_Crash();
+
+
+ Host_ShutdownServer ();
if (cls.state == ca_dedicated)
- Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
+ Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
- inerror = false;
+ hosterror = false;
- longjmp (host_abortserver, 1);
+ Host_AbortCurrentFrame();
}
void Host_ServerOptions (void)
{
- int i, numplayers;
+ int i;
+
+ // general default
+ svs.maxclients = 8;
- if (cl_available)
+// 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 no client is in the executable or -dedicated is specified on
+ // commandline, start a dedicated server
+ i = COM_CheckParm ("-dedicated");
+ if (i || !cl_available)
+ {
+ cls.state = ca_dedicated;
+ // check for -dedicated specifying how many players
+ if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
+ if (COM_CheckParm ("-listen"))
+ Con_Printf ("Only one of -dedicated or -listen can be specified\n");
+ // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
+ Cvar_SetValue("sv_public", 1);
+ }
+ else if (cl_available)
{
- // client exists, check what mode the user wants
- i = COM_CheckParm ("-dedicated");
+ // client exists and not dedicated, check if -listen is specified
+ cls.state = ca_disconnected;
+ i = COM_CheckParm ("-listen");
if (i)
{
- cls.state = ca_dedicated;
- numplayers = 8;
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- if (COM_CheckParm ("-listen"))
- Sys_Error ("Only one of -dedicated or -listen can be specified");
+ // default players unless specified
+ if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
+ svs.maxclients = atoi (com_argv[i+1]);
}
else
{
- numplayers = 1;
- cls.state = ca_disconnected;
- i = COM_CheckParm ("-listen");
- if (i)
- {
- numplayers = 8;
- if (i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- }
+ // default players in some games, singleplayer in most
+ if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
+ svs.maxclients = 1;
}
}
- else
- {
- // no client in the executable, start dedicated server
- if (COM_CheckParm ("-listen"))
- Sys_Error ("-listen not available in a dedicated server executable");
- numplayers = 8;
- cls.state = ca_dedicated;
- // check for -dedicated specifying how many players
- i = COM_CheckParm ("-dedicated");
- if (i && i != (com_argc - 1))
- numplayers = atoi (com_argv[i+1]);
- }
- if (numplayers < 1)
- numplayers = 8;
- if (numplayers > MAX_SCOREBOARD)
- numplayers = MAX_SCOREBOARD;
+ svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
- // Transfusion doesn't support single player games
- if (gamemode == GAME_TRANSFUSION && numplayers < 4)
- numplayers = 4;
+ svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
- if (numplayers > 1)
- Cvar_SetValueQuick (&deathmatch, 1);
- else
- Cvar_SetValueQuick (&deathmatch, 0);
-
- svs.maxclients = 0;
- SV_SetMaxClients(numplayers);
+ if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
+ Cvar_SetValueQuick(&deathmatch, 1);
}
-static mempool_t *clients_mempool;
-void SV_SetMaxClients(int n)
-{
- if (sv.active)
- return;
- n = bound(1, n, MAX_SCOREBOARD);
- if (svs.maxclients == n)
- return;
- svs.maxclients = n;
- if (!clients_mempool)
- clients_mempool = Mem_AllocPool("clients");
- if (svs.clients)
- Mem_Free(svs.clients);
- svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
-}
-
-
/*
=======================
Host_InitLocal
======================
*/
-void Host_InitLocal (void)
+void Host_SaveConfig_f(void);
+void Host_LoadConfig_f(void);
+static void Host_InitLocal (void)
{
- Host_InitCommands ();
+ Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+ Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
- Cvar_RegisterVariable (&slowmo);
- Cvar_RegisterVariable (&host_minfps);
- Cvar_RegisterVariable (&host_maxfps);
-
- Cvar_RegisterVariable (&sv_echobprint);
-
- Cvar_RegisterVariable (&sys_ticrate);
- Cvar_RegisterVariable (&serverprofile);
+ Cvar_RegisterVariable (&cl_maxfps);
- Cvar_RegisterVariable (&fraglimit);
- Cvar_RegisterVariable (&timelimit);
- Cvar_RegisterVariable (&teamplay);
- Cvar_RegisterVariable (&samelevel);
- Cvar_RegisterVariable (&noexit);
- Cvar_RegisterVariable (&skill);
Cvar_RegisterVariable (&developer);
- if (forcedeveloper) // make it real now that the cvar is registered
- Cvar_SetValue("developer", 1);
- Cvar_RegisterVariable (&deathmatch);
- Cvar_RegisterVariable (&coop);
-
- Cvar_RegisterVariable (&pausable);
-
- Cvar_RegisterVariable (&temp1);
+ Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
-
- Host_ServerOptions ();
}
/*
===============
-Host_WriteConfiguration
+Host_SaveConfig_f
Writes key bindings and archived cvars to config.cfg
===============
*/
-void Host_WriteConfiguration (void)
+void Host_SaveConfig_f(void)
{
- QFile *f;
+ 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: don't save a config if it crashed in startup
+ if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
{
- f = Qopen (va("%s/config.cfg",com_gamedir), "w");
+ 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;
}
Key_WriteBindings (f);
Cvar_WriteVariables (f);
- Qclose (f);
+ FS_Close (f);
}
}
+/*
+===============
+Host_LoadConfig_f
+
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
+*/
+void Host_LoadConfig_f(void)
+{
+ // unlock the cvar default strings so they can be updated by the new default.cfg
+ Cvar_UnlockDefaults();
+ // reset cvars to their defaults, and then exec startup scripts again
+ Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+}
+
+/*
+=================
+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
FIXME: make this just a stuffed echo?
=================
*/
-void SV_ClientPrintf (const char *fmt, ...)
+void SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char msg[MAX_INPUTLINE];
- 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[1024];
int i;
+ client_t *client;
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
-
- for (i=0 ; i<svs.maxclients ; i++)
- if (svs.clients[i].active && svs.clients[i].spawned)
+ for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+ {
+ if (client->active && client->netconnection)
{
- MSG_WriteByte (&svs.clients[i].message, svc_print);
- MSG_WriteString (&svs.clients[i].message, string);
+ MSG_WriteByte(&client->netconnection->message, svc_print);
+ MSG_WriteString(&client->netconnection->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[MAX_INPUTLINE];
+
+ va_start(argptr,fmt);
+ dpvsnprintf(msg,sizeof(msg),fmt,argptr);
+ va_end(argptr);
+
+ SV_BroadcastPrint(msg);
}
/*
Send text over to the client to be executed
=================
*/
-void Host_ClientCommands (const char *fmt, ...)
+void Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
- char string[1024];
+ char string[MAX_INPUTLINE];
- va_start (argptr,fmt);
- vsprintf (string, fmt,argptr);
- va_end (argptr);
+ if (!host_client->netconnection)
+ return;
+
+ va_start(argptr,fmt);
+ dpvsnprintf(string, sizeof(string), fmt, argptr);
+ va_end(argptr);
- MSG_WriteByte (&host_client->message, svc_stufftext);
- MSG_WriteString (&host_client->message, string);
+ MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
+ MSG_WriteString(&host_client->netconnection->message, string);
}
/*
if (crash = true), don't bother sending signofs
=====================
*/
-void SV_DropClient (qboolean crash)
+void SV_DropClient(qboolean crash)
{
- int saveSelf;
int i;
- client_t *client;
+ Con_Printf("Client \"%s\" dropped\n", host_client->name);
+
+ // make sure edict is not corrupt (from a level change for example)
+ host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
- if (!crash)
+ if (host_client->netconnection)
{
- // send any final messages (don't check for errors)
- if (NET_CanSendMessage (host_client->netconnection))
+ // free the client (the body stays around)
+ if (!crash)
{
- MSG_WriteByte (&host_client->message, svc_disconnect);
- NET_SendMessage (host_client->netconnection, &host_client->message);
+ // LordHavoc: 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, false);
+ 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;
+ }
- 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)
- {
+ // 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->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
- 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;
- }
-
- Sys_Printf ("Client %s removed\n",host_client->name);
+ int saveSelf = prog->globals.server->self;
+ host_client->clientconnectcalled = false;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
+ PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
+ prog->globals.server->self = saveSelf;
}
-// break the net connection
- NET_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;
+ }
-// free the client (the body stays around)
- host_client->active = false;
+ // remove leaving player from scoreboard
host_client->name[0] = 0;
- host_client->old_frags = -999999;
- net_activeconnections--;
+ 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);
-// send notification to all clients
- for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
+ if (sv.active)
{
- if (!client->active)
- continue;
- MSG_WriteByte (&client->message, svc_updatename);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteString (&client->message, "");
- MSG_WriteByte (&client->message, svc_updatefrags);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteShort (&client->message, 0);
- MSG_WriteByte (&client->message, svc_updatecolors);
- MSG_WriteByte (&client->message, host_client - svs.clients);
- MSG_WriteByte (&client->message, 0);
+ // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
+ PRVM_ED_ClearEdict(host_client->edict);
}
- NET_Heartbeat ();
+ // 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);
}
/*
This only happens at the end of a game, not between levels
==================
*/
-void Host_ShutdownServer(qboolean crash)
+void Host_ShutdownServer(void)
{
- int i, count;
- sizebuf_t buf;
- char message[4];
- double start;
+ int i;
+
+ 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 ();
-
- NET_Heartbeat ();
- NET_Heartbeat ();
-
-// flush any pending messages - like the score!!!
- start = Sys_DoubleTime();
- do
- {
- count = 0;
- for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
- {
- if (host_client->active && host_client->message.cursize)
- {
- if (NET_CanSendMessage (host_client->netconnection))
- {
- NET_SendMessage(host_client->netconnection, &host_client->message);
- SZ_Clear (&host_client->message);
- }
- else
- {
- NET_GetMessage(host_client->netconnection);
- count++;
- }
- }
- }
- if ((Sys_DoubleTime() - start) > 3.0)
- break;
- }
- while (count);
+ NetConn_Heartbeat(2);
+ NetConn_Heartbeat(2);
// make sure all the clients know we're disconnecting
- buf.data = message;
- buf.maxsize = 4;
- buf.cursize = 0;
- MSG_WriteByte(&buf, svc_disconnect);
- count = NET_SendToAll(&buf, 5);
- if (count)
- Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
-
- for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
+ SV_VM_Begin();
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if (host_client->active)
- SV_DropClient(crash);
+ SV_DropClient(false); // server shutdown
+ SV_VM_End();
+ NetConn_CloseServerPorts();
+
+ sv.active = false;
//
// clear structures
//
- memset (&sv, 0, sizeof(sv));
- memset (svs.clients, 0, svs.maxclients * sizeof(client_t));
-}
-
-
-/*
-================
-Host_ClearMemory
-
-This clears all the memory used by both the client and server, but does
-not reinitialize anything.
-================
-*/
-void Host_ClearMemory (void)
-{
- Con_DPrintf ("Clearing memory\n");
- Mod_ClearAll ();
-
- cls.signon = 0;
- memset (&sv, 0, sizeof(sv));
- memset (&cl, 0, sizeof(cl));
+ memset(&sv, 0, sizeof(sv));
+ memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
}
//============================================================================
-/*
-===================
-Host_FilterTime
-
-Returns false if the time is too short to run a frame
-===================
-*/
-extern cvar_t cl_avidemo;
-qboolean Host_FilterTime (double time)
-{
- double timecap;
- 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);
-
- // check if framerate is too high
- if (cl_avidemo.value >= 0.1f)
- {
- timecap = 1.0 / (double)cl_avidemo.value;
- if ((realtime - oldrealtime) < timecap)
- return false;
- }
- else if (!cls.timedemo)
- {
- // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
- timecap = sys_ticrate.value;
- if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
- timecap = 1.0 / host_maxfps.value;
-
- if ((realtime - oldrealtime) < timecap)
- 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;
- }
-
- if (host_framerate.value > 0)
- 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
-
- return true;
-}
-
-
/*
===================
Host_GetConsoleCommands
}
}
-
/*
==================
-Host_ServerFrame
+Host_Frame
+Runs all active servers
==================
*/
-void Host_ServerFrame (void)
+static void Host_Init(void);
+void Host_Main(void)
{
- static double frametimetotal = 0, lastservertime = 0;
- frametimetotal += host_frametime;
- // LordHavoc: cap server at sys_ticrate in listen games
- if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
- return;
-// run the world state
- if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
- sv.frametime = pr_global_struct->frametime = frametimetotal;
- else
- sv.frametime = 0;
- frametimetotal = 0;
- lastservertime = realtime;
+ double time1 = 0;
+ double time2 = 0;
+ double time3 = 0;
+ double cl_timer, sv_timer;
+ double clframetime, deltarealtime, oldrealtime;
+ double wait;
+ int pass1, pass2, pass3;
-// set the time and clear the general datagram
- SV_ClearDatagram ();
+ Host_Init();
-// check for new clients
- SV_CheckForNewClients ();
+ cl_timer = 0;
+ sv_timer = 0;
-// read client messages
- SV_RunClients ();
+ realtime = Sys_DoubleTime();
+ for (;;)
+ {
+ if (setjmp(host_abortframe))
+ continue; // something bad happened, or the server disconnected
-// move things around and think
-// always pause in single player if in console or menus
- if (sv.frametime)
- SV_Physics ();
+ oldrealtime = realtime;
+ realtime = Sys_DoubleTime();
-// send all messages to the clients
- SV_SendClientMessages ();
-}
+ deltarealtime = realtime - oldrealtime;
+ cl_timer += deltarealtime;
+ sv_timer += deltarealtime;
+ 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);
-/*
-==================
-Host_Frame
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
-Runs all active servers
-==================
-*/
-void _Host_Frame (float time)
-{
- static double time1 = 0;
- static double time2 = 0;
- static double time3 = 0;
- int pass1, pass2, pass3;
+ cl.islocalgame = NetConn_IsLocalGame();
- if (setjmp (host_abortserver) )
- return; // something bad happened, or the server disconnected
+ // get new key events
+ Sys_SendKeyEvents();
-// keep the random time dependent
- rand ();
+ NetConn_UpdateSockets();
-// decide the simulation time
- if (!Host_FilterTime (time))
- {
- // if time was rejected, don't totally hog the CPU
- Sys_Sleep();
- return;
- }
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active)
+ NetConn_ServerFrame();
-// get new key events
- Sys_SendKeyEvents ();
+ Curl_Run();
-// allow mice or other external controllers to add commands
- IN_Commands ();
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
-// process console commands
- Cbuf_Execute ();
+ // when a server is running we only execute console commands on server frames
+ // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
+ // otherwise we execute them on all frames
+ if (sv_timer > 0 || !sv.active)
+ {
+ // process console commands
+ Cbuf_Execute();
+ }
- NET_Poll();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
-// if running the server locally, make intentions now
- if (sv.active)
- CL_SendCmd ();
+ // 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)
+ wait = cl_timer * -1000000.0;
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0;
+ if (wait > 100000)
+ wait = 100000;
+ if (!cls.timedemo && wait > 0)
+ {
+ if (sv_checkforpacketsduringsleep.integer)
+ {
+ if (wait >= 1)
+ NetConn_SleepMicroseconds((int)wait);
+ }
+ else
+ {
+ if (wait >= 1000)
+ Sys_Sleep((int)wait / 1000);
+ }
+ continue;
+ }
-//-------------------
-//
-// server operations
-//
-//-------------------
+ //-------------------
+ //
+ // server operations
+ //
+ //-------------------
-// check for commands typed to the host
- Host_GetConsoleCommands ();
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+ if (sv_timer > 0.1)
+ sv_timer = 0.1;
- if (sv.active)
- Host_ServerFrame ();
+ if (sv.active && sv_timer > 0)
+ {
+ // 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;
+
+ // 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 sys_ticrate
+ advancetime = bound(0.01, cl_timer, sys_ticrate.value);
+ framelimit = 10;
+ aborttime = realtime + 0.1;
+ }
+ else
+ {
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ if (cls.state == ca_connected)
+ {
+ framelimit = 10;
+ aborttime = realtime + 0.1;
+ }
+ }
+ advancetime = min(advancetime, 0.1);
-//-------------------
-//
-// client operations
-//
-//-------------------
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ 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)))
+ sv.frametime = 0;
-// if running the server remotely, send intentions now after
-// the incoming messages have been read
- if (!sv.active)
- CL_SendCmd ();
+ // setup the VM frame
+ SV_VM_Begin();
-// fetch results from server
- if (cls.state == ca_connected)
- CL_ReadFromServer ();
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
- ui_update();
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
- CL_VideoFrame();
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ break;
+ }
-// update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime ();
+ // send all messages to the clients
+ SV_SendClientMessages();
- CL_UpdateScreen ();
+ // end the server VM frame
+ SV_VM_End();
- if (host_speeds.integer)
- time2 = Sys_DoubleTime ();
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ }
-// update audio
- if (cls.signon == SIGNONS)
- {
- // LordHavoc: this used to use renderer variables (eww)
- vec3_t forward, right, up;
- AngleVectors(cl.viewangles, forward, right, up);
- S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up);
- }
- else
- S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
+ //-------------------
+ //
+ // client operations
+ //
+ //-------------------
- CDAudio_Update();
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
+ {
+ // decide the simulation time
+ if (cls.capturevideo.active)
+ {
+ if (cls.capturevideo.realtime)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
+ else
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(cl_timer, clframetime);
+ }
+ }
+ else if (vid_activewindow)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ else
+ clframetime = cl.realframetime = 0.1;
- if (host_speeds.integer)
- {
- pass1 = (time1 - time3)*1000000;
- time3 = Sys_DoubleTime ();
- pass2 = (time2 - time1)*1000000;
- pass3 = (time3 - time2)*1000000;
- Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
- pass1+pass2+pass3, pass1, pass2, pass3);
- }
+ // apply slowmo scaling
+ clframetime *= cl.movevars_timescale;
+ // scale playback speed of demos by slowmo cvar
+ if (cls.demoplayback)
+ {
+ clframetime *= slowmo.value;
+ // if demo playback is paused, don't advance time at all
+ if (cls.demopaused)
+ clframetime = 0;
+ }
- host_framecount++;
- host_loopactive = true;
-}
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
-void Host_Frame (float time)
-{
- double time1, time2;
- static double timetotal;
- static int timecount;
- int i, c, m;
+ if (cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
- if (!serverprofile.integer)
- {
- _Host_Frame (time);
- return;
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
+
+ cl.oldtime = cl.time;
+ cl.time += clframetime;
+
+ // Collect input into cmd
+ CL_Input();
+
+ // check for new packets
+ NetConn_ClientFrame();
+
+ // read a new frame from a demo if needed
+ CL_ReadDemoMessage();
+
+ // now that packets have been read, send input to server
+ CL_SendMove();
+
+ // update client world (interpolate entities, create trails, etc)
+ CL_UpdateWorld();
+
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
+
+ //ui_update();
+
+ CL_VideoFrame();
+
+ CL_UpdateScreen();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime();
+
+ // update audio
+ if(cl.csqc_usecsqclistener)
+ {
+ S_Update(&cl.csqc_listenermatrix);
+ cl.csqc_usecsqclistener = false;
+ }
+ else
+ S_Update(&r_view.matrix);
+
+ CDAudio_Update();
+
+ if (host_speeds.integer)
+ {
+ pass1 = (int)((time1 - time3)*1000000);
+ time3 = Sys_DoubleTime();
+ pass2 = (int)((time2 - time1)*1000000);
+ pass3 = (int)((time3 - time2)*1000000);
+ Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
+ pass1+pass2+pass3, pass1, pass2, pass3);
+ }
+ }
+
+ // if there is some time remaining from this frame, reset the timers
+ if (cl_timer >= 0)
+ cl_timer = 0;
+ if (sv_timer >= 0)
+ sv_timer = 0;
+
+ host_framecount++;
}
+}
- time1 = Sys_DoubleTime ();
- _Host_Frame (time);
- time2 = Sys_DoubleTime ();
-
- timetotal += time2 - time1;
- timecount++;
-
- if (timecount < 1000)
- return;
+//============================================================================
- m = timetotal*1000/timecount;
- timecount = 0;
- timetotal = 0;
- c = 0;
- for (i=0 ; i<svs.maxclients ; i++)
+qboolean vid_opened = false;
+void Host_StartVideo(void)
+{
+ if (!vid_opened && cls.state != ca_dedicated)
{
- if (svs.clients[i].active)
- c++;
+ vid_opened = true;
+ VID_Start();
+ CDAudio_Startup();
}
-
- Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
}
-//============================================================================
+char engineversion[128];
+
+qboolean sys_nostdout = false;
-void Render_Init(void);
-void QuakeIO_Init(void);
+extern void Render_Init(void);
+extern void Mathlib_Init(void);
+extern void FS_Init(void);
+extern void FS_Shutdown(void);
+extern void PR_Cmd_Init(void);
+extern void COM_Init_Commands(void);
+extern void FS_Init_Commands(void);
+extern qboolean host_stuffcmdsrun;
/*
====================
Host_Init
====================
*/
-void Host_Init (void)
+static void Host_Init (void)
{
+ int i;
+ const char* os;
+
// LordHavoc: quake never seeded the random number generator before... heh
- srand(time(NULL));
+ if (COM_CheckParm("-benchmark"))
+ srand(0); // predictable random sequence for -benchmark
+ else
+ 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;
- developer.integer = 1;
- developer.value = 1;
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ }
+
+ if (COM_CheckParm("-developer2"))
+ {
+ developer.value = developer.integer = 100;
+ developer.string = "100";
+ developer_memory.value = developer_memory.integer = 100;
+ developer.string = "100";
+ developer_memorydebug.value = developer_memorydebug.integer = 100;
+ developer_memorydebug.string = "100";
}
- Cmd_Init ();
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+ if (COM_CheckParm("-nostdout"))
+ sys_nostdout = 1;
+
+ // used by everything
+ Memory_Init();
+
+ // initialize console command/cvar/alias/command execution systems
+ Cmd_Init();
+
+ // initialize memory subsystem cvars/commands
Memory_Init_Commands();
- R_Modules_Init();
- Cbuf_Init ();
- QuakeIO_Init ();
- V_Init ();
- COM_Init ();
- Host_InitLocal ();
- W_LoadWadFile ("gfx.wad");
- Key_Init ();
- Con_Init ();
- Chase_Init ();
- M_Init ();
- PR_Init ();
- Mod_Init ();
- NET_Init ();
- SV_Init ();
-
- Con_Printf ("Builddate: %s\n", buildstring);
+
+ // initialize console and logging and its cvars/commands
+ Con_Init();
+
+ // initialize various cvars that could not be initialized earlier
+ Curl_Init_Commands();
+ Cmd_Init_Commands();
+ Sys_Init_Commands();
+ COM_Init_Commands();
+ FS_Init_Commands();
+
+ // initialize console window (only used by sys_win.c)
+ Sys_InitConsole();
+
+ // detect gamemode from commandline options or executable name
+ COM_InitGameType();
+
+ // construct a version string for the corner of the console
+#if defined(__linux__)
+ os = "Linux";
+#elif defined(WIN32)
+ os = "Windows";
+#elif defined(__FreeBSD__)
+ os = "FreeBSD";
+#elif defined(__NetBSD__)
+ os = "NetBSD";
+#elif defined(__OpenBSD__)
+ os = "OpenBSD";
+#elif defined(MACOSX)
+ os = "Mac OS X";
+#elif defined(__MORPHOS__)
+ os = "MorphOS";
+#else
+ os = "Unknown";
+#endif
+ dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
+ Con_Printf("%s\n", engineversion);
+
+ // initialize ixtable
+ Mathlib_Init();
+
+ // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+ FS_Init();
+
+ NetConn_Init();
+ Curl_Init();
+ //PR_Init();
+ //PR_Cmd_Init();
+ PRVM_Init();
+ Mod_Init();
+ World_Init();
+ SV_Init();
+ Host_InitCommands();
+ Host_InitLocal();
+ Host_ServerOptions();
if (cls.state != ca_dedicated)
{
- VID_InitCvars();
-
- Gamma_Init();
+ Con_Printf("Initializing client\n");
+ R_Modules_Init();
Palette_Init();
-
-#ifndef _WIN32 // on non win32, mouse comes before video for security reasons
- IN_Init ();
-#endif
+ MR_Init_Commands();
+ VID_Shared_Init();
VID_Init();
- if (!VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer))
- {
- if (vid_fullscreen.integer)
- {
- if (!VID_Mode(true, 640, 480, 16))
- if (!VID_Mode(false, 640, 480, 16))
- Sys_Error("Video modes failed\n");
- }
- else
- Sys_Error("Requested windowed video mode failed\n");
- }
-
Render_Init();
- S_Init ();
- CDAudio_Init ();
- CL_Init ();
-#ifdef _WIN32 // on non win32, mouse comes before video for security reasons
- IN_Init ();
-#endif
+ S_Init();
+ CDAudio_Init();
+ Key_Init();
+ V_Init();
+ CL_Init();
}
- Cbuf_InsertText ("exec quake.rc\n");
+ // 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 quake.rc\n");
+ else if (gamemode == GAME_TRANSFUSION)
+ Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\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 quake.rc\n");
+ Cbuf_Execute();
+
+ // if stuffcmds wasn't run, then quake.rc is probably missing, use default
+ if (!host_stuffcmdsrun)
+ {
+ Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
+ Cbuf_Execute();
+ }
+
+ // 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
- host_initialized = true;
-
- Sys_Printf ("========Quake Initialized=========\n");
+ // here comes the not so critical stuff
+ if (setjmp(host_abortframe)) {
+ return;
+ }
+
+ if (cls.state != ca_dedicated)
+ {
+ MR_Init();
+ }
+
+ // 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)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ // check for special demo mode
+// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
+ i = COM_CheckParm("-demo");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
+ i = COM_CheckParm("-capturedemo");
+ if (i && i + 1 < com_argc)
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
+ Cbuf_Execute();
+ }
+
+ if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ Cbuf_AddText("startmap_dm\n");
+ Cbuf_Execute();
+ }
+
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
+ else
+ Cbuf_AddText("togglemenu\n");
+ Cbuf_Execute();
+ }
+
+ Con_DPrint("========Initialized=========\n");
+
+ //Host_StartVideo();
}
void Host_Shutdown(void)
{
static qboolean isdown = false;
-
+
if (isdown)
{
- printf ("recursive shutdown\n");
+ Con_Print("recursive shutdown\n");
+ return;
+ }
+ if (setjmp(host_abortframe))
+ {
+ Con_Print("aborted the quitting frame?!?\n");
return;
}
isdown = true;
- Host_WriteConfiguration ();
+ // be quiet while shutting down
+ S_StopAllSounds();
+
+ // disconnect client from server if active
+ CL_Disconnect();
+
+ // shut down local server if active
+ Host_ShutdownServer ();
+
+ // Shutdown menu
+ if(MR_Shutdown)
+ MR_Shutdown();
+
+ // AK shutdown PRVM
+ // AK hmm, no PRVM_Shutdown(); yet
+
+ CL_Video_Shutdown();
+
+ Host_SaveConfig_f();
CDAudio_Shutdown ();
- NET_Shutdown ();
- S_Shutdown();
- IN_Shutdown ();
+ S_Terminate ();
+ Curl_Shutdown ();
+ NetConn_Shutdown ();
+ //PR_Shutdown ();
if (cls.state != ca_dedicated)
{
R_Modules_Shutdown();
VID_Shutdown();
}
+
+ Cmd_Shutdown();
+ CL_Shutdown();
+ Sys_Shutdown();
+ Log_Close();
+ FS_Shutdown();
+ Memory_Shutdown();
}