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https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-22 03:41:27 +00:00
host.c completions...might be able to link now. :)
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1 changed files with 184 additions and 86 deletions
270
common/host.c
270
common/host.c
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@ -30,36 +30,28 @@
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Boston, MA 02111-1307, USA.
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*/
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/*
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Host_EndGame
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On clients and non-dedicated servers, close currently-running game and
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drop to console. On dedicated servers, exit.
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*/
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#include <stdarg.h>
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#include <stdio.h>
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#include <setjmp.h>
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#include "net.h"
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#include "console.h"
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#include "quakedef.h"
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#include <net.h>
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#include <console.h>
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#include <quakedef.h>
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#ifdef UQUAKE
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#include "server.h"
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#include <server.h>
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#endif
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#include "client.h"
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#include "view.h"
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#include "wad.h"
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#include "input.h"
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#include "sound.h"
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#include "cdaudio.h"
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#include "keys.h"
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#include "menu.h"
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#include "draw.h"
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#include "screen.h"
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#include "sbar.h"
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#include "mathlib.h"
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#include "client.h"
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#include <client.h>
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#include <view.h>
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#include <wad.h>
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#include <input.h>
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#include <sound.h>
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#include <cdaudio.h>
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#include <keys.h>
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#include <menu.h>
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#include <draw.h>
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#include <screen.h>
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#include <sbar.h>
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#include <mathlib.h>
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extern int host_hunklevel;
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@ -69,15 +61,16 @@ double realtime; // without any filtering or bounding
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double oldrealtime; // last frame run
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qboolean isDedicated;
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int fps_count;
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int vcrFile = -1;
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cvar_t serverprofile = {"serverprofile","0"};
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cvar_t host_framerate = {"host_framerate","0"}; // set for slow motion
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cvar_t samelevel = {"samelevel","0"};
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cvar_t noexit = {"noexit","0",false,true};
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cvar_t pausable = {"pausable","1"};
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cvar_t temp1 = {"temp1","0"};
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/* Should server filter out \n & \r in player names ? */
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cvar_t sv_filter = {"sv_filter","1"};
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int vcrFile = -1;
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cvar_t serverprofile = {"serverprofile", "0"};
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cvar_t host_framerate = {"host_framerate", "0"}; // set for slow motion
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cvar_t samelevel = {"samelevel", "0"};
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cvar_t noexit = {"noexit", "0", false, true};
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cvar_t pausable = {"pausable", "1"};
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cvar_t temp1 = {"temp1", "0"};
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cvar_t sv_filter = {"sv_filter", "1"}; // filter \n & \r in names?
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#ifdef UQUAKE
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client_t *host_client; // current client
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#endif
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@ -85,6 +78,46 @@ client_t *host_client; // current client
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void Host_InitLocal (void);
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void Host_FindMaxClients (void);
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#ifdef QUAKEWORLD
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#define MAXTIME 0.2
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#define MINTIME 0.0
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#elif UQUAKE
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#define MAXTIME 0.1
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#define MINTIME 0.001
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#endif
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#define MAXFPS 72.0
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/*
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Host_ClearMemory
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Clears all the memory used by both the client and server, but do not
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reinitialize anything.
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*/
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void
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Host_ClearMemory (void)
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{
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Con_DPrintf ("Clearing memory\n");
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D_FlushCaches ();
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Mod_ClearAll ();
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if (host_hunklevel)
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Hunk_FreeToLowMark (host_hunklevel);
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#ifdef UQUAKE
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cls.signon = 0;
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memset (&sv, 0, sizeof(sv));
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#endif
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memset (&cl, 0, sizeof(cl));
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}
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/*
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Host_EndGame
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On clients and non-dedicated servers, close currently-running game and
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drop to console. On dedicated servers, exit.
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*/
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void
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Host_EndGame ( char *message, ... )
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{
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@ -115,46 +148,80 @@ Host_EndGame ( char *message, ... )
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else
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CL_Disconnect ();
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longjmp (host_abortserver, 1);
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longjmp (host_abort, 1);
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#endif
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}
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/*
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Host_FilterTime
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Returns false if the time is too short to run a frame
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*/
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qboolean
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Host_FilterTime ( float time )
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{
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float fps;
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realtime += time;
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if ( oldrealtime > realtime )
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oldrealtime = 0;
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if (cl_maxfps.value)
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fps = max(30.0, min(cl_maxfps.value, MAXFPS));
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else
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#ifdef QUAKEWORLD
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fps = max(30.0, min(rate.value/80.0, MAXFPS));
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#elif UQUAKE
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fps = MAXFPS;
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#endif
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if (!cls.timedemo && realtime - oldrealtime < 1.0/fps)
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return false; // framerate is too high
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host_frametime = realtime - oldrealtime;
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oldrealtime = realtime;
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if (host_framerate.value > 0) {
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host_frametime = host_framerate.value;
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} else { // don't allow really long or short frames
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host_frametime = min(MAXTIME, max(host_frametime, MINTIME));
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}
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return true;
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}
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/*
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#ifdef QUAKEWORLD
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int nopacketcount; // for Host_FrameMain
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#endif
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*/
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/*
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Host_FrameMain
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Run everything that happens on a per-frame basis
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*/
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int nopacketcount;
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void
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Host_FrameMain (float time)
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Host_FrameMain ( float time )
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{
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static double time1 = 0;
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static double time2 = 0;
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static double time3 = 0;
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int pass1, pass2, pass3;
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float fps;
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if (setjmp (host_abort) )
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static double time1 = 0;
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static double time2 = 0;
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static double time3 = 0;
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int pass1, pass2, pass3;
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#ifdef UQUAKE
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cl_visedicts = cl_visedicts_list[0];
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#endif
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if ( setjmp(host_abort) )
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return; // something bad happened, or the server disconnected
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#ifdef UQUAKE
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// keep the random time dependent
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rand ();
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#endif
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// decide the simulation time
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realtime += time;
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if (oldrealtime > realtime)
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oldrealtime = 0;
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if (cl_maxfps.value)
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fps = max(30.0, min(cl_maxfps.value, 72.0));
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else
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fps = max(30.0, min(rate.value/80.0, 72.0));
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if (!cls.timedemo && realtime - oldrealtime < 1.0/fps)
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return; // framerate is too high
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host_frametime = realtime - oldrealtime;
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oldrealtime = realtime;
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if (host_frametime > 0.2)
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host_frametime = 0.2;
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if ( !Host_FilterTime(time) )
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return;
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// get new key events
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Sys_SendKeyEvents ();
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@ -165,15 +232,21 @@ Host_FrameMain (float time)
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// process console commands
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Cbuf_Execute ();
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// fetch results from server
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// Poll server for results
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#ifdef QUAKEWORLD
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CL_ReadPackets ();
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#elif UQUAKE
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NET_Poll ();
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#endif
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// send intentions now
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#ifdef QUAKEWORLD
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// resend a connection request if necessary
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if (cls.state == ca_disconnected) {
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CL_CheckForResend ();
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} else
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} else {
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CL_SendCmd ();
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}
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// Set up prediction for other players
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CL_SetUpPlayerPrediction(false);
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// build a refresh entity list
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CL_EmitEntities ();
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#elif UQUAKE
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// if running the server locally, make intentions now
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if (sv.active)
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CL_SendCmd ();
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// check for commands typed to the host
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Host_GetConsoleCommands ();
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if (sv.active)
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SV_Frame (); // Send frame to clients
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/*
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if running the server remotely, send intentions now after incoming
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messages have been read
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*/
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if (!sv.active)
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CL_SendCmd ();
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host_time += host_frametime;
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// fetch results from server
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if (cls.state >= ca_connected) {
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CL_ReadFromServer ();
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}
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#endif
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// update video
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if (host_speeds.value)
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time2 = Sys_DoubleTime ();
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// update audio
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if (cls.state == ca_active)
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{
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#ifdef QUAKEWORLD
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if (cls.state == ca_active) {
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#elif UQUAKE
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if (cls.signon == SIGNONS) {
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#endif
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S_Update (r_origin, vpn, vright, vup);
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CL_DecayLights ();
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}
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CDAudio_Update();
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if (host_speeds.value)
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{
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if (host_speeds.value) {
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pass1 = (time1 - time3)*1000;
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time3 = Sys_DoubleTime ();
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pass2 = (time2 - time1)*1000;
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Sys_Error ("Host_Error: %s\n",string);
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#ifdef UQUAKE
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longjmp (host_abortserver, 1);
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longjmp (host_abort, 1);
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#endif
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}
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}
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/*
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===============
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Host_WriteConfiguration
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Host_WriteConfiguration
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Writes key bindings and archived cvars to config.cfg
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===============
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Write key bindings and archived cvars to config.cfg
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*/
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void Host_WriteConfiguration (void)
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void
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Host_WriteConfiguration ( void )
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{
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QFile *f;
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// dedicated servers initialize the host but don't parse and set the
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// config.cfg cvars
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if (host_initialized & !isDedicated)
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{
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// Only write cvars if we are non-dedicated
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if (host_initialized & !isDedicated) {
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f = Qopen (va("%s/config.cfg",com_gamedir), "w");
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if (!f)
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{
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if ( !f ) {
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Con_Printf ("Couldn't write config.cfg.\n");
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return;
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}
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}
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}
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#ifdef UQUAKE
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/*
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=======================
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Host_InitLocal
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======================
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Host_InitLocal
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(desc)
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*/
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void Host_InitLocal (void)
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void
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Host_InitLocal ( void )
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{
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Host_InitCommands ();
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Cvar_RegisterVariable (&host_framerate);
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Cvar_RegisterVariable (&sys_ticrate);
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Cvar_RegisterVariable (&temp1);
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Cvar_RegisterVariable (&sv_filter);
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Host_FindMaxClients ();
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host_time = 1.0; // so a think at time 0 won't get called
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}
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/*
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================
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Host_FindMaxClients
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================
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Host_FindMaxClients
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(desc)
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*/
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void Host_FindMaxClients (void)
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{
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