jedi-academy/code/qcommon/common.cpp
2013-04-23 16:54:20 +10:00

1580 lines
32 KiB
C++

// common.c -- misc functions used in client and server
#include "../game/q_shared.h"
#include "qcommon.h"
#include "../qcommon/sstring.h" // to get Gil's string class, because MS's doesn't compile properly in here
#include "stv_version.h"
#ifdef _XBOX
#include "../win32/win_file.h"
#include "../ui/ui_splash.h"
#endif
#ifndef FINAL_BUILD
#include "platform.h"
#endif
#define MAXPRINTMSG 4096
#define MAX_NUM_ARGVS 50
int com_argc;
char *com_argv[MAX_NUM_ARGVS+1];
#ifndef _XBOX
static fileHandle_t logfile;
static fileHandle_t speedslog;
static fileHandle_t camerafile;
fileHandle_t com_journalFile;
fileHandle_t com_journalDataFile; // config files are written here
#endif
cvar_t *com_viewlog;
cvar_t *com_speeds;
cvar_t *com_developer;
cvar_t *com_timescale;
cvar_t *com_fixedtime;
cvar_t *com_maxfps;
cvar_t *com_sv_running;
cvar_t *com_cl_running;
cvar_t *com_logfile; // 1 = buffer log, 2 = flush after each print
cvar_t *com_showtrace;
cvar_t *com_terrainPhysics;
cvar_t *com_version;
cvar_t *com_buildScript; // for automated data building scripts
cvar_t *cl_paused;
cvar_t *sv_paused;
cvar_t *com_skippingcin;
cvar_t *com_speedslog; // 1 = buffer log, 2 = flush after each print
#ifdef G2_PERFORMANCE_ANALYSIS
cvar_t *com_G2Report;
#endif
// com_speeds times
int time_game;
int time_frontend; // renderer frontend time
int time_backend; // renderer backend time
int timeInTrace;
int timeInPVSCheck;
int numTraces;
int com_frameTime;
int com_frameMsec;
int com_frameNumber = 0;
qboolean com_errorEntered;
qboolean com_fullyInitialized = qfalse;
char com_errorMessage[MAXPRINTMSG];
void Com_WriteConfig_f( void );
//JLF
//void G_DemoFrame();
//============================================================================
#ifndef _XBOX
static char *rd_buffer;
static int rd_buffersize;
static void (*rd_flush)( char *buffer );
void Com_BeginRedirect (char *buffer, int buffersize, void (*flush)( char *) )
{
if (!buffer || !buffersize || !flush)
return;
rd_buffer = buffer;
rd_buffersize = buffersize;
rd_flush = flush;
*rd_buffer = 0;
}
void Com_EndRedirect (void)
{
if ( rd_flush ) {
rd_flush(rd_buffer);
}
rd_buffer = NULL;
rd_buffersize = 0;
rd_flush = NULL;
}
#ifndef FINAL_BUILD
#define OUTPUT_TO_BUILD_WINDOW
#endif
#endif //not xbox
/*
=============
Com_Printf
Both client and server can use this, and it will output
to the apropriate place.
A raw string should NEVER be passed as fmt, because of "%f" type crashers.
=============
*/
void QDECL Com_Printf( const char *fmt, ... ) {
va_list argptr;
char msg[MAXPRINTMSG];
va_start (argptr,fmt);
vsprintf (msg,fmt,argptr);
va_end (argptr);
#ifndef _XBOX
if ( rd_buffer ) {
if ((strlen (msg) + strlen(rd_buffer)) > (rd_buffersize - 1)) {
rd_flush(rd_buffer);
*rd_buffer = 0;
}
strcat (rd_buffer, msg);
return;
}
#endif
CL_ConsolePrint( msg );
// echo to dedicated console and early console
Sys_Print( msg );
#ifdef OUTPUT_TO_BUILD_WINDOW
OutputDebugString(msg);
#endif
#ifndef _XBOX
// logfile
if ( com_logfile && com_logfile->integer ) {
if ( !logfile ) {
logfile = FS_FOpenFileWrite( "qconsole.log" );
if ( com_logfile->integer > 1 ) {
// force it to not buffer so we get valid
// data even if we are crashing
FS_ForceFlush(logfile);
}
}
if ( logfile ) {
FS_Write(msg, strlen(msg), logfile);
}
}
#endif
}
/*
================
Com_DPrintf
A Com_Printf that only shows up if the "developer" cvar is set
================
*/
void QDECL Com_DPrintf( const char *fmt, ...) {
va_list argptr;
char msg[MAXPRINTMSG];
if ( !com_developer || !com_developer->integer ) {
return; // don't confuse non-developers with techie stuff...
}
va_start (argptr,fmt);
vsprintf (msg,fmt,argptr);
va_end (argptr);
Com_Printf ("%s", msg);
}
void Com_WriteCam ( const char *text )
{
#ifndef _XBOX
static char mapname[MAX_QPATH];
// camerafile
if ( !camerafile )
{
extern cvar_t *sv_mapname;
//NOTE: always saves in working dir if using one...
sprintf( mapname, "maps/%s_cam.map", sv_mapname->string );
camerafile = FS_FOpenFileWrite( mapname );
}
if ( camerafile )
{
FS_Printf( camerafile, "%s", text );
}
Com_Printf( "%s\n", mapname );
#endif
}
void Com_FlushCamFile()
{
#ifndef _XBOX
if (!camerafile)
{
// nothing to flush, right?
Com_Printf("No cam file available\n");
return;
}
FS_ForceFlush(camerafile);
FS_FCloseFile (camerafile);
camerafile = 0;
static char flushedMapname[MAX_QPATH];
extern cvar_t *sv_mapname;
sprintf( flushedMapname, "maps/%s_cam.map", sv_mapname->string );
Com_Printf("flushed all cams to %s\n", flushedMapname);
#endif
}
/*
=============
Com_Error
Both client and server can use this, and it will
do the apropriate things.
=============
*/
void SG_WipeSavegame(const char *name); // pretty sucky, but that's how SoF did it...<g>
void SG_Shutdown();
//void SCR_UnprecacheScreenshot();
void QDECL Com_Error( int code, const char *fmt, ... ) {
va_list argptr;
#if defined(_WIN32) && defined(_DEBUG)
if ( code != ERR_DISCONNECT && code != ERR_NEED_CD ) {
// if (com_noErrorInterrupt && !com_noErrorInterrupt->integer)
{
__asm {
int 0x03
}
}
}
#endif
// when we are running automated scripts, make sure we
// know if anything failed
if ( com_buildScript && com_buildScript->integer ) {
code = ERR_FATAL;
}
if ( com_errorEntered ) {
Sys_Error( "recursive error after: %s", com_errorMessage );
}
com_errorEntered = qtrue;
//reset some game stuff here
// SCR_UnprecacheScreenshot();
va_start (argptr,fmt);
vsprintf (com_errorMessage,fmt,argptr);
va_end (argptr);
if ( code != ERR_DISCONNECT ) {
Cvar_Get("com_errorMessage", "", CVAR_ROM); //give com_errorMessage a default so it won't come back to life after a resetDefaults
Cvar_Set("com_errorMessage", com_errorMessage);
}
SG_Shutdown(); // close any file pointers
if ( code == ERR_DISCONNECT ) {
SV_Shutdown("Disconnect");
CL_Disconnect();
CL_FlushMemory();
CL_StartHunkUsers();
com_errorEntered = qfalse;
throw ("DISCONNECTED\n");
} else if ( code == ERR_DROP ) {
// If loading/saving caused the crash/error - delete the temp file
SG_WipeSavegame("current"); // delete file
SV_Shutdown (va("Server crashed: %s\n", com_errorMessage));
CL_Disconnect();
CL_FlushMemory();
CL_StartHunkUsers();
Com_Printf (S_COLOR_RED"********************\n"S_COLOR_MAGENTA"ERROR: %s\n"S_COLOR_RED"********************\n", com_errorMessage);
com_errorEntered = qfalse;
throw ("DROPPED\n");
} else if ( code == ERR_NEED_CD ) {
SV_Shutdown( "Server didn't have CD\n" );
if ( com_cl_running && com_cl_running->integer ) {
CL_Disconnect();
CL_FlushMemory();
CL_StartHunkUsers();
com_errorEntered = qfalse;
} else {
Com_Printf("Server didn't have CD\n" );
}
throw ("NEED CD\n");
} else {
CL_Shutdown ();
SV_Shutdown (va(S_COLOR_RED"Server fatal crashed: %s\n", com_errorMessage));
}
Com_Shutdown ();
Sys_Error ("%s", com_errorMessage);
}
/*
=============
Com_Quit_f
Both client and server can use this, and it will
do the apropriate things.
=============
*/
void Com_Quit_f( void ) {
// don't try to shutdown if we are in a recursive error
if ( !com_errorEntered ) {
SV_Shutdown ("Server quit\n");
CL_Shutdown ();
Com_Shutdown ();
}
Sys_Quit ();
}
/*
============================================================================
COMMAND LINE FUNCTIONS
+ characters seperate the commandLine string into multiple console
command lines.
All of these are valid:
quake3 +set test blah +map test
quake3 set test blah+map test
quake3 set test blah + map test
============================================================================
*/
#define MAX_CONSOLE_LINES 32
int com_numConsoleLines;
char *com_consoleLines[MAX_CONSOLE_LINES];
/*
==================
Com_ParseCommandLine
Break it up into multiple console lines
==================
*/
void Com_ParseCommandLine( char *commandLine ) {
com_consoleLines[0] = commandLine;
com_numConsoleLines = 1;
while ( *commandLine ) {
// look for a + seperating character
// if commandLine came from a file, we might have real line seperators
if ( *commandLine == '+' || *commandLine == '\n' ) {
if ( com_numConsoleLines == MAX_CONSOLE_LINES ) {
return;
}
com_consoleLines[com_numConsoleLines] = commandLine + 1;
com_numConsoleLines++;
*commandLine = 0;
}
commandLine++;
}
}
/*
===================
Com_SafeMode
Check for "safe" on the command line, which will
skip loading of jaconfig.cfg
===================
*/
qboolean Com_SafeMode( void ) {
int i;
for ( i = 0 ; i < com_numConsoleLines ; i++ ) {
Cmd_TokenizeString( com_consoleLines[i] );
if ( !Q_stricmp( Cmd_Argv(0), "safe" )
|| !Q_stricmp( Cmd_Argv(0), "cvar_restart" ) ) {
com_consoleLines[i][0] = 0;
return qtrue;
}
}
return qfalse;
}
/*
===============
Com_StartupVariable
Searches for command line parameters that are set commands.
If match is not NULL, only that cvar will be looked for.
That is necessary because cddir and basedir need to be set
before the filesystem is started, but all other sets should
be after execing the config and default.
===============
*/
void Com_StartupVariable( const char *match ) {
int i;
char *s;
cvar_t *cv;
for (i=0 ; i < com_numConsoleLines ; i++) {
Cmd_TokenizeString( com_consoleLines[i] );
if ( strcmp( Cmd_Argv(0), "set" ) ) {
continue;
}
s = Cmd_Argv(1);
if ( !match || !Q_stricmp( s, match ) ) {
Cvar_Set( s, Cmd_Argv(2) );
cv = Cvar_Get( s, "", 0 );
cv->flags |= CVAR_USER_CREATED;
// com_consoleLines[i] = 0;
}
}
}
/*
=================
Com_AddStartupCommands
Adds command line parameters as script statements
Commands are seperated by + signs
Returns qtrue if any late commands were added, which
will keep the demoloop from immediately starting
=================
*/
qboolean Com_AddStartupCommands( void ) {
int i;
qboolean added;
added = qfalse;
// quote every token, so args with semicolons can work
for (i=0 ; i < com_numConsoleLines ; i++) {
if ( !com_consoleLines[i] || !com_consoleLines[i][0] ) {
continue;
}
// set commands won't override menu startup
if ( Q_stricmpn( com_consoleLines[i], "set", 3 ) ) {
added = qtrue;
}
Cbuf_AddText( com_consoleLines[i] );
Cbuf_AddText( "\n" );
}
return added;
}
//============================================================================
void Info_Print( const char *s ) {
char key[512];
char value[512];
char *o;
int l;
if (*s == '\\')
s++;
while (*s)
{
o = key;
while (*s && *s != '\\')
*o++ = *s++;
l = o - key;
if (l < 20)
{
memset (o, ' ', 20-l);
key[20] = 0;
}
else
*o = 0;
Com_Printf ("%s", key);
if (!*s)
{
Com_Printf ("MISSING VALUE\n");
return;
}
o = value;
s++;
while (*s && *s != '\\')
*o++ = *s++;
*o = 0;
if (*s)
s++;
Com_Printf ("%s\n", value);
}
}
/*
============
Com_StringContains
============
*/
char *Com_StringContains(char *str1, char *str2, int casesensitive) {
int len, i, j;
len = strlen(str1) - strlen(str2);
for (i = 0; i <= len; i++, str1++) {
for (j = 0; str2[j]; j++) {
if (casesensitive) {
if (str1[j] != str2[j]) {
break;
}
}
else {
if (toupper(str1[j]) != toupper(str2[j])) {
break;
}
}
}
if (!str2[j]) {
return str1;
}
}
return NULL;
}
/*
============
Com_Filter
============
*/
int Com_Filter(char *filter, char *name, int casesensitive) {
char buf[MAX_TOKEN_CHARS];
char *ptr;
int i;
while(*filter) {
if (*filter == '*') {
filter++;
for (i = 0; *filter; i++) {
if (*filter == '*' || *filter == '?') {
break;
}
buf[i] = *filter;
filter++;
}
buf[i] = '\0';
if (strlen(buf)) {
ptr = Com_StringContains(name, buf, casesensitive);
if (!ptr) {
return qfalse;
}
name = ptr + strlen(buf);
}
}
else if (*filter == '?') {
filter++;
name++;
}
else {
if (casesensitive) {
if (*filter != *name) {
return qfalse;
}
}
else {
if (toupper(*filter) != toupper(*name)) {
return qfalse;
}
}
filter++;
name++;
}
}
return qtrue;
}
/*
=================
Com_InitHunkMemory
=================
*/
void Com_InitHunkMemory( void )
{
Hunk_Clear();
// Cmd_AddCommand( "meminfo", Z_Details_f );
}
// I'm leaving this in just in case we ever need to remember where's a good place to hook something like this in.
//
void Com_ShutdownHunkMemory(void)
{
}
/*
===================
Hunk_SetMark
The server calls this after the level and game VM have been loaded
===================
*/
void Hunk_SetMark( void )
{
}
/*
=================
Hunk_ClearToMark
The client calls this before starting a vid_restart or snd_restart
=================
*/
void Hunk_ClearToMark( void )
{
Z_TagFree(TAG_HUNKALLOC);
Z_TagFree(TAG_HUNKMISCMODELS);
}
/*
=================
Hunk_Clear
The server calls this before shutting down or loading a new map
=================
*/
void Hunk_Clear( void )
{
Z_TagFree(TAG_HUNKALLOC);
Z_TagFree(TAG_HUNKMISCMODELS);
extern void CIN_CloseAllVideos();
CIN_CloseAllVideos();
extern void R_ClearStuffToStopGhoul2CrashingThings(void);
R_ClearStuffToStopGhoul2CrashingThings();
}
/*
===================================================================
EVENTS AND JOURNALING
In addition to these events, .cfg files are also copied to the
journaled file
===================================================================
*/
#define MAX_PUSHED_EVENTS 64
int com_pushedEventsHead, com_pushedEventsTail;
sysEvent_t com_pushedEvents[MAX_PUSHED_EVENTS];
/*
=================
Com_GetRealEvent
=================
*/
sysEvent_t Com_GetRealEvent( void ) {
sysEvent_t ev;
// get an event from the system
ev = Sys_GetEvent();
return ev;
}
/*
=================
Com_PushEvent
=================
*/
void Com_PushEvent( sysEvent_t *event ) {
sysEvent_t *ev;
static int printedWarning;
ev = &com_pushedEvents[ com_pushedEventsHead & (MAX_PUSHED_EVENTS-1) ];
if ( com_pushedEventsHead - com_pushedEventsTail >= MAX_PUSHED_EVENTS ) {
// don't print the warning constantly, or it can give time for more...
if ( !printedWarning ) {
printedWarning = qtrue;
Com_Printf( "WARNING: Com_PushEvent overflow\n" );
}
if ( ev->evPtr ) {
Z_Free( ev->evPtr );
}
com_pushedEventsTail++;
} else {
printedWarning = qfalse;
}
*ev = *event;
com_pushedEventsHead++;
}
/*
=================
Com_GetEvent
=================
*/
sysEvent_t Com_GetEvent( void ) {
if ( com_pushedEventsHead > com_pushedEventsTail ) {
com_pushedEventsTail++;
return com_pushedEvents[ (com_pushedEventsTail-1) & (MAX_PUSHED_EVENTS-1) ];
}
return Com_GetRealEvent();
}
/*
=================
Com_RunAndTimeServerPacket
=================
*/
void Com_RunAndTimeServerPacket( netadr_t *evFrom, msg_t *buf ) {
int t1, t2, msec;
t1 = 0;
if ( com_speeds->integer ) {
t1 = Sys_Milliseconds ();
}
SV_PacketEvent( *evFrom, buf );
if ( com_speeds->integer ) {
t2 = Sys_Milliseconds ();
msec = t2 - t1;
if ( com_speeds->integer == 3 ) {
Com_Printf( "SV_PacketEvent time: %i\n", msec );
}
}
}
/*
=================
Com_EventLoop
Returns last event time
=================
*/
int Com_EventLoop( void ) {
sysEvent_t ev;
netadr_t evFrom;
byte bufData[MAX_MSGLEN];
msg_t buf;
MSG_Init( &buf, bufData, sizeof( bufData ) );
while ( 1 ) {
ev = Com_GetEvent();
// if no more events are available
if ( ev.evType == SE_NONE ) {
// manually send packet events for the loopback channel
while ( NET_GetLoopPacket( NS_CLIENT, &evFrom, &buf ) ) {
CL_PacketEvent( evFrom, &buf );
}
while ( NET_GetLoopPacket( NS_SERVER, &evFrom, &buf ) ) {
// if the server just shut down, flush the events
if ( com_sv_running->integer ) {
Com_RunAndTimeServerPacket( &evFrom, &buf );
}
}
return ev.evTime;
}
switch ( ev.evType ) {
default:
Com_Error( ERR_FATAL, "Com_EventLoop: bad event type %i", ev.evTime );
break;
case SE_NONE:
break;
case SE_KEY:
CL_KeyEvent( ev.evValue, ev.evValue2, ev.evTime );
break;
case SE_CHAR:
CL_CharEvent( ev.evValue );
break;
case SE_MOUSE:
CL_MouseEvent( ev.evValue, ev.evValue2, ev.evTime );
break;
case SE_JOYSTICK_AXIS:
CL_JoystickEvent( ev.evValue, ev.evValue2, ev.evTime );
break;
case SE_CONSOLE:
Cbuf_AddText( (char *)ev.evPtr );
Cbuf_AddText( "\n" );
break;
case SE_PACKET:
evFrom = *(netadr_t *)ev.evPtr;
buf.cursize = ev.evPtrLength - sizeof( evFrom );
// we must copy the contents of the message out, because
// the event buffers are only large enough to hold the
// exact payload, but channel messages need to be large
// enough to hold fragment reassembly
if ( (unsigned)buf.cursize > buf.maxsize ) {
Com_Printf("Com_EventLoop: oversize packet\n");
continue;
}
memcpy( buf.data, (byte *)((netadr_t *)ev.evPtr + 1), buf.cursize );
if ( com_sv_running->integer ) {
Com_RunAndTimeServerPacket( &evFrom, &buf );
} else {
CL_PacketEvent( evFrom, &buf );
}
break;
}
// free any block data
if ( ev.evPtr ) {
Z_Free( ev.evPtr );
}
}
}
/*
================
Com_Milliseconds
Can be used for profiling, but will be journaled accurately
================
*/
int Com_Milliseconds (void) {
sysEvent_t ev;
// get events and push them until we get a null event with the current time
do {
ev = Com_GetRealEvent();
if ( ev.evType != SE_NONE ) {
Com_PushEvent( &ev );
}
} while ( ev.evType != SE_NONE );
return ev.evTime;
}
//============================================================================
/*
=============
Com_Error_f
Just throw a fatal error to
test error shutdown procedures
=============
*/
static void Com_Error_f (void) {
if ( Cmd_Argc() > 1 ) {
Com_Error( ERR_DROP, "Testing drop error" );
} else {
Com_Error( ERR_FATAL, "Testing fatal error" );
}
}
/*
=============
Com_Freeze_f
Just freeze in place for a given number of seconds to test
error recovery
=============
*/
static void Com_Freeze_f (void) {
float s;
int start, now;
if ( Cmd_Argc() != 2 ) {
Com_Printf( "freeze <seconds>\n" );
return;
}
s = atof( Cmd_Argv(1) );
start = Com_Milliseconds();
while ( 1 ) {
now = Com_Milliseconds();
if ( ( now - start ) * 0.001 > s ) {
break;
}
}
}
/*
=================
Com_Crash_f
A way to force a bus error for development reasons
=================
*/
static void Com_Crash_f( void ) {
* ( int * ) 0 = 0x12345678;
}
/*
=================
Com_Init
=================
*/
extern void Com_InitZoneMemory();
extern void R_InitWorldEffects();
void Com_Init( char *commandLine ) {
char *s;
Com_Printf( "%s %s %s\n", Q3_VERSION, CPUSTRING, __DATE__ );
try {
// prepare enough of the subsystems to handle
// cvar and command buffer management
Com_ParseCommandLine( commandLine );
Swap_Init ();
Cbuf_Init ();
Com_InitZoneMemory();
#ifdef _XBOX
WF_Init();
// set up ri
extern void CL_InitRef( void );
CL_InitRef();
// register renderer cvars
extern void R_Register(void);
R_Register();
// start the gl render layer
extern void GLimp_Init(void);
GLimp_Init();
// put up the license screen
SP_DoLicense();
#endif
Cmd_Init ();
Cvar_Init ();
// get the commandline cvars set
Com_StartupVariable( NULL );
// done early so bind command exists
CL_InitKeyCommands();
#ifdef _XBOX
extern void Sys_FilecodeScan_f();
Sys_InitFileCodes();
Cmd_AddCommand("filecodes", Sys_FilecodeScan_f);
extern void Sys_StreamInit();
Sys_StreamInit();
#endif
FS_InitFilesystem (); //uses z_malloc
R_InitWorldEffects(); // this doesn't do much but I want to be sure certain variables are intialized.
Cbuf_AddText ("exec default.cfg\n");
// skip the jaconfig.cfg if "safe" is on the command line
if ( !Com_SafeMode() ) {
Cbuf_AddText ("exec jaconfig.cfg\n");
}
Cbuf_AddText ("exec autoexec.cfg\n");
Cbuf_Execute ();
// override anything from the config files with command line args
Com_StartupVariable( NULL );
// allocate the stack based hunk allocator
Com_InitHunkMemory();
// if any archived cvars are modified after this, we will trigger a writing
// of the config file
cvar_modifiedFlags &= ~CVAR_ARCHIVE;
//
// init commands and vars
//
Cmd_AddCommand ("quit", Com_Quit_f);
Cmd_AddCommand ("writeconfig", Com_WriteConfig_f );
com_maxfps = Cvar_Get ("com_maxfps", "85", CVAR_ARCHIVE);
com_developer = Cvar_Get ("developer", "0", CVAR_TEMP );
com_logfile = Cvar_Get ("logfile", "0", CVAR_TEMP );
com_speedslog = Cvar_Get ("speedslog", "0", CVAR_TEMP );
com_timescale = Cvar_Get ("timescale", "1", CVAR_CHEAT );
com_fixedtime = Cvar_Get ("fixedtime", "0", CVAR_CHEAT);
com_showtrace = Cvar_Get ("com_showtrace", "0", CVAR_CHEAT);
com_terrainPhysics = Cvar_Get ("com_terrainPhysics", "1", CVAR_CHEAT);
com_viewlog = Cvar_Get( "viewlog", "0", CVAR_TEMP );
com_speeds = Cvar_Get ("com_speeds", "0", 0);
#ifdef G2_PERFORMANCE_ANALYSIS
com_G2Report = Cvar_Get("com_G2Report", "0", 0);
#endif
cl_paused = Cvar_Get ("cl_paused", "0", CVAR_ROM);
sv_paused = Cvar_Get ("sv_paused", "0", CVAR_ROM);
com_sv_running = Cvar_Get ("sv_running", "0", CVAR_ROM);
com_cl_running = Cvar_Get ("cl_running", "0", CVAR_ROM);
com_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
com_buildScript = Cvar_Get( "com_buildScript", "0", 0 );
if ( com_developer && com_developer->integer ) {
Cmd_AddCommand ("error", Com_Error_f);
Cmd_AddCommand ("crash", Com_Crash_f );
Cmd_AddCommand ("freeze", Com_Freeze_f);
}
s = va("%s %s %s", Q3_VERSION, CPUSTRING, __DATE__ );
com_version = Cvar_Get ("version", s, CVAR_ROM | CVAR_SERVERINFO );
SE_Init(); // Initialize StringEd
Sys_Init(); // this also detects CPU type, so I can now do this CPU check below...
Netchan_Init( Com_Milliseconds() & 0xffff ); // pick a port value that should be nice and random
// VM_Init();
SV_Init();
CL_Init();
#ifdef _XBOX
// Experiment. Sound memory never gets freed, move it earlier. This
// will also let us play movies sooner, if we need to.
extern void CL_StartSound(void);
CL_StartSound();
#endif
Sys_ShowConsole( com_viewlog->integer, qfalse );
// set com_frameTime so that if a map is started on the
// command line it will still be able to count on com_frameTime
// being random enough for a serverid
com_frameTime = Com_Milliseconds();
// add + commands from command line
#ifndef _XBOX
if ( !Com_AddStartupCommands() ) {
#ifdef NDEBUG
// if the user didn't give any commands, run default action
// if ( !com_dedicated->integer )
{
Cbuf_AddText ("cinematic openinglogos\n");
// if( !com_introPlayed->integer ) {
// Cvar_Set( com_introPlayed->name, "1" );
// Cvar_Set( "nextmap", "cinematic intro" );
// }
}
#endif
}
#endif
com_fullyInitialized = qtrue;
Com_Printf ("--- Common Initialization Complete ---\n");
//HACKERY FOR THE DEUTSCH
//if ( (Cvar_VariableIntegerValue("ui_iscensored") == 1) //if this was on before, set it again so it gets its flags
// )
//{
// Cvar_Get( "ui_iscensored", "1", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART);
// Cvar_Set( "ui_iscensored", "1"); //just in case it was archived
// // NOTE : I also create this in UI_Init()
// Cvar_Get( "g_dismemberment", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT);
// Cvar_Set( "g_dismemberment", "0"); //just in case it was archived
//}
}
catch (const char* reason) {
Sys_Error ("Error during initialization %s", reason);
}
#ifdef _XBOX
//Load these early to keep them at the beginning of memory. Perhaps
//here is too early though. After the license screen would be better.
extern void SE_CheckForLanguageUpdates(void);
SE_CheckForLanguageUpdates();
#endif
}
//==================================================================
void Com_WriteConfigToFile( const char *filename ) {
#ifndef _XBOX
fileHandle_t f;
f = FS_FOpenFileWrite( filename );
if ( !f ) {
Com_Printf ("Couldn't write %s.\n", filename );
return;
}
FS_Printf (f, "// generated by Star Wars Jedi Academy, do not modify\n");
Key_WriteBindings (f);
Cvar_WriteVariables (f);
FS_FCloseFile( f );
#endif
}
/*
===============
Com_WriteConfiguration
Writes key bindings and archived cvars to config file if modified
===============
*/
void Com_WriteConfiguration( void ) {
// if we are quiting without fully initializing, make sure
// we don't write out anything
if ( !com_fullyInitialized ) {
return;
}
if ( !(cvar_modifiedFlags & CVAR_ARCHIVE ) ) {
return;
}
cvar_modifiedFlags &= ~CVAR_ARCHIVE;
Com_WriteConfigToFile( "jaconfig.cfg" );
}
/*
===============
Com_WriteConfig_f
Write the config file to a specific name
===============
*/
void Com_WriteConfig_f( void ) {
char filename[MAX_QPATH];
if ( Cmd_Argc() != 2 ) {
Com_Printf( "Usage: writeconfig <filename>\n" );
return;
}
Q_strncpyz( filename, Cmd_Argv(1), sizeof( filename ) );
COM_DefaultExtension( filename, sizeof( filename ), ".cfg" );
Com_Printf( "Writing %s.\n", filename );
Com_WriteConfigToFile( filename );
}
/*
================
Com_ModifyMsec
================
*/
int Com_ModifyMsec( int msec, float &fraction )
{
int clampTime;
fraction=0.0f;
//
// modify time for debugging values
//
if ( com_fixedtime->integer )
{
msec = com_fixedtime->integer;
}
else if ( com_timescale->value )
{
fraction=(float)msec;
fraction*=com_timescale->value;
msec=(int)floor(fraction);
fraction-=(float)msec;
}
// don't let it scale below 1 msec
if ( msec < 1 )
{
msec = 1;
fraction=0.0f;
}
if ( com_skippingcin->integer ) {
// we're skipping ahead so let it go a bit faster
clampTime = 500;
} else {
// for local single player gaming
// we may want to clamp the time to prevent players from
// flying off edges when something hitches.
clampTime = 200;
}
if ( msec > clampTime ) {
msec = clampTime;
fraction=0.0f;
}
return msec;
}
/*
=================
Com_Frame
=================
*/
static vec3_t corg;
static vec3_t cangles;
static bool bComma;
void Com_SetOrgAngles(vec3_t org,vec3_t angles)
{
VectorCopy(org,corg);
VectorCopy(angles,cangles);
}
#ifdef G2_PERFORMANCE_ANALYSIS
void G2Time_ResetTimers(void);
void G2Time_ReportTimers(void);
#endif
#pragma warning (disable: 4701) //local may have been used without init (timing info vars)
void Com_Frame( void ) {
try
{
int timeBeforeFirstEvents, timeBeforeServer, timeBeforeEvents, timeBeforeClient, timeAfter;
int msec, minMsec;
static int lastTime;
// write config file if anything changed
#ifndef _XBOX
Com_WriteConfiguration();
// if "viewlog" has been modified, show or hide the log console
if ( com_viewlog->modified ) {
Sys_ShowConsole( com_viewlog->integer, qfalse );
com_viewlog->modified = qfalse;
}
#endif
//
// main event loop
//
if ( com_speeds->integer ) {
timeBeforeFirstEvents = Sys_Milliseconds ();
}
// we may want to spin here if things are going too fast
if ( com_maxfps->integer > 0 ) {
minMsec = 1000 / com_maxfps->integer;
} else {
minMsec = 1;
}
do {
com_frameTime = Com_EventLoop();
if ( lastTime > com_frameTime ) {
lastTime = com_frameTime; // possible on first frame
}
msec = com_frameTime - lastTime;
} while ( msec < minMsec );
Cbuf_Execute ();
lastTime = com_frameTime;
// mess with msec if needed
com_frameMsec = msec;
float fractionMsec=0.0f;
msec = Com_ModifyMsec( msec, fractionMsec);
//
// server side
//
if ( com_speeds->integer ) {
timeBeforeServer = Sys_Milliseconds ();
}
SV_Frame (msec, fractionMsec);
//
// client system
//
#ifdef _XBOX
// extern void G_DemoFrame();
// G_DemoFrame();
extern bool TestDemoTimer();
extern void PlayDemo();
if ( TestDemoTimer())
{
PlayDemo();
}
#endif
// if ( !com_dedicated->integer )
{
//
// run event loop a second time to get server to client packets
// without a frame of latency
//
if ( com_speeds->integer ) {
timeBeforeEvents = Sys_Milliseconds ();
}
Com_EventLoop();
Cbuf_Execute ();
//
// client side
//
if ( com_speeds->integer ) {
timeBeforeClient = Sys_Milliseconds ();
}
CL_Frame (msec, fractionMsec);
if ( com_speeds->integer ) {
timeAfter = Sys_Milliseconds ();
}
}
//
// report timing information
//
if ( com_speeds->integer ) {
int all, sv, ev, cl;
all = timeAfter - timeBeforeServer;
sv = timeBeforeEvents - timeBeforeServer;
ev = timeBeforeServer - timeBeforeFirstEvents + timeBeforeClient - timeBeforeEvents;
cl = timeAfter - timeBeforeClient;
sv -= time_game;
cl -= time_frontend + time_backend;
Com_Printf("fr:%i all:%3i sv:%3i ev:%3i cl:%3i gm:%3i tr:%3i pvs:%3i rf:%3i bk:%3i\n",
com_frameNumber, all, sv, ev, cl, time_game, timeInTrace, timeInPVSCheck, time_frontend, time_backend);
#ifndef _XBOX
// speedslog
if ( com_speedslog && com_speedslog->integer )
{
if(!speedslog)
{
speedslog = FS_FOpenFileWrite("speeds.log");
FS_Write("data={\n", strlen("data={\n"), speedslog);
bComma=false;
if ( com_speedslog->integer > 1 )
{
// force it to not buffer so we get valid
// data even if we are crashing
FS_ForceFlush(logfile);
}
}
if (speedslog)
{
char msg[MAXPRINTMSG];
if(bComma)
{
FS_Write(",\n", strlen(",\n"), speedslog);
bComma=false;
}
FS_Write("{", strlen("{"), speedslog);
Com_sprintf(msg,sizeof(msg),
"%8.4f,%8.4f,%8.4f,%8.4f,%8.4f,%8.4f,",corg[0],corg[1],corg[2],cangles[0],cangles[1],cangles[2]);
FS_Write(msg, strlen(msg), speedslog);
Com_sprintf(msg,sizeof(msg),
"%i,%3i,%3i,%3i,%3i,%3i,%3i,%3i,%3i,%3i}",
com_frameNumber, all, sv, ev, cl, time_game, timeInTrace, timeInPVSCheck, time_frontend, time_backend);
FS_Write(msg, strlen(msg), speedslog);
bComma=true;
}
}
#endif
timeInTrace = timeInPVSCheck = 0;
}
//
// trace optimization tracking
//
if ( com_showtrace->integer ) {
extern int c_traces, c_brush_traces, c_patch_traces;
extern int c_pointcontents;
/*
Com_Printf( "%4i non-sv_traces, %4i sv_traces, %4i ms, ave %4.2f ms\n", c_traces - numTraces, numTraces, timeInTrace, (float)timeInTrace/(float)numTraces );
timeInTrace = numTraces = 0;
c_traces = 0;
*/
Com_Printf ("%4i traces (%ib %ip) %4i points\n", c_traces,
c_brush_traces, c_patch_traces, c_pointcontents);
c_traces = 0;
c_brush_traces = 0;
c_patch_traces = 0;
c_pointcontents = 0;
}
com_frameNumber++;
}//try
catch (const char* reason) {
Com_Printf (reason);
return; // an ERR_DROP was thrown
}
#ifdef G2_PERFORMANCE_ANALYSIS
if (com_G2Report && com_G2Report->integer)
{
G2Time_ReportTimers();
}
G2Time_ResetTimers();
#endif
}
#pragma warning (default: 4701) //local may have been used without init
/*
=================
Com_Shutdown
=================
*/
extern void CM_FreeShaderText(void);
void Com_Shutdown (void) {
CM_ClearMap();
#ifndef _XBOX
CM_FreeShaderText();
if (logfile) {
FS_FCloseFile (logfile);
logfile = 0;
}
if (speedslog) {
FS_Write("\n};", strlen("\n};"), speedslog);
FS_FCloseFile (speedslog);
speedslog = 0;
}
if (camerafile) {
FS_FCloseFile (camerafile);
camerafile = 0;
}
if ( com_journalFile ) {
FS_FCloseFile( com_journalFile );
com_journalFile = 0;
}
#endif
#ifdef _XBOX
extern void Sys_StreamShutdown();
Sys_StreamShutdown();
Sys_ShutdownFileCodes();
#endif
SE_ShutDown();//close the string packages
extern void Netchan_Shutdown();
Netchan_Shutdown();
}
/*
============
ParseTextFile
============
*/
bool Com_ParseTextFile(const char *file, class CGenericParser2 &parser, bool cleanFirst)
{
fileHandle_t f;
int length = 0;
char *buf = 0, *bufParse = 0;
length = FS_FOpenFileByMode( file, &f, FS_READ );
if (!f || !length)
{
return false;
}
buf = new char [length + 1];
FS_Read( buf, length, f );
buf[length] = 0;
bufParse = buf;
parser.Parse(&bufParse, cleanFirst);
delete buf;
FS_FCloseFile( f );
return true;
}
void Com_ParseTextFileDestroy(class CGenericParser2 &parser)
{
parser.Clean();
}
CGenericParser2 *Com_ParseTextFile(const char *file, bool cleanFirst, bool writeable)
{
fileHandle_t f;
int length = 0;
char *buf = 0, *bufParse = 0;
CGenericParser2 *parse;
length = FS_FOpenFileByMode( file, &f, FS_READ );
if (!f || !length)
{
return 0;
}
buf = new char [length + 1];
FS_Read( buf, length, f );
FS_FCloseFile( f );
buf[length] = 0;
bufParse = buf;
parse = new CGenericParser2;
if (!parse->Parse(&bufParse, cleanFirst, writeable))
{
delete parse;
parse = 0;
}
delete buf;
return parse;
}