quakeforge/nq/source/host.c

1030 lines
21 KiB
C

/*
host.c
@description@
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "host.h"
#include "r_local.h"
#include "server.h"
#include "view.h"
#include "chase.h"
#include "qargs.h"
#include "cmd.h"
#include "cdaudio.h"
#include "va.h"
#include "sbar.h"
#include "menu.h"
#include "msg.h"
#include "vid.h"
#include "draw.h"
#include "input.h"
#include "keys.h"
#include "console.h"
#include "sys.h"
#include "screen.h"
#include "gib.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.
*/
extern int fps_count;
qboolean msg_suppress_1 = 0;
quakeparms_t host_parms;
qboolean host_initialized; // true if into command execution
double host_frametime;
double host_time;
double realtime; // without any filtering or bounding
double oldrealtime; // last frame run
int host_framecount;
int host_hunklevel;
int minimum_memory;
client_t *host_client; // current client
jmp_buf host_abortserver;
byte *host_basepal;
byte *host_colormap;
cvar_t *fs_globalcfg;
cvar_t *host_framerate;
cvar_t *host_speeds;
cvar_t *sys_ticrate;
cvar_t *serverprofile;
cvar_t *fraglimit;
cvar_t *timelimit;
cvar_t *teamplay;
cvar_t *samelevel;
cvar_t *noexit;
cvar_t *developer;
cvar_t *skill;
cvar_t *deathmatch;
cvar_t *coop;
cvar_t *pausable;
cvar_t *temp1;
/*
================
Host_EndGame
================
*/
void
Host_EndGame (char *message, ...)
{
va_list argptr;
char string[1024];
va_start (argptr, message);
vsnprintf (string, sizeof (string), message, 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);
}
/*
================
Host_Error
This shuts down both the client and server
================
*/
void
Host_Error (char *error, ...)
{
va_list argptr;
char string[1024];
static qboolean inerror = false;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
inerror = true;
SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr, error);
vsnprintf (string, sizeof (string), error, argptr);
va_end (argptr);
Con_Printf ("Host_Error: %s\n", string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s\n", string); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
inerror = false;
longjmp (host_abortserver, 1);
}
/*
================
Host_FindMaxClients
================
*/
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);
}
/*
=======================
Host_InitLocal
======================
*/
void
Host_InitLocal (void)
{
Host_InitCommands ();
host_framerate =
Cvar_Get ("host_framerate", "0", CVAR_NONE, "set for slow motion");
host_speeds =
Cvar_Get ("host_speeds", "0", CVAR_NONE, "set for running times");
sys_ticrate = Cvar_Get ("sys_ticrate", "0.05", CVAR_NONE, "None");
serverprofile = Cvar_Get ("serverprofile", "0", CVAR_NONE, "None");
fraglimit = Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO, "None");
timelimit = Cvar_Get ("timelimit", "0", CVAR_SERVERINFO, "None");
teamplay = Cvar_Get ("teamplay", "0", CVAR_SERVERINFO, "None");
samelevel = Cvar_Get ("samelevel", "0", CVAR_NONE, "None");
noexit = Cvar_Get ("noexit", "0", CVAR_SERVERINFO, "None");
skill = Cvar_Get ("skill", "1", CVAR_NONE, "0 - 3");
developer =
Cvar_Get ("developer", "0", CVAR_NONE, "should be 0 for release!");
deathmatch = Cvar_Get ("deathmatch", "0", CVAR_NONE, "0, 1, or 2");
coop = Cvar_Get ("coop", "0", CVAR_NONE, "0 or 1");
pausable = Cvar_Get ("pausable", "1", CVAR_NONE, "None");
temp1 = Cvar_Get ("temp1", "0", CVAR_NONE, "None");
Host_FindMaxClients ();
host_time = 1.0; // so a think at time 0 won't get
// called
}
/*
===============
Host_WriteConfiguration
Writes key bindings and archived cvars to config.cfg
===============
*/
void
Host_WriteConfiguration (void)
{
QFile *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if (host_initialized & !isDedicated) {
f = Qopen (va ("%s/config.cfg", com_gamedir), "w");
if (!f) {
Con_Printf ("Couldn't write config.cfg.\n");
return;
}
Key_WriteBindings (f);
Cvar_WriteVariables (f);
Qclose (f);
}
}
/*
=================
SV_ClientPrintf
Sends text across to be displayed
FIXME: make this just a stuffed echo?
=================
*/
void
SV_ClientPrintf (char *fmt, ...)
{
va_list argptr;
char string[1024];
va_start (argptr, fmt);
vsnprintf (string, sizeof (string), fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_print);
MSG_WriteString (&host_client->message, string);
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
void
SV_BroadcastPrintf (char *fmt, ...)
{
va_list argptr;
char string[1024];
int i;
va_start (argptr, fmt);
vsnprintf (string, sizeof (string), 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, string);
}
}
/*
=================
Host_ClientCommands
Send text over to the client to be executed
=================
*/
void
Host_ClientCommands (char *fmt, ...)
{
va_list argptr;
char string[1024];
va_start (argptr, fmt);
vsnprintf (string, sizeof (string), fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_stufftext);
MSG_WriteString (&host_client->message, string);
}
/*
=====================
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)
{
int saveSelf;
int i;
client_t *client;
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 = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG (host_client->edict);
PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
pr_global_struct->self = saveSelf;
}
Sys_Printf ("Client %s removed\n", host_client->name);
}
// break the net connection
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 only happens at the end of a game, not between levels
==================
*/
void
Host_ShutdownServer (qboolean crash)
{
int i;
int count;
sizebuf_t buf;
char message[4];
double start;
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);
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++)
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)
{
Con_DPrintf ("Clearing memory\n");
D_FlushCaches ();
Mod_ClearAll ();
if (host_hunklevel)
Hunk_FreeToLowMark (host_hunklevel);
cls.signon = 0;
memset (&sv, 0, sizeof (sv));
memset (&cl, 0, sizeof (cl));
}
//============================================================================
/*
===================
Host_FilterTime
Returns false if the time is too short to run a frame
===================
*/
qboolean
Host_FilterTime (float time)
{
realtime += time;
if (!cls.timedemo && realtime - oldrealtime < 1.0 / 72.0)
return false; // framerate is too high
host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
if (host_framerate->value > 0)
host_frametime = host_framerate->value;
else { // don't allow really long or short
// frames
if (host_frametime > 0.1)
host_frametime = 0.1;
if (host_frametime < 0.001)
host_frametime = 0.001;
}
return true;
}
/*
===================
Host_GetConsoleCommands
Add them exactly as if they had been typed at the console
===================
*/
void
Host_GetConsoleCommands (void)
{
char *cmd;
while (1) {
cmd = Sys_ConsoleInput ();
if (!cmd)
break;
Cbuf_AddText (cmd);
}
}
/*
==================
Host_ServerFrame
==================
*/
#ifdef FPS_20
void
_Host_ServerFrame (void)
{
// run the world state
pr_global_struct->frametime = host_frametime;
// 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 || key_dest == key_game))
SV_Physics ();
}
void
Host_ServerFrame (void)
{
float save_host_frametime;
float temp_host_frametime;
// run the world state
pr_global_struct->frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram ();
// check for new clients
SV_CheckForNewClients ();
temp_host_frametime = save_host_frametime = host_frametime;
while (temp_host_frametime > (1.0 / 72.0)) {
if (temp_host_frametime > 0.05)
host_frametime = 0.05;
else
host_frametime = temp_host_frametime;
temp_host_frametime -= host_frametime;
_Host_ServerFrame ();
}
host_frametime = save_host_frametime;
// send all messages to the clients
SV_SendClientMessages ();
}
#else
void
Host_ServerFrame (void)
{
// run the world state
pr_global_struct->frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram ();
// check for new clients
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 || key_dest == key_game))
SV_Physics ();
// send all messages to the clients
SV_SendClientMessages ();
}
#endif
/*
==================
Host_Frame
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;
if (setjmp (host_abortserver))
return; // something bad happened, or the
// server disconnected
// keep the random time dependent
rand ();
// decide the simulation time
if (!Host_FilterTime (time))
return; // don't run too fast, or packets
// will flood out
// get new key events
IN_SendKeyEvents ();
// allow mice or other external controllers to add commands
IN_Commands ();
// process console commands
Cbuf_Execute ();
NET_Poll ();
// if running the server locally, make intentions now
if (sv.active)
CL_SendCmd ();
//-------------------
//
// server operations
//
//-------------------
// check for commands typed to the host
Host_GetConsoleCommands ();
if (sv.active)
Host_ServerFrame ();
//-------------------
//
// client operations
//
//-------------------
// 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 ();
SCR_UpdateScreen ();
if (host_speeds->int_val)
time2 = Sys_DoubleTime ();
// update audio
if (cls.signon == SIGNONS) {
S_Update (r_origin, vpn, vright, vup);
CL_DecayLights ();
} else
S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
CDAudio_Update ();
if (host_speeds->int_val) {
pass1 = (time1 - time3) * 1000;
time3 = Sys_DoubleTime ();
pass2 = (time2 - time1) * 1000;
pass3 = (time3 - time2) * 1000;
Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
pass1 + pass2 + pass3, pass1, pass2, pass3);
}
host_framecount++;
fps_count++;
}
void
Host_Frame (float time)
{
double time1, time2;
static double timetotal;
static int timecount;
int i, c, m;
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++;
}
Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
}
//============================================================================
extern int vcrFile;
#define VCR_SIGNATURE 0x56435231
// "VCR1"
void
Host_InitVCR (quakeparms_t *parms)
{
int i, len, n;
char *p;
if (COM_CheckParm ("-playback")) {
if (com_argc != 2)
Sys_Error ("No other parameters allowed with -playback\n");
Sys_FileOpenRead ("quake.vcr", &vcrFile);
if (vcrFile == -1)
Sys_Error ("playback file not found\n");
Sys_FileRead (vcrFile, &i, sizeof (int));
if (i != VCR_SIGNATURE)
Sys_Error ("Invalid signature in vcr file\n");
Sys_FileRead (vcrFile, &com_argc, sizeof (int));
com_argv = malloc (com_argc * sizeof (char *));
com_argv[0] = parms->argv[0];
for (i = 0; i < com_argc; i++) {
Sys_FileRead (vcrFile, &len, sizeof (int));
p = malloc (len);
Sys_FileRead (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 = Sys_FileOpenWrite ("quake.vcr");
i = VCR_SIGNATURE;
Sys_FileWrite (vcrFile, &i, sizeof (int));
i = com_argc - 1;
Sys_FileWrite (vcrFile, &i, sizeof (int));
for (i = 1; i < com_argc; i++) {
if (i == n) {
len = 10;
Sys_FileWrite (vcrFile, &len, sizeof (int));
Sys_FileWrite (vcrFile, "-playback", len);
continue;
}
len = strlen (com_argv[i]) + 1;
Sys_FileWrite (vcrFile, &len, sizeof (int));
Sys_FileWrite (vcrFile, com_argv[i], len);
}
}
}
/*
====================
Host_Init
====================
*/
void
Host_Init (quakeparms_t *parms)
{
if (standard_quake)
minimum_memory = MINIMUM_MEMORY;
else
minimum_memory = MINIMUM_MEMORY_LEVELPAK;
if (COM_CheckParm ("-minmemory"))
parms->memsize = minimum_memory;
host_parms = *parms;
if (parms->memsize < minimum_memory)
Sys_Error ("Only %4.1fMB of memory available, can't execute game",
parms->memsize / (float) 0x100000);
com_argc = parms->argc;
com_argv = parms->argv;
Cvar_Init_Hash ();
Cmd_Init_Hash ();
Memory_Init (parms->membase, parms->memsize);
Cvar_Init ();
CL_InitCvars ();
Cbuf_Init ();
Cmd_Init ();
GIB_Init ();
Game_Init ();
// execute +set as early as possible
Cmd_StuffCmds_f ();
Cbuf_Execute_Sets ();
// execute the global configuration file if it exists
// would have been nice if Cmd_Exec_f could have been used, but it
// only reads from within the quake file system, and changing that is
// probably Not A Good Thing (tm).
fs_globalcfg = Cvar_Get ("fs_globalcfg", FS_GLOBALCFG,
CVAR_ROM, "global configuration file");
Cmd_Exec_File (fs_globalcfg->string);
Cbuf_Execute_Sets ();
IN_Init_Cvars ();
VID_Init_Cvars ();
Cmd_StuffCmds_f ();
Cbuf_Execute_Sets ();
V_Init ();
SCR_InitCvars ();
VID_Init_Cvars ();
COM_Init ();
// reparse the command line for + commands other than set
// (sets still done, but it doesn't matter)
Cmd_StuffCmds_f ();
Cbuf_Execute ();
Chase_Init ();
Host_InitVCR (parms);
Host_InitLocal ();
W_LoadWadFile ("gfx.wad");
Key_Init_Cvars ();
Con_Init_Cvars ();
Key_Init ();
Con_Init ();
M_Init ();
PR_Init ();
Mod_Init ();
NET_Init ();
SV_Init ();
Con_Printf ("Exe: " __TIME__ " " __DATE__ "\n");
Con_Printf ("%4.1f megabyte heap\n", parms->memsize / (1024 * 1024.0));
R_InitTextures (); // needed even for dedicated servers
if (cls.state != ca_dedicated) {
host_basepal = (byte *) COM_LoadHunkFile ("gfx/palette.lmp");
if (!host_basepal)
Sys_Error ("Couldn't load gfx/palette.lmp");
host_basepal[765] = host_basepal[766] = host_basepal[767] = 0; // LordHavoc:
//
// force
// the
// transparent
// color
// to
// black
host_colormap = (byte *) COM_LoadHunkFile ("gfx/colormap.lmp");
if (!host_colormap)
Sys_Error ("Couldn't load gfx/colormap.lmp");
VID_Init (host_basepal);
IN_Init ();
Draw_Init ();
SCR_Init ();
R_Init ();
S_Init ();
CDAudio_Init ();
Sbar_Init ();
CL_Init ();
}
Cbuf_InsertText ("exec quake.rc\n");
Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
host_hunklevel = Hunk_LowMark ();
host_initialized = true;
Sys_Printf ("========Quake Initialized=========\n");
}
/*
===============
Host_Shutdown
FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void
Host_Shutdown (void)
{
static qboolean isdown = false;
if (isdown) {
printf ("recursive shutdown\n");
return;
}
isdown = true;
// keep Con_Printf from trying to update the screen
scr_disabled_for_loading = true;
Host_WriteConfiguration ();
CDAudio_Shutdown ();
NET_Shutdown ();
S_Shutdown ();
IN_Shutdown ();
if (cls.state != ca_dedicated) {
VID_Shutdown ();
}
}