quakeforge/nq/source/host.c
Bill Currie ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00

981 lines
21 KiB
C

/*
host.c
host init
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_UNISTD_H
# include "unistd.h"
#endif
#include "QF/cbuf.h"
#include "QF/cdaudio.h"
#include "QF/draw.h"
#include "QF/idparse.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/png.h"
#include "QF/progs.h"
#include "QF/qargs.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/gib.h"
#include "QF/plugin/console.h"
#include "QF/plugin/vid_render.h"
#include "buildnum.h"
#include "chase.h"
#include "compat.h"
#include "host.h"
#include "server.h"
#include "sv_progs.h"
/*
A server can always be started, even if the system started out as a client
to a remote system.
A client can NOT be started if the system started as a dedicated server.
Memory is cleared/released when a server or client begins, not when they end.
*/
SERVER_PLUGIN_PROTOS
static plugin_list_t server_plugin_list[] = {
SERVER_PLUGIN_LIST
};
qboolean host_initialized; // true if into command execution
quakeparms_t host_parms;
cbuf_t *host_cbuf;
double host_frametime;
double host_time;
double realtime; // without any filtering or bounding
double oldrealtime; // last frame run
double con_frametime;
double con_realtime;
double oldcon_realtime;
int host_framecount;
int host_hunklevel;
int host_in_game;
int minimum_memory;
client_t *host_client; // current client
jmp_buf host_abortserver;
cvar_t *host_mem_size;
cvar_t *host_framerate;
cvar_t *host_speeds;
cvar_t *max_edicts;
cvar_t *sys_ticrate;
cvar_t *serverprofile;
cvar_t *cl_quakerc;
cvar_t *fraglimit;
cvar_t *timelimit;
cvar_t *teamplay;
cvar_t *noexit;
cvar_t *samelevel;
cvar_t *skill;
cvar_t *coop;
cvar_t *deathmatch;
cvar_t *pausable;
cvar_t *temp1;
cvar_t *cl_usleep;
static int cl_usleep_cache;
static void
cl_usleep_f (cvar_t *var)
{
cl_usleep_cache = var->int_val;
}
void
Host_EndGame (const char *message, ...)
{
static dstring_t *str;
va_list argptr;
if (!str)
str = dstring_new ();
va_start (argptr, message);
dvsprintf (str, message, argptr);
va_end (argptr);
Sys_MaskPrintf (SYS_DEV, "Host_EndGame: %s\n", str->str);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s", str->str); // dedicated servers exit
if (cls.demonum != -1)
CL_NextDemo ();
else
CL_Disconnect ();
longjmp (host_abortserver, 1);
}
/*
Host_Error
This shuts down both the client and server
*/
void
Host_Error (const char *error, ...)
{
static dstring_t *str;
static qboolean inerror = false;
va_list argptr;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
if (!str)
str = dstring_new ();
inerror = true;
cl.loading = false;
va_start (argptr, error);
dvsprintf (str, error, argptr);
va_end (argptr);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s", str->str); // dedicated servers exit
Sys_Printf ("Host_Error: %s\n", str->str);
CL_Disconnect ();
cls.demonum = -1;
inerror = false;
longjmp (host_abortserver, 1);
}
static void
Host_FindMaxClients (void)
{
int i;
svs.maxclients = 1;
i = COM_CheckParm ("-dedicated");
if (i) {
cls.state = ca_dedicated;
if (i != (com_argc - 1)) {
svs.maxclients = atoi (com_argv[i + 1]);
} else
svs.maxclients = 8;
} else
cls.state = ca_disconnected;
i = COM_CheckParm ("-listen");
if (i) {
if (cls.state == ca_dedicated)
Sys_Error ("Only one of -dedicated or -listen can be specified");
if (i != (com_argc - 1))
svs.maxclients = atoi (com_argv[i + 1]);
else
svs.maxclients = 8;
}
if (svs.maxclients < 1)
svs.maxclients = 8;
else if (svs.maxclients > MAX_SCOREBOARD)
svs.maxclients = MAX_SCOREBOARD;
svs.maxclientslimit = svs.maxclients;
if (svs.maxclientslimit < 4)
svs.maxclientslimit = 4;
svs.clients =
Hunk_AllocName (svs.maxclientslimit * sizeof (client_t), "clients");
if (svs.maxclients > 1)
Cvar_SetValue (deathmatch, 1.0);
else
Cvar_SetValue (deathmatch, 0.0);
}
static void
Host_InitLocal (void)
{
Host_InitCommands ();
host_framerate =
Cvar_Get ("host_framerate", "0", CVAR_NONE, NULL,
"set for slow motion");
host_speeds =
Cvar_Get ("host_speeds", "0", CVAR_NONE, NULL,
"set for running times");
max_edicts = Cvar_Get ("max_edicts", "1024", CVAR_NONE, NULL,
"maximum server edicts");
sys_ticrate = Cvar_Get ("sys_ticrate", "0.05", CVAR_NONE, NULL, "None");
serverprofile = Cvar_Get ("serverprofile", "0", CVAR_NONE, NULL, "None");
cl_quakerc = Cvar_Get ("cl_quakerc", "1", CVAR_NONE, NULL,
"exec quake.rc on startup");
fraglimit = Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO, Cvar_Info,
"None");
timelimit = Cvar_Get ("timelimit", "0", CVAR_SERVERINFO, Cvar_Info,
"None");
teamplay = Cvar_Get ("teamplay", "0", CVAR_SERVERINFO, Cvar_Info, "None");
samelevel = Cvar_Get ("samelevel", "0", CVAR_NONE, NULL, "None");
noexit = Cvar_Get ("noexit", "0", CVAR_SERVERINFO, Cvar_Info, "None");
skill = Cvar_Get ("skill", "1", CVAR_NONE, NULL, "0 - 3");
deathmatch = Cvar_Get ("deathmatch", "0", CVAR_NONE, NULL, "0, 1, or 2");
coop = Cvar_Get ("coop", "0", CVAR_NONE, NULL, "0 or 1");
pausable = Cvar_Get ("pausable", "1", CVAR_NONE, NULL, "None");
temp1 = Cvar_Get ("temp1", "0", CVAR_NONE, NULL, "None");
cl_usleep = Cvar_Get ("cl_usleep", "1", CVAR_ARCHIVE, cl_usleep_f,
"Turn this on to save cpu when fps limited. "
"May affect frame rate adversely depending on "
"local machine/os conditions");
Host_FindMaxClients ();
host_time = 1.0; // so a think at time 0 won't get called
}
/*
SV_ClientPrintf
Sends text across to be displayed
*/
void
SV_ClientPrintf (const char *fmt, ...)
{
static dstring_t *str;
va_list argptr;
if (!str)
str = dstring_new ();
va_start (argptr, fmt);
dvsprintf (str, fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_print);
MSG_WriteString (&host_client->message, str->str);
}
/*
SV_BroadcastPrintf
Sends text to all active clients
*/
void
SV_BroadcastPrintf (const char *fmt, ...)
{
static dstring_t *str;
int i;
va_list argptr;
if (!str)
str = dstring_new ();
va_start (argptr, fmt);
dvsprintf (str, fmt, argptr);
va_end (argptr);
for (i = 0; i < svs.maxclients; i++)
if (svs.clients[i].active && svs.clients[i].spawned) {
MSG_WriteByte (&svs.clients[i].message, svc_print);
MSG_WriteString (&svs.clients[i].message, str->str);
}
}
/*
Host_ClientCommands
Send text over to the client to be executed
*/
void
Host_ClientCommands (const char *fmt, ...)
{
static dstring_t *str;
va_list argptr;
if (!str)
str = dstring_new ();
va_start (argptr, fmt);
dvsprintf (str, fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_stufftext);
MSG_WriteString (&host_client->message, str->str);
}
/*
SV_DropClient
Called when the player is getting totally kicked off the host
if (crash = true), don't bother sending signofs
*/
void
SV_DropClient (qboolean crash)
{
client_t *client;
int saveSelf, i;
if (!crash) {
// send any final messages (don't check for errors)
if (NET_CanSendMessage (host_client->netconnection)) {
MSG_WriteByte (&host_client->message, svc_disconnect);
NET_SendMessage (host_client->netconnection,
&host_client->message);
}
if (host_client->edict && host_client->spawned) {
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
saveSelf = *sv_globals.self;
*sv_globals.self =
EDICT_TO_PROG (&sv_pr_state, host_client->edict);
PR_ExecuteProgram (&sv_pr_state, sv_funcs.ClientDisconnect);
*sv_globals.self = saveSelf;
}
Sys_Printf ("Client %s removed\n", host_client->name);
}
// break the net connection
Sys_MaskPrintf (SYS_NET, "dropping client\n");
NET_Close (host_client->netconnection);
host_client->netconnection = NULL;
// free the client (the body stays around)
host_client->active = false;
host_client->name[0] = 0;
host_client->old_frags = -999999;
net_activeconnections--;
// send notification to all clients
for (i = 0, client = svs.clients; i < svs.maxclients; i++, client++) {
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);
}
}
/*
Host_ShutdownServer
This happens only at the end of a game, not between levels
*/
void
Host_ShutdownServer (qboolean crash)
{
byte message[4];
double start;
int count, i;
sizebuf_t buf;
if (!sv.active)
return;
sv.active = false;
// stop all client sounds immediately
if (cls.state >= ca_connected)
CL_Disconnect ();
// 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);
// 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, 5.0);
if (count)
Sys_Printf
("Host_ShutdownServer: NET_SendToAll failed for %u clients\n",
count);
for (i = 0, host_client = svs.clients; i < svs.maxclients;
i++, host_client++)
if (host_client->active)
SV_DropClient (crash);
// clear structures
memset (&sv, 0, sizeof (sv));
memset (svs.clients, 0, svs.maxclientslimit * 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)
{
Sys_MaskPrintf (SYS_DEV, "Clearing memory\n");
if (viddef.flush_caches)
viddef.flush_caches ();
Mod_ClearAll ();
if (host_hunklevel)
Hunk_FreeToLowMark (host_hunklevel);
cls.signon = 0;
memset (&sv, 0, sizeof (sv));
memset (&cl, 0, sizeof (cl));
if (r_data)
r_data->force_fullscreen = 0;
}
/*
Host_FilterTime
Returns false if the time is too short to run a frame
*/
static float
Host_FilterTime (float time)
{
float timedifference;
float timescale = 1.0;
con_realtime += time;
if (cls.demoplayback) {
timescale = max (0, demo_speed->value);
time *= timescale;
}
realtime += time;
//FIXME not having the framerate cap is nice, but it breaks net play
timedifference = (timescale / 72.0) - (realtime - oldrealtime);
if (!cls.timedemo && (timedifference > 0))
return timedifference; // framerate is too high
host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
con_frametime = con_realtime - oldcon_realtime;
oldcon_realtime = con_realtime;
if (host_framerate->value > 0)
host_frametime = host_framerate->value;
else // don't allow really long or short frames
host_frametime = bound (0.001, host_frametime, 0.1);
return 0;
}
void
Host_ServerFrame (void)
{
*sv_globals.frametime = sv_frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram ();
SV_CheckForNewClients ();
// read client messages
SV_RunClients ();
// move things around and think
// always pause in single player if in console or menus
if (!sv.paused && (svs.maxclients > 1 || host_in_game)) {
SV_Physics ();
sv.time += host_frametime;
}
// send all messages to the clients
SV_SendClientMessages ();
}
static void
Host_ClientFrame (void)
{
static double time1 = 0, time2 = 0, time3 = 0;
int pass1, pass2, pass3;
// if running the server remotely, send intentions now after
// the incoming messages have been read
if (!sv.active)
CL_SendCmd ();
host_time += host_frametime;
// fetch results from server
if (cls.state >= ca_connected)
CL_ReadFromServer ();
// update video
if (host_speeds->int_val)
time1 = Sys_DoubleTime ();
r_data->inhibit_viewmodel = (chase_active->int_val
|| (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|| cl.stats[STAT_HEALTH] <= 0);
r_data->frametime = host_frametime;
CL_UpdateScreen (cl.time);
if (host_speeds->int_val)
time2 = Sys_DoubleTime ();
// update audio
if (cls.state == ca_active) {
mleaf_t *l;
byte *asl = 0;
l = Mod_PointInLeaf (r_data->origin, cl.worldmodel);
if (l)
asl = l->ambient_sound_level;
S_Update (r_data->origin, r_data->vpn, r_data->vright, r_data->vup,
asl);
r_funcs->R_DecayLights (host_frametime);
} else
S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin, 0);
CDAudio_Update ();
if (host_speeds->int_val) {
pass1 = (time1 - time3) * 1000;
time3 = Sys_DoubleTime ();
pass2 = (time2 - time1) * 1000;
pass3 = (time3 - time2) * 1000;
Sys_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
pass1 + pass2 + pass3, pass1, pass2, pass3);
}
}
/*
Host_Frame
Runs all active servers
*/
static void
_Host_Frame (float time)
{
static int first = 1;
float sleeptime;
if (setjmp (host_abortserver))
return; // something bad happened, or the
// server disconnected
rand (); // keep the random time dependent
if (cls.demo_capture)
time = 1.0 / 30; //FIXME fixed 30fps atm
// decide the simulation time
if ((sleeptime = Host_FilterTime (time)) != 0) {
// don't run too fast, or packet will flood outs
#ifdef HAVE_USLEEP
if (cl_usleep_cache && sleeptime > 0.002) // minimum sleep time
usleep ((unsigned long) (sleeptime * 1000000 / 2));
#endif
return;
}
if (cls.state != ca_dedicated)
IN_ProcessEvents ();
if (cls.state == ca_dedicated)
Con_ProcessInput ();
GIB_Thread_Execute ();
cmd_source = src_command;
Cbuf_Execute_Stack (host_cbuf);
if (first) {
first = 0;
if (isDedicated) {
if (!sv.active)
Cmd_ExecuteString ("map start", src_command);
if (!sv.active)
Sys_Error ("Could not initialize server");
} else {
Con_NewMap ();
}
CL_UpdateScreen (cl.time);
}
NET_Poll ();
if (sv.active) {
CL_SendCmd ();
Host_ServerFrame ();
}
if (cls.state != ca_dedicated)
Host_ClientFrame ();
else
host_time += host_frametime; //FIXME is this needed? vcr stuff
if (cls.demo_capture) {
tex_t *tex = r_funcs->SCR_CaptureBGR ();
WritePNGqfs (va ("%s/qfmv%06d.png", qfs_gamedir->dir.shots,
cls.demo_capture++),
tex->data, tex->width, tex->height);
free (tex);
}
host_framecount++;
fps_count++;
}
void
Host_Frame (float time)
{
double time1, time2;
static double timetotal;
int i, c, m;
static int timecount;
if (!serverprofile->int_val) {
_Host_Frame (time);
return;
}
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++) {
if (svs.clients[i].active)
c++;
}
Sys_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
}
#define VCR_SIGNATURE 0x56435231
// "VCR1"
static void
Host_InitVCR (quakeparms_t *parms)
{
char *p;
int i, len, n;
if (COM_CheckParm ("-playback")) {
if (com_argc != 2)
Sys_Error ("No other parameters allowed with -playback");
vcrFile = QFS_Open ("quake.vcr", "rbz");
if (!vcrFile)
Sys_Error ("playback file not found");
Qread (vcrFile, &i, sizeof (int));
if (i != VCR_SIGNATURE)
Sys_Error ("Invalid signature in vcr file");
Qread (vcrFile, &com_argc, sizeof (int));
com_argv = malloc (com_argc * sizeof (char *));
SYS_CHECKMEM (com_argv);
com_argv[0] = parms->argv[0];
for (i = 0; i < com_argc; i++) {
Qread (vcrFile, &len, sizeof (int));
p = malloc (len);
SYS_CHECKMEM (p);
Qread (vcrFile, p, len);
com_argv[i + 1] = p;
}
com_argc++; /* add one for arg[0] */
parms->argc = com_argc;
parms->argv = com_argv;
}
if ((n = COM_CheckParm ("-record")) != 0) {
vcrFile = QFS_Open ("quake.vcr", "wb");
i = VCR_SIGNATURE;
Qwrite (vcrFile, &i, sizeof (int));
i = com_argc - 1;
Qwrite (vcrFile, &i, sizeof (int));
for (i = 1; i < com_argc; i++) {
if (i == n) {
len = 10;
Qwrite (vcrFile, &len, sizeof (int));
Qwrite (vcrFile, "-playback", len);
continue;
}
len = strlen (com_argv[i]) + 1;
Qwrite (vcrFile, &len, sizeof (int));
Qwrite (vcrFile, com_argv[i], len);
}
}
}
static int
check_quakerc (void)
{
const char *l, *p;
int ret = 1;
QFile *f;
QFS_FOpenFile ("quake.rc", &f);
if (!f)
return 1;
while ((l = Qgetline (f))) {
if ((p = strstr (l, "stuffcmds"))) {
if (p == l) { // only known case so far
ret = 0;
break;
}
}
}
Qclose (f);
return ret;
}
static void
Host_Init_Memory (void)
{
int mem_parm = COM_CheckParm ("-mem");
int mem_size;
void *mem_base;
if (standard_quake)
minimum_memory = MINIMUM_MEMORY;
else
minimum_memory = MINIMUM_MEMORY_LEVELPAK;
host_mem_size = Cvar_Get ("host_mem_size", "40", CVAR_NONE, NULL,
"Amount of memory (in MB) to allocate for the "
PACKAGE_NAME " heap");
if (mem_parm)
Cvar_Set (host_mem_size, com_argv[mem_parm + 1]);
if (COM_CheckParm ("-minmemory"))
Cvar_SetValue (host_mem_size, minimum_memory / (1024 * 1024.0));
Cvar_SetFlags (host_mem_size, host_mem_size->flags | CVAR_ROM);
mem_size = (int) (host_mem_size->value * 1024 * 1024);
if (mem_size < minimum_memory)
Sys_Error ("Only %4.1f megs of memory reported, can't execute game",
mem_size / (float) 0x100000);
mem_base = malloc (mem_size);
if (!mem_base)
Sys_Error ("Can't allocate %d", mem_size);
Sys_PageIn (mem_base, mem_size);
Memory_Init (mem_base, mem_size);
Sys_Printf ("%4.1f megabyte heap\n", host_mem_size->value);
}
static void
host_keydest_callback (keydest_t kd)
{
host_in_game = kd == key_game;
}
void
Host_Init (void)
{
Sys_Printf ("Host_Init\n");
host_cbuf = Cbuf_New (&id_interp);
cmd_source = src_command;
Sys_Init ();
GIB_Init (true);
COM_ParseConfig ();
Host_Init_Memory ();
PI_Init ();
Game_Init ();
PR_Init_Cvars ();
SV_Progs_Init_Cvars ();
if (!isDedicated)
CL_InitCvars ();
PR_Init ();
if (isDedicated) {
PI_RegisterPlugins (server_plugin_list);
Con_Init ("server");
}
Host_InitVCR (&host_parms);
Host_InitLocal ();
NET_Init ();
Mod_Init ();
Key_KeydestCallback (host_keydest_callback);
SV_Init ();
if (cls.state != ca_dedicated)
CL_Init (host_cbuf);
if (con_module) {
con_module->data->console->realtime = &con_realtime;
con_module->data->console->frametime = &con_frametime;
con_module->data->console->quit = Host_Quit_f;
con_module->data->console->cbuf = host_cbuf;
}
CL_UpdateScreen (cl.time);
CL_UpdateScreen (cl.time);
if (!isDedicated && cl_quakerc->int_val)
Cbuf_InsertText (host_cbuf, "exec quake.rc\n");
Cmd_Exec_File (host_cbuf, fs_usercfg->string, 0);
// reparse the command line for + commands other than set
// (sets still done, but it doesn't matter)
if (isDedicated || (cl_quakerc->int_val && check_quakerc ()))
Cmd_StuffCmds (host_cbuf);
Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
host_hunklevel = Hunk_LowMark ();
Sys_Printf ("\nVersion %s (build %04d)\n\n", PACKAGE_VERSION,
build_number ());
Sys_Printf ("\x80\x81\x81\x82 %s initialized \x80\x81\x81\x82\n",
PACKAGE_NAME);
host_initialized = true;
CL_UpdateScreen (cl.time);
}
/*
Host_Shutdown
FIXME: this is a callback from Sys_Quit and Sys_Error. It would be
better to run quit through here before final handoff to the sys code.
*/
void
Host_Shutdown (void)
{
static qboolean isdown = false;
if (isdown) {
printf ("recursive shutdown\n");
return;
}
isdown = true;
NET_Shutdown ();
if (cls.state != ca_dedicated) {
CL_Shutdown ();
}
Con_Shutdown ();
}