2019-05-30 05:57:57 +00:00
/*
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 the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// host.c -- coordinates spawning and killing of local servers
# include "quakedef.h"
# include <time.h>
# include <stdbool.h>
# include "libcurl.h"
# include "cdaudio.h"
# include "cl_video.h"
# include "progsvm.h"
# include "csprogs.h"
# include "sv_demo.h"
# include "snd_main.h"
# include "thread.h"
# include "utf8lib.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 .
*/
// how many frames have occurred
// (checked by Host_Error and Host_SaveConfig_f)
int host_framecount = 0 ;
// LordHavoc: set when quit is executed
qboolean host_shuttingdown = false ;
// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
double realtime ;
// the main loop wall time for this frame
double host_dirtytime ;
// current client
client_t * host_client ;
jmp_buf host_abortframe ;
extern int r_stereo_side ;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = { 0 , " host_framerate " , " 0 " , " locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed " } ;
cvar_t cl_maxphysicsframesperserverframe = { 0 , " cl_maxphysicsframesperserverframe " , " 10 " , " maximum number of physics frames per server frame " } ;
// shows time used by certain subsystems
cvar_t host_speeds = { 0 , " host_speeds " , " 0 " , " reports how much time is used in server/graphics/sound " } ;
cvar_t host_maxwait = { 0 , " host_maxwait " , " 1000 " , " maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times. " } ;
cvar_t cl_minfps = { CVAR_SAVE , " cl_minfps " , " 40 " , " minimum fps target - while the rendering performance is below this, it will drift toward lower quality " } ;
cvar_t cl_minfps_fade = { CVAR_SAVE , " cl_minfps_fade " , " 1 " , " how fast the quality adapts to varying framerate " } ;
cvar_t cl_minfps_qualitymax = { CVAR_SAVE , " cl_minfps_qualitymax " , " 1 " , " highest allowed drawdistance multiplier " } ;
cvar_t cl_minfps_qualitymin = { CVAR_SAVE , " cl_minfps_qualitymin " , " 0.25 " , " lowest allowed drawdistance multiplier " } ;
cvar_t cl_minfps_qualitymultiply = { CVAR_SAVE , " cl_minfps_qualitymultiply " , " 0.2 " , " multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time) " } ;
cvar_t cl_minfps_qualityhysteresis = { CVAR_SAVE , " cl_minfps_qualityhysteresis " , " 0.05 " , " reduce all quality increments by this to reduce flickering " } ;
cvar_t cl_minfps_qualitystepmax = { CVAR_SAVE , " cl_minfps_qualitystepmax " , " 0.1 " , " maximum quality change in a single frame " } ;
cvar_t cl_minfps_force = { 0 , " cl_minfps_force " , " 0 " , " also apply quality reductions in timedemo/capturevideo " } ;
cvar_t cl_maxfps = { CVAR_SAVE , " cl_maxfps " , " 0 " , " maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs) " } ;
cvar_t cl_maxfps_alwayssleep = { 0 , " cl_maxfps_alwayssleep " , " 1 " , " gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0 " } ;
cvar_t cl_maxidlefps = { CVAR_SAVE , " cl_maxidlefps " , " 20 " , " maximum fps cap when the game is not the active window (makes cpu time available to other programs " } ;
cvar_t developer = { CVAR_SAVE , " developer " , " 0 " , " shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages " } ;
cvar_t developer_extra = { 0 , " developer_extra " , " 0 " , " prints additional debugging messages, often very verbose! " } ;
cvar_t developer_insane = { 0 , " developer_insane " , " 0 " , " prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended! " } ;
cvar_t developer_loadfile = { 0 , " developer_loadfile " , " 0 " , " prints name and size of every file loaded via the FS_LoadFile function (which is almost everything) " } ;
cvar_t developer_loading = { 0 , " developer_loading " , " 0 " , " prints information about files as they are loaded or unloaded successfully " } ;
cvar_t developer_entityparsing = { 0 , " developer_entityparsing " , " 0 " , " prints detailed network entities information each time a packet is received " } ;
cvar_t timestamps = { CVAR_SAVE , " timestamps " , " 0 " , " prints timestamps on console messages " } ;
cvar_t timeformat = { CVAR_SAVE , " timeformat " , " [%Y-%m-%d %H:%M:%S] " , " time format to use on timestamped console messages " } ;
cvar_t sessionid = { CVAR_READONLY , " sessionid " , " " , " ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.) " } ;
cvar_t locksession = { 0 , " locksession " , " 0 " , " Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure " } ;
/*
= = = = = = = = = = = = = = = =
Host_AbortCurrentFrame
aborts the current host frame and goes on with the next one
= = = = = = = = = = = = = = = =
*/
void Host_AbortCurrentFrame ( void ) DP_FUNC_NORETURN ;
void Host_AbortCurrentFrame ( void )
{
// in case we were previously nice, make us mean again
Sys_MakeProcessMean ( ) ;
longjmp ( host_abortframe , 1 ) ;
}
/*
= = = = = = = = = = = = = = = =
Host_Error
This shuts down both the client and server
= = = = = = = = = = = = = = = =
*/
void Host_Error ( const char * error , . . . )
{
static char hosterrorstring1 [ MAX_INPUTLINE ] ; // THREAD UNSAFE
static char hosterrorstring2 [ MAX_INPUTLINE ] ; // THREAD UNSAFE
static qboolean hosterror = false ;
va_list argptr ;
// turn off rcon redirect if it was active when the crash occurred
// to prevent loops when it is a networking problem
Con_Rcon_Redirect_Abort ( ) ;
va_start ( argptr , error ) ;
dpvsnprintf ( hosterrorstring1 , sizeof ( hosterrorstring1 ) , error , argptr ) ;
va_end ( argptr ) ;
Con_Printf ( " Host_Error: %s \n " , hosterrorstring1 ) ;
// LordHavoc: if crashing very early, or currently shutting down, do
// Sys_Error instead
if ( host_framecount < 3 | | host_shuttingdown )
Sys_Error ( " Host_Error: %s " , hosterrorstring1 ) ;
if ( hosterror )
Sys_Error ( " Host_Error: recursively entered (original error was: %s new error is: %s) " , hosterrorstring2 , hosterrorstring1 ) ;
hosterror = true ;
strlcpy ( hosterrorstring2 , hosterrorstring1 , sizeof ( hosterrorstring2 ) ) ;
CL_Parse_DumpPacket ( ) ;
CL_Parse_ErrorCleanUp ( ) ;
//PR_Crash();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
PRVM_Crash ( SVVM_prog ) ;
PRVM_Crash ( CLVM_prog ) ;
PRVM_Crash ( MVM_prog ) ;
cl . csqc_loaded = false ;
Cvar_SetValueQuick ( & csqc_progcrc , - 1 ) ;
Cvar_SetValueQuick ( & csqc_progsize , - 1 ) ;
SV_LockThreadMutex ( ) ;
Host_ShutdownServer ( ) ;
SV_UnlockThreadMutex ( ) ;
if ( cls . state = = ca_dedicated )
Sys_Error ( " Host_Error: %s " , hosterrorstring2 ) ; // dedicated servers exit
CL_Disconnect ( ) ;
cls . demonum = - 1 ;
hosterror = false ;
Host_AbortCurrentFrame ( ) ;
}
static void Host_ServerOptions ( void )
{
int i ;
// general default
svs . maxclients = 8 ;
// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
// if no client is in the executable or -dedicated is specified on
// commandline, start a dedicated server
i = COM_CheckParm ( " -dedicated " ) ;
if ( i | | ! cl_available )
{
cls . state = ca_dedicated ;
// check for -dedicated specifying how many players
if ( i & & i + 1 < com_argc & & atoi ( com_argv [ i + 1 ] ) > = 1 )
svs . maxclients = atoi ( com_argv [ i + 1 ] ) ;
if ( COM_CheckParm ( " -listen " ) )
Con_Printf ( " Only one of -dedicated or -listen can be specified \n " ) ;
// default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
Cvar_SetValue ( " sv_public " , 1 ) ;
}
else if ( cl_available )
{
// client exists and not dedicated, check if -listen is specified
cls . state = ca_disconnected ;
i = COM_CheckParm ( " -listen " ) ;
if ( i )
{
// default players unless specified
if ( i + 1 < com_argc & & atoi ( com_argv [ i + 1 ] ) > = 1 )
svs . maxclients = atoi ( com_argv [ i + 1 ] ) ;
}
else
{
// default players in some games, singleplayer in most
if ( gamemode ! = GAME_GOODVSBAD2 & & gamemode ! = GAME_NEXUIZ & & gamemode ! = GAME_XONOTIC & & gamemode ! = GAME_BATTLEMECH )
svs . maxclients = 1 ;
}
}
svs . maxclients = svs . maxclients_next = bound ( 1 , svs . maxclients , MAX_SCOREBOARD ) ;
svs . clients = ( client_t * ) Mem_Alloc ( sv_mempool , sizeof ( client_t ) * svs . maxclients ) ;
if ( svs . maxclients > 1 & & ! deathmatch . integer & & ! coop . integer )
Cvar_SetValueQuick ( & deathmatch , 1 ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = =
Host_InitLocal
= = = = = = = = = = = = = = = = = = = = = =
*/
void Host_SaveConfig_f ( void ) ;
void Host_LoadConfig_f ( void ) ;
extern cvar_t sv_writepicture_quality ;
extern cvar_t r_texture_jpeg_fastpicmip ;
static void Host_InitLocal ( void )
{
Cmd_AddCommand ( " saveconfig " , Host_SaveConfig_f , " save settings to config.cfg (or a specified filename) immediately (also automatic when quitting) " ) ;
Cmd_AddCommand ( " loadconfig " , Host_LoadConfig_f , " reset everything and reload configs " ) ;
Cvar_RegisterVariable ( & cl_maxphysicsframesperserverframe ) ;
Cvar_RegisterVariable ( & host_framerate ) ;
Cvar_RegisterVariable ( & host_speeds ) ;
Cvar_RegisterVariable ( & host_maxwait ) ;
Cvar_RegisterVariable ( & cl_minfps ) ;
Cvar_RegisterVariable ( & cl_minfps_fade ) ;
Cvar_RegisterVariable ( & cl_minfps_qualitymax ) ;
Cvar_RegisterVariable ( & cl_minfps_qualitymin ) ;
Cvar_RegisterVariable ( & cl_minfps_qualitystepmax ) ;
Cvar_RegisterVariable ( & cl_minfps_qualityhysteresis ) ;
Cvar_RegisterVariable ( & cl_minfps_qualitymultiply ) ;
Cvar_RegisterVariable ( & cl_minfps_force ) ;
Cvar_RegisterVariable ( & cl_maxfps ) ;
Cvar_RegisterVariable ( & cl_maxfps_alwayssleep ) ;
Cvar_RegisterVariable ( & cl_maxidlefps ) ;
Cvar_RegisterVariable ( & developer ) ;
Cvar_RegisterVariable ( & developer_extra ) ;
Cvar_RegisterVariable ( & developer_insane ) ;
Cvar_RegisterVariable ( & developer_loadfile ) ;
Cvar_RegisterVariable ( & developer_loading ) ;
Cvar_RegisterVariable ( & developer_entityparsing ) ;
Cvar_RegisterVariable ( & timestamps ) ;
Cvar_RegisterVariable ( & timeformat ) ;
Cvar_RegisterVariable ( & sv_writepicture_quality ) ;
Cvar_RegisterVariable ( & r_texture_jpeg_fastpicmip ) ;
}
/*
= = = = = = = = = = = = = = =
Host_SaveConfig_f
Writes key bindings and archived cvars to config . cfg
= = = = = = = = = = = = = = =
*/
static void Host_SaveConfig_to ( const char * file )
{
qfile_t * f ;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
// LordHavoc: don't save a config if it crashed in startup
if ( host_framecount > = 3 & & cls . state ! = ca_dedicated & & ! COM_CheckParm ( " -benchmark " ) & & ! COM_CheckParm ( " -capturedemo " ) )
{
f = FS_OpenRealFile ( file , " wb " , false ) ;
if ( ! f )
{
Con_Printf ( " Couldn't write %s. \n " , file ) ;
return ;
}
Key_WriteBindings ( f ) ;
Cvar_WriteVariables ( f ) ;
FS_Close ( f ) ;
}
}
void Host_SaveConfig ( void )
{
Host_SaveConfig_to ( CONFIGFILENAME ) ;
}
void Host_SaveConfig_f ( void )
{
const char * file = CONFIGFILENAME ;
if ( Cmd_Argc ( ) > = 2 ) {
file = Cmd_Argv ( 1 ) ;
Con_Printf ( " Saving to %s \n " , file ) ;
}
Host_SaveConfig_to ( file ) ;
}
static void Host_AddConfigText ( void )
{
// set up the default startmap_sp and startmap_dm aliases (mods can
// override these) and then execute the quake.rc startup script
if ( gamemode = = GAME_NEHAHRA )
Cbuf_InsertText ( " alias startmap_sp \" map nehstart \" \n alias startmap_dm \" map nehstart \" \n exec " STARTCONFIGFILENAME " \n " ) ;
else if ( gamemode = = GAME_TRANSFUSION )
Cbuf_InsertText ( " alias startmap_sp \" map e1m1 \" \n " " alias startmap_dm \" map bb1 \" \n exec " STARTCONFIGFILENAME " \n " ) ;
else if ( gamemode = = GAME_TEU )
Cbuf_InsertText ( " alias startmap_sp \" map start \" \n alias startmap_dm \" map start \" \n exec teu.rc \n " ) ;
else
Cbuf_InsertText ( " alias startmap_sp \" map start \" \n alias startmap_dm \" map start \" \n exec " STARTCONFIGFILENAME " \n " ) ;
}
/*
= = = = = = = = = = = = = = =
Host_LoadConfig_f
Resets key bindings and cvars to defaults and then reloads scripts
= = = = = = = = = = = = = = =
*/
void Host_LoadConfig_f ( void )
{
// reset all cvars, commands and aliases to init values
Cmd_RestoreInitState ( ) ;
// prepend a menu restart command to execute after the config
Cbuf_InsertText ( " \n menu_restart \n " ) ;
// reset cvars to their defaults, and then exec startup scripts again
Host_AddConfigText ( ) ;
}
/*
= = = = = = = = = = = = = = = = =
SV_ClientPrint
Sends text across to be displayed
FIXME : make this just a stuffed echo ?
= = = = = = = = = = = = = = = = =
*/
void SV_ClientPrint ( const char * msg )
{
if ( host_client - > netconnection )
{
MSG_WriteByte ( & host_client - > netconnection - > message , svc_print ) ;
MSG_WriteString ( & host_client - > netconnection - > message , msg ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
SV_ClientPrintf
Sends text across to be displayed
FIXME : make this just a stuffed echo ?
= = = = = = = = = = = = = = = = =
*/
void SV_ClientPrintf ( const char * fmt , . . . )
{
va_list argptr ;
char msg [ MAX_INPUTLINE ] ;
va_start ( argptr , fmt ) ;
dpvsnprintf ( msg , sizeof ( msg ) , fmt , argptr ) ;
va_end ( argptr ) ;
SV_ClientPrint ( msg ) ;
}
/*
= = = = = = = = = = = = = = = = =
SV_BroadcastPrint
Sends text to all active clients
= = = = = = = = = = = = = = = = =
*/
void SV_BroadcastPrint ( const char * msg )
{
int i ;
client_t * client ;
for ( i = 0 , client = svs . clients ; i < svs . maxclients ; i + + , client + + )
{
if ( client - > active & & client - > netconnection )
{
MSG_WriteByte ( & client - > netconnection - > message , svc_print ) ;
MSG_WriteString ( & client - > netconnection - > message , msg ) ;
}
}
if ( sv_echobprint . integer & & cls . state = = ca_dedicated )
Con_Print ( msg ) ;
}
/*
= = = = = = = = = = = = = = = = =
SV_BroadcastPrintf
Sends text to all active clients
= = = = = = = = = = = = = = = = =
*/
void SV_BroadcastPrintf ( const char * fmt , . . . )
{
va_list argptr ;
char msg [ MAX_INPUTLINE ] ;
va_start ( argptr , fmt ) ;
dpvsnprintf ( msg , sizeof ( msg ) , fmt , argptr ) ;
va_end ( argptr ) ;
SV_BroadcastPrint ( msg ) ;
}
/*
= = = = = = = = = = = = = = = = =
Host_ClientCommands
Send text over to the client to be executed
= = = = = = = = = = = = = = = = =
*/
void Host_ClientCommands ( const char * fmt , . . . )
{
va_list argptr ;
char string [ MAX_INPUTLINE ] ;
if ( ! host_client - > netconnection )
return ;
va_start ( argptr , fmt ) ;
dpvsnprintf ( string , sizeof ( string ) , fmt , argptr ) ;
va_end ( argptr ) ;
MSG_WriteByte ( & host_client - > netconnection - > message , svc_stufftext ) ;
MSG_WriteString ( & host_client - > netconnection - > 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 )
{
prvm_prog_t * prog = SVVM_prog ;
int i ;
Con_Printf ( " Client \" %s \" dropped \n " , host_client - > name ) ;
SV_StopDemoRecording ( host_client ) ;
// make sure edict is not corrupt (from a level change for example)
host_client - > edict = PRVM_EDICT_NUM ( host_client - svs . clients + 1 ) ;
if ( host_client - > netconnection )
{
// tell the client to be gone
if ( ! crash )
{
// LordHavoc: no opportunity for resending, so use unreliable 3 times
unsigned char bufdata [ 8 ] ;
sizebuf_t buf ;
memset ( & buf , 0 , sizeof ( buf ) ) ;
buf . data = bufdata ;
buf . maxsize = sizeof ( bufdata ) ;
MSG_WriteByte ( & buf , svc_disconnect ) ;
NetConn_SendUnreliableMessage ( host_client - > netconnection , & buf , sv . protocol , 10000 , false ) ;
NetConn_SendUnreliableMessage ( host_client - > netconnection , & buf , sv . protocol , 10000 , false ) ;
NetConn_SendUnreliableMessage ( host_client - > netconnection , & buf , sv . protocol , 10000 , false ) ;
}
}
// call qc ClientDisconnect function
// LordHavoc: don't call QC if server is dead (avoids recursive
// Host_Error in some mods when they run out of edicts)
if ( host_client - > clientconnectcalled & & sv . active & & host_client - > edict )
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
int saveSelf = PRVM_serverglobaledict ( self ) ;
host_client - > clientconnectcalled = false ;
PRVM_serverglobalfloat ( time ) = sv . time ;
PRVM_serverglobaledict ( self ) = PRVM_EDICT_TO_PROG ( host_client - > edict ) ;
prog - > ExecuteProgram ( prog , PRVM_serverfunction ( ClientDisconnect ) , " QC function ClientDisconnect is missing " ) ;
PRVM_serverglobaledict ( self ) = saveSelf ;
}
if ( host_client - > netconnection )
{
// break the net connection
NetConn_Close ( host_client - > netconnection ) ;
host_client - > netconnection = NULL ;
}
// if a download is active, close it
if ( host_client - > download_file )
{
Con_DPrintf ( " Download of %s aborted when %s dropped \n " , host_client - > download_name , host_client - > name ) ;
FS_Close ( host_client - > download_file ) ;
host_client - > download_file = NULL ;
host_client - > download_name [ 0 ] = 0 ;
host_client - > download_expectedposition = 0 ;
host_client - > download_started = false ;
}
// remove leaving player from scoreboard
host_client - > name [ 0 ] = 0 ;
host_client - > colors = 0 ;
host_client - > frags = 0 ;
// send notification to all clients
// get number of client manually just to make sure we get it right...
i = host_client - svs . clients ;
MSG_WriteByte ( & sv . reliable_datagram , svc_updatename ) ;
MSG_WriteByte ( & sv . reliable_datagram , i ) ;
MSG_WriteString ( & sv . reliable_datagram , host_client - > name ) ;
MSG_WriteByte ( & sv . reliable_datagram , svc_updatecolors ) ;
MSG_WriteByte ( & sv . reliable_datagram , i ) ;
MSG_WriteByte ( & sv . reliable_datagram , host_client - > colors ) ;
MSG_WriteByte ( & sv . reliable_datagram , svc_updatefrags ) ;
MSG_WriteByte ( & sv . reliable_datagram , i ) ;
MSG_WriteShort ( & sv . reliable_datagram , host_client - > frags ) ;
// free the client now
if ( host_client - > entitydatabase )
EntityFrame_FreeDatabase ( host_client - > entitydatabase ) ;
if ( host_client - > entitydatabase4 )
EntityFrame4_FreeDatabase ( host_client - > entitydatabase4 ) ;
if ( host_client - > entitydatabase5 )
EntityFrame5_FreeDatabase ( host_client - > entitydatabase5 ) ;
if ( sv . active )
{
// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
PRVM_ED_ClearEdict ( prog , host_client - > edict ) ;
}
// clear the client struct (this sets active to false)
memset ( host_client , 0 , sizeof ( * host_client ) ) ;
// update server listing on the master because player count changed
// (which the master uses for filtering empty/full servers)
NetConn_Heartbeat ( 1 ) ;
if ( sv . loadgame )
{
for ( i = 0 ; i < svs . maxclients ; i + + )
if ( svs . clients [ i ] . active & & ! svs . clients [ i ] . spawned )
break ;
if ( i = = svs . maxclients )
{
Con_Printf ( " Loaded game, everyone rejoined - unpausing \n " ) ;
sv . paused = sv . loadgame = false ; // we're basically done with loading now
}
}
}
/*
= = = = = = = = = = = = = = = = = =
Host_ShutdownServer
This only happens at the end of a game , not between levels
= = = = = = = = = = = = = = = = = =
*/
void Host_ShutdownServer ( void )
{
prvm_prog_t * prog = SVVM_prog ;
int i ;
Con_DPrintf ( " Host_ShutdownServer \n " ) ;
if ( ! sv . active )
return ;
NetConn_Heartbeat ( 2 ) ;
NetConn_Heartbeat ( 2 ) ;
// make sure all the clients know we're disconnecting
World_End ( & sv . world ) ;
if ( prog - > loaded )
{
if ( PRVM_serverfunction ( SV_Shutdown ) )
{
func_t s = PRVM_serverfunction ( SV_Shutdown ) ;
PRVM_serverglobalfloat ( time ) = sv . time ;
PRVM_serverfunction ( SV_Shutdown ) = 0 ; // prevent it from getting called again
prog - > ExecuteProgram ( prog , s , " SV_Shutdown() required " ) ;
}
}
for ( i = 0 , host_client = svs . clients ; i < svs . maxclients ; i + + , host_client + + )
if ( host_client - > active )
SV_DropClient ( false ) ; // server shutdown
NetConn_CloseServerPorts ( ) ;
sv . active = false ;
//
// clear structures
//
memset ( & sv , 0 , sizeof ( sv ) ) ;
memset ( svs . clients , 0 , svs . maxclients * sizeof ( client_t ) ) ;
cl . islocalgame = false ;
}
//============================================================================
/*
= = = = = = = = = = = = = = = = = = =
Host_GetConsoleCommands
Add them exactly as if they had been typed at the console
= = = = = = = = = = = = = = = = = = =
*/
static void Host_GetConsoleCommands ( void )
{
char * cmd ;
while ( 1 )
{
cmd = Sys_ConsoleInput ( ) ;
if ( ! cmd )
break ;
Cbuf_AddText ( cmd ) ;
}
}
/*
= = = = = = = = = = = = = = = = = =
Host_TimeReport
Returns a time report string , for example for
= = = = = = = = = = = = = = = = = =
*/
const char * Host_TimingReport ( char * buf , size_t buflen )
{
return va ( buf , buflen , " %.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms " , svs . perf_cpuload * 100 , svs . perf_lost * 100 , svs . perf_offset_avg * 1000 , svs . perf_offset_max * 1000 , svs . perf_offset_sdev * 1000 ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Host_Frame
Runs all active servers
= = = = = = = = = = = = = = = = = =
*/
static void Host_Init ( void ) ;
2020-12-10 21:00:15 +00:00
float GetSysTicrate ( ) ;
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double time1 = 0 ;
double time2 = 0 ;
double time3 = 0 ;
double cl_timer = 0 , sv_timer = 0 ;
double clframetime , deltacleantime , olddirtytime , dirtytime ;
double wait ;
int pass1 , pass2 , pass3 , i ;
char vabuf [ 1024 ] ;
qboolean playing ;
void Host_BeginFrame ( bool stopTime )
{
if ( setjmp ( host_abortframe ) )
{
SCR_ClearLoadingScreen ( false ) ;
return ;
}
if ( ! stopTime ) {
olddirtytime = host_dirtytime ;
dirtytime = Sys_DirtyTime ( ) ;
deltacleantime = dirtytime - olddirtytime ;
if ( deltacleantime < 0 ) {
// warn if it's significant
if ( deltacleantime < - 0.01 )
Con_Printf (
" Host_Mingled: time stepped backwards (went from %f to %f, difference %f) \n " ,
olddirtytime , dirtytime , deltacleantime ) ;
deltacleantime = 0 ;
} else if ( deltacleantime > = 1800 ) {
Con_Printf (
" Host_Mingled: time stepped forward (went from %f to %f, difference %f) \n " ,
olddirtytime , dirtytime , deltacleantime ) ;
deltacleantime = 0 ;
}
realtime + = deltacleantime ;
host_dirtytime = dirtytime ;
cl_timer + = deltacleantime ;
sv_timer + = deltacleantime ;
if ( ! svs . threaded ) {
svs . perf_acc_realtime + = deltacleantime ;
// Look for clients who have spawned
playing = false ;
for ( i = 0 , host_client = svs . clients ; i < svs . maxclients ; i + + , host_client + + )
if ( host_client - > begun )
if ( host_client - > netconnection )
playing = true ;
if ( sv . time < 10 ) {
// don't accumulate time for the first 10 seconds of a match
// so things can settle
svs . perf_acc_realtime = svs . perf_acc_sleeptime = svs . perf_acc_lost = svs . perf_acc_offset = svs . perf_acc_offset_squared = svs . perf_acc_offset_max = svs . perf_acc_offset_samples = 0 ;
} else if ( svs . perf_acc_realtime > 5 ) {
svs . perf_cpuload = 1 - svs . perf_acc_sleeptime / svs . perf_acc_realtime ;
svs . perf_lost = svs . perf_acc_lost / svs . perf_acc_realtime ;
if ( svs . perf_acc_offset_samples > 0 ) {
svs . perf_offset_max = svs . perf_acc_offset_max ;
svs . perf_offset_avg = svs . perf_acc_offset / svs . perf_acc_offset_samples ;
svs . perf_offset_sdev = sqrt (
svs . perf_acc_offset_squared / svs . perf_acc_offset_samples -
svs . perf_offset_avg * svs . perf_offset_avg ) ;
}
if ( svs . perf_lost > 0 & & developer_extra . integer )
if ( playing ) // only complain if anyone is looking
Con_DPrintf ( " Server can't keep up: %s \n " ,
Host_TimingReport ( vabuf , sizeof ( vabuf ) ) ) ;
svs . perf_acc_realtime = svs . perf_acc_sleeptime = svs . perf_acc_lost = svs . perf_acc_offset = svs . perf_acc_offset_squared = svs . perf_acc_offset_max = svs . perf_acc_offset_samples = 0 ;
}
}
}
if ( slowmo . value < 0.00001 & & slowmo . value ! = 0 )
Cvar_SetValue ( " slowmo " , 0 ) ;
if ( host_framerate . value < 0.00001 & & host_framerate . value ! = 0 )
Cvar_SetValue ( " host_framerate " , 0 ) ;
// keep the random time dependent, but not when playing demos/benchmarking
if ( ! * sv_random_seed . string & & ! cls . demoplayback )
rand ( ) ;
// get new key events
Key_EventQueue_Unblock ( ) ;
SndSys_SendKeyEvents ( ) ;
Sys_SendKeyEvents ( ) ;
NetConn_UpdateSockets ( ) ;
Log_DestBuffer_Flush ( ) ;
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
if ( sv . active & & ! svs . threaded )
NetConn_ServerFrame ( ) ;
Curl_Run ( ) ;
// check for commands typed to the host
Host_GetConsoleCommands ( ) ;
// when a server is running we only execute console commands on server frames
// (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
// otherwise we execute them on client frames
if ( sv . active ? sv_timer > 0 : cl_timer > 0 )
{
// process console commands
// R_TimeReport("preconsole");
CL_VM_PreventInformationLeaks ( ) ;
Cbuf_Frame ( ) ;
// R_TimeReport("console");
}
//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
// if the accumulators haven't become positive yet, wait a while
if ( cls . state = = ca_dedicated )
wait = sv_timer * - 1000000.0 ;
else if ( ! sv . active | | svs . threaded )
wait = cl_timer * - 1000000.0 ;
else
wait = max ( cl_timer , sv_timer ) * - 1000000.0 ;
if ( ! cls . timedemo & & wait > = 1 )
{
double time0 , delta ;
if ( host_maxwait . value < = 0 )
wait = min ( wait , 1000000.0 ) ;
else
wait = min ( wait , host_maxwait . value * 1000.0 ) ;
if ( wait < 1 )
wait = 1 ; // because we cast to int
time0 = Sys_DirtyTime ( ) ;
if ( sv_checkforpacketsduringsleep . integer & & ! sys_usenoclockbutbenchmark . integer & & ! svs . threaded )
NetConn_SleepMicroseconds ( ( int ) wait ) ;
else
Sys_Sleep ( ( int ) wait ) ;
delta = Sys_DirtyTime ( ) - time0 ;
if ( delta < 0 | | delta > = 1800 ) delta = 0 ;
if ( ! svs . threaded )
svs . perf_acc_sleeptime + = delta ;
// R_TimeReport("sleep");
return ;
}
// limit the frametime steps to no more than 100ms each
if ( cl_timer > 0.1 )
cl_timer = 0.1 ;
if ( sv_timer > 0.1 )
{
if ( ! svs . threaded )
svs . perf_acc_lost + = ( sv_timer - 0.1 ) ;
sv_timer = 0.1 ;
}
R_TimeReport ( " --- " ) ;
//-------------------
//
// server operations
//
//-------------------
// limit the frametime steps to no more than 100ms each
if ( sv . active & & sv_timer > 0 & & ! svs . threaded )
{
// execute one or more server frames, with an upper limit on how much
// execution time to spend on server frames to avoid freezing the game if
// the server is overloaded, this execution time limit means the game will
// slow down if the server is taking too long.
int framecount , framelimit = 1 ;
double advancetime , aborttime = 0 ;
float offset ;
prvm_prog_t * prog = SVVM_prog ;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
// stop running server frames if the wall time reaches this value
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if ( GetSysTicrate ( ) < = 0 )
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advancetime = sv_timer ;
else if ( cl . islocalgame & & ! sv_fixedframeratesingleplayer . integer )
{
// synchronize to the client frametime, but no less than 10ms and no more than 100ms
advancetime = bound ( 0.01 , cl_timer , 0.1 ) ;
}
else
{
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advancetime = GetSysTicrate ( ) ;
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// listen servers can run multiple server frames per client frame
framelimit = cl_maxphysicsframesperserverframe . integer ;
aborttime = Sys_DirtyTime ( ) + 0.1 ;
}
if ( slowmo . value > 0 & & slowmo . value < 1 )
advancetime = min ( advancetime , 0.1 / slowmo . value ) ;
else
advancetime = min ( advancetime , 0.1 ) ;
if ( advancetime > 0 )
{
offset = Sys_DirtyTime ( ) - dirtytime ; if ( offset < 0 | | offset > = 1800 ) offset = 0 ;
offset + = sv_timer ;
+ + svs . perf_acc_offset_samples ;
svs . perf_acc_offset + = offset ;
svs . perf_acc_offset_squared + = offset * offset ;
if ( svs . perf_acc_offset_max < offset )
svs . perf_acc_offset_max = offset ;
}
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
sv . frametime = advancetime * slowmo . value ;
if ( host_framerate . value )
sv . frametime = host_framerate . value ;
if ( sv . paused | | ( cl . islocalgame & & ( key_dest ! = key_game | | key_consoleactive | | cl . csqc_paused ) ) )
sv . frametime = 0 ;
for ( framecount = 0 ; framecount < framelimit & & sv_timer > 0 ; framecount + + )
{
sv_timer - = advancetime ;
// move things around and think unless paused
if ( sv . frametime )
SV_Physics ( ) ;
// if this server frame took too long, break out of the loop
if ( framelimit > 1 & & Sys_DirtyTime ( ) > = aborttime )
break ;
}
R_TimeReport ( " serverphysics " ) ;
// send all messages to the clients
SV_SendClientMessages ( ) ;
if ( sv . paused = = 1 & & realtime > sv . pausedstart & & sv . pausedstart > 0 ) {
prog - > globals . fp [ OFS_PARM0 ] = realtime - sv . pausedstart ;
PRVM_serverglobalfloat ( time ) = sv . time ;
prog - > ExecuteProgram ( prog , PRVM_serverfunction ( SV_PausedTic ) , " QC function SV_PausedTic is missing " ) ;
}
// send an heartbeat if enough time has passed since the last one
NetConn_Heartbeat ( 0 ) ;
R_TimeReport ( " servernetwork " ) ;
}
else if ( ! svs . threaded )
{
// don't let r_speeds display jump around
R_TimeReport ( " serverphysics " ) ;
R_TimeReport ( " servernetwork " ) ;
}
//-------------------
//
// client operations
//
//-------------------
if ( cls . state ! = ca_dedicated & & ( cl_timer > 0 | | cls . timedemo | | ( ( vid_activewindow ? cl_maxfps : cl_maxidlefps ) . value < 1 ) ) )
{
R_TimeReport ( " --- " ) ;
Collision_Cache_NewFrame ( ) ;
R_TimeReport ( " photoncache " ) ;
// decide the simulation time
if ( cls . capturevideo . active )
{
//***
if ( cls . capturevideo . realtime )
clframetime = cl . realframetime = max ( cl_timer , 1.0 / cls . capturevideo . framerate ) ;
else
{
clframetime = 1.0 / cls . capturevideo . framerate ;
cl . realframetime = max ( cl_timer , clframetime ) ;
}
}
else if ( vid_activewindow & & cl_maxfps . value > = 1 & & ! cls . timedemo )
{
clframetime = cl . realframetime = max ( cl_timer , 1.0 / cl_maxfps . value ) ;
// when running slow, we need to sleep to keep input responsive
wait = bound ( 0 , cl_maxfps_alwayssleep . value * 1000 , 100000 ) ;
if ( wait > 0 )
Sys_Sleep ( ( int ) wait ) ;
}
else if ( ! vid_activewindow & & cl_maxidlefps . value > = 1 & & ! cls . timedemo )
clframetime = cl . realframetime = max ( cl_timer , 1.0 / cl_maxidlefps . value ) ;
else
clframetime = cl . realframetime = cl_timer ;
// apply slowmo scaling
clframetime * = cl . movevars_timescale ;
// scale playback speed of demos by slowmo cvar
if ( cls . demoplayback )
{
clframetime * = slowmo . value ;
// if demo playback is paused, don't advance time at all
if ( cls . demopaused )
clframetime = 0 ;
}
else
{
// host_framerate overrides all else
if ( host_framerate . value )
clframetime = host_framerate . value ;
if ( cl . paused | | ( cl . islocalgame & & ( key_dest ! = key_game | | key_consoleactive | | cl . csqc_paused ) ) )
clframetime = 0 ;
}
if ( cls . timedemo )
clframetime = cl . realframetime = cl_timer ;
// deduct the frame time from the accumulator
cl_timer - = cl . realframetime ;
cl . oldtime = cl . time ;
cl . time + = clframetime ;
// update video
if ( host_speeds . integer )
time1 = Sys_DirtyTime ( ) ;
R_TimeReport ( " pre-input " ) ;
// Collect input into cmd
CL_Input ( ) ;
R_TimeReport ( " input " ) ;
// check for new packets
NetConn_ClientFrame ( ) ;
// read a new frame from a demo if needed
CL_ReadDemoMessage ( ) ;
R_TimeReport ( " clientnetwork " ) ;
// now that packets have been read, send input to server
CL_SendMove ( ) ;
R_TimeReport ( " sendmove " ) ;
// update client world (interpolate entities, create trails, etc)
CL_UpdateWorld ( ) ;
R_TimeReport ( " lerpworld " ) ;
CL_Video_Frame ( ) ;
R_TimeReport ( " client " ) ;
}
CL_BeginUpdateScreen ( ) ;
}
void Host_Frame ( int eye , int x , int y )
{
r_stereo_side = eye ;
SCR_DrawScreen ( x , y ) ;
R_TimeReport ( " render " ) ;
}
void Host_EndFrame ( void )
{
CL_EndUpdateScreen ( ) ;
if ( cls . state ! = ca_dedicated & & ( cl_timer > 0 | | cls . timedemo | | ( ( vid_activewindow ? cl_maxfps : cl_maxidlefps ) . value < 1 ) ) )
{
if ( host_speeds . integer )
time2 = Sys_DirtyTime ( ) ;
// update audio
if ( cl . csqc_usecsqclistener )
{
S_Update ( & cl . csqc_listenermatrix ) ;
cl . csqc_usecsqclistener = false ;
}
else
S_Update ( & r_refdef . view . matrix ) ;
CDAudio_Update ( ) ;
R_TimeReport ( " audio " ) ;
// reset gathering of mouse input
in_mouse_x = in_mouse_y = 0 ;
if ( host_speeds . integer )
{
pass1 = ( int ) ( ( time1 - time3 ) * 1000000 ) ;
time3 = Sys_DirtyTime ( ) ;
pass2 = ( int ) ( ( time2 - time1 ) * 1000000 ) ;
pass3 = ( int ) ( ( time3 - time2 ) * 1000000 ) ;
Con_Printf ( " %6ius total %6ius server %6ius gfx %6ius snd \n " ,
pass1 + pass2 + pass3 , pass1 , pass2 , pass3 ) ;
}
}
# if MEMPARANOIA
Mem_CheckSentinelsGlobal ( ) ;
# else
if ( developer_memorydebug . integer )
Mem_CheckSentinelsGlobal ( ) ;
# endif
// if there is some time remaining from this frame, reset the timers
if ( cl_timer > = 0 )
cl_timer = 0 ;
if ( sv_timer > = 0 )
{
if ( ! svs . threaded )
svs . perf_acc_lost + = sv_timer ;
sv_timer = 0 ;
}
host_framecount + + ;
}
void Host_Main ( void )
{
Host_Init ( ) ;
realtime = 0 ;
}
//============================================================================
qboolean vid_opened = false ;
void Host_StartVideo ( void )
{
if ( ! vid_opened & & cls . state ! = ca_dedicated )
{
vid_opened = true ;
// make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
NetConn_UpdateSockets ( ) ;
VID_Start ( ) ;
CDAudio_Startup ( ) ;
}
}
char engineversion [ 128 ] ;
qboolean sys_nostdout = false ;
extern qboolean host_stuffcmdsrun ;
static qfile_t * locksession_fh = NULL ;
static qboolean locksession_run = false ;
static void Host_InitSession ( void )
{
int i ;
Cvar_RegisterVariable ( & sessionid ) ;
Cvar_RegisterVariable ( & locksession ) ;
// load the session ID into the read-only cvar
if ( ( i = COM_CheckParm ( " -sessionid " ) ) & & ( i + 1 < com_argc ) )
{
char vabuf [ 1024 ] ;
if ( com_argv [ i + 1 ] [ 0 ] = = ' . ' )
Cvar_SetQuick ( & sessionid , com_argv [ i + 1 ] ) ;
else
Cvar_SetQuick ( & sessionid , va ( vabuf , sizeof ( vabuf ) , " .%s " , com_argv [ i + 1 ] ) ) ;
}
}
void Host_LockSession ( void )
{
if ( locksession_run )
return ;
locksession_run = true ;
if ( locksession . integer ! = 0 & & ! COM_CheckParm ( " -readonly " ) )
{
char vabuf [ 1024 ] ;
char * p = va ( vabuf , sizeof ( vabuf ) , " %slock%s " , * fs_userdir ? fs_userdir : fs_basedir , sessionid . string ) ;
FS_CreatePath ( p ) ;
locksession_fh = FS_SysOpen ( p , " wl " , false ) ;
// TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
if ( ! locksession_fh )
{
if ( locksession . integer = = 2 )
{
Con_Printf ( " WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway. \n " , p ) ;
}
else
{
Sys_Error ( " session lock %s could not be acquired. Please run with -sessionid and an unique session name. \n " , p ) ;
}
}
}
}
void Host_UnlockSession ( void )
{
if ( ! locksession_run )
return ;
locksession_run = false ;
if ( locksession_fh )
{
FS_Close ( locksession_fh ) ;
// NOTE: we can NOT unlink the lock here, as doing so would
// create a race condition if another process created it
// between our close and our unlink
locksession_fh = NULL ;
}
}
/*
= = = = = = = = = = = = = = = = = = = =
Host_Init
= = = = = = = = = = = = = = = = = = = =
*/
static void Host_Init ( void )
{
int i ;
const char * os ;
char vabuf [ 1024 ] ;
if ( COM_CheckParm ( " -profilegameonly " ) )
Sys_AllowProfiling ( false ) ;
// LordHavoc: quake never seeded the random number generator before... heh
if ( COM_CheckParm ( " -benchmark " ) )
srand ( 0 ) ; // predictable random sequence for -benchmark
else
srand ( ( unsigned int ) time ( NULL ) ) ;
// FIXME: this is evil, but possibly temporary
// LordHavoc: doesn't seem very temporary...
// LordHavoc: made this a saved cvar
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if ( COM_CheckParm ( " -developer " ) )
{
developer . value = developer . integer = 1 ;
developer . string = " 1 " ;
}
if ( COM_CheckParm ( " -developer2 " ) | | COM_CheckParm ( " -developer3 " ) )
{
developer . value = developer . integer = 1 ;
developer . string = " 1 " ;
developer_extra . value = developer_extra . integer = 1 ;
developer_extra . string = " 1 " ;
developer_insane . value = developer_insane . integer = 1 ;
developer_insane . string = " 1 " ;
developer_memory . value = developer_memory . integer = 1 ;
developer_memory . string = " 1 " ;
developer_memorydebug . value = developer_memorydebug . integer = 1 ;
developer_memorydebug . string = " 1 " ;
}
if ( COM_CheckParm ( " -developer3 " ) )
{
gl_paranoid . integer = 1 ; gl_paranoid . string = " 1 " ;
gl_printcheckerror . integer = 1 ; gl_printcheckerror . string = " 1 " ;
}
// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
if ( COM_CheckParm ( " -nostdout " ) )
sys_nostdout = 1 ;
// used by everything
Memory_Init ( ) ;
// initialize console command/cvar/alias/command execution systems
Cmd_Init ( ) ;
// initialize memory subsystem cvars/commands
Memory_Init_Commands ( ) ;
// initialize console and logging and its cvars/commands
Con_Init ( ) ;
// initialize various cvars that could not be initialized earlier
u8_Init ( ) ;
Curl_Init_Commands ( ) ;
Cmd_Init_Commands ( ) ;
Sys_Init_Commands ( ) ;
COM_Init_Commands ( ) ;
FS_Init_Commands ( ) ;
// initialize console window (only used by sys_win.c)
Sys_InitConsole ( ) ;
// initialize the self-pack (must be before COM_InitGameType as it may add command line options)
FS_Init_SelfPack ( ) ;
// detect gamemode from commandline options or executable name
COM_InitGameType ( ) ;
// construct a version string for the corner of the console
os = DP_OS_NAME ;
dpsnprintf ( engineversion , sizeof ( engineversion ) , " %s %s %s " , gamename , os , buildstring ) ;
Con_Printf ( " %s \n " , engineversion ) ;
// initialize process nice level
Sys_InitProcessNice ( ) ;
// initialize ixtable
Mathlib_Init ( ) ;
// initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
FS_Init ( ) ;
// register the cvars for session locking
Host_InitSession ( ) ;
// must be after FS_Init
Crypto_Init ( ) ;
Crypto_Init_Commands ( ) ;
NetConn_Init ( ) ;
Curl_Init ( ) ;
//PR_Init();
//PR_Cmd_Init();
PRVM_Init ( ) ;
Mod_Init ( ) ;
World_Init ( ) ;
SV_Init ( ) ;
V_Init ( ) ; // some cvars needed by server player physics (cl_rollangle etc)
Host_InitCommands ( ) ;
Host_InitLocal ( ) ;
Host_ServerOptions ( ) ;
Thread_Init ( ) ;
if ( cls . state = = ca_dedicated )
Cmd_AddCommand ( " disconnect " , CL_Disconnect_f , " disconnect from server (or disconnect all clients if running a server) " ) ;
else
{
Con_DPrintf ( " Initializing client \n " ) ;
R_Modules_Init ( ) ;
Palette_Init ( ) ;
MR_Init_Commands ( ) ;
VID_Shared_Init ( ) ;
VID_Init ( ) ;
Render_Init ( ) ;
S_Init ( ) ;
CDAudio_Init ( ) ;
Key_Init ( ) ;
CL_Init ( ) ;
}
// save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
// NOTE: menu commands are freed by Cmd_RestoreInitState
Cmd_SaveInitState ( ) ;
// FIXME: put this into some neat design, but the menu should be allowed to crash
// without crashing the whole game, so this should just be a short-time solution
// here comes the not so critical stuff
if ( setjmp ( host_abortframe ) ) {
return ;
}
Host_AddConfigText ( ) ;
Cbuf_Execute ( ) ;
// if stuffcmds wasn't run, then quake.rc is probably missing, use default
if ( ! host_stuffcmdsrun )
{
Cbuf_AddText ( " exec default.cfg \n exec " CONFIGFILENAME " \n exec autoexec.cfg \n stuffcmds \n " ) ;
Cbuf_Execute ( ) ;
}
// put up the loading image so the user doesn't stare at a black screen...
SCR_BeginLoadingPlaque ( true ) ;
if ( cls . state ! = ca_dedicated )
{
MR_Init ( ) ;
}
// check for special benchmark mode
// COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
i = COM_CheckParm ( " -benchmark " ) ;
if ( i & & i + 1 < com_argc )
if ( ! sv . active & & ! cls . demoplayback & & ! cls . connect_trying )
{
Cbuf_AddText ( va ( vabuf , sizeof ( vabuf ) , " timedemo %s \n " , com_argv [ i + 1 ] ) ) ;
Cbuf_Execute ( ) ;
}
// check for special demo mode
// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
i = COM_CheckParm ( " -demo " ) ;
if ( i & & i + 1 < com_argc )
if ( ! sv . active & & ! cls . demoplayback & & ! cls . connect_trying )
{
Cbuf_AddText ( va ( vabuf , sizeof ( vabuf ) , " playdemo %s \n " , com_argv [ i + 1 ] ) ) ;
Cbuf_Execute ( ) ;
}
// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
i = COM_CheckParm ( " -capturedemo " ) ;
if ( i & & i + 1 < com_argc )
if ( ! sv . active & & ! cls . demoplayback & & ! cls . connect_trying )
{
Cbuf_AddText ( va ( vabuf , sizeof ( vabuf ) , " playdemo %s \n cl_capturevideo 1 \n " , com_argv [ i + 1 ] ) ) ;
Cbuf_Execute ( ) ;
}
if ( cls . state = = ca_dedicated | | COM_CheckParm ( " -listen " ) )
if ( ! sv . active & & ! cls . demoplayback & & ! cls . connect_trying )
{
Cbuf_AddText ( " startmap_dm \n " ) ;
Cbuf_Execute ( ) ;
}
if ( ! sv . active & & ! cls . demoplayback & & ! cls . connect_trying )
{
Cbuf_AddText ( " togglemenu 1 \n " ) ;
Cbuf_Execute ( ) ;
}
Con_DPrint ( " ========Initialized========= \n " ) ;
//Host_StartVideo();
if ( cls . state ! = ca_dedicated )
SV_StartThread ( ) ;
}
/*
= = = = = = = = = = = = = = =
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 )
{
Con_Print ( " recursive shutdown \n " ) ;
return ;
}
if ( setjmp ( host_abortframe ) )
{
Con_Print ( " aborted the quitting frame?!? \n " ) ;
return ;
}
isdown = true ;
// be quiet while shutting down
S_StopAllSounds ( ) ;
// end the server thread
if ( svs . threaded )
SV_StopThread ( ) ;
// disconnect client from server if active
CL_Disconnect ( ) ;
// shut down local server if active
SV_LockThreadMutex ( ) ;
Host_ShutdownServer ( ) ;
SV_UnlockThreadMutex ( ) ;
// Shutdown menu
if ( MR_Shutdown )
MR_Shutdown ( ) ;
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
//Don't need to do this, we don't own the video side of things
//CL_Video_Shutdown();
Host_SaveConfig ( ) ;
//CDAudio_Shutdown ();
S_Terminate ( ) ;
Curl_Shutdown ( ) ;
NetConn_Shutdown ( ) ;
//PR_Shutdown ();
if ( cls . state ! = ca_dedicated )
{
R_Modules_Shutdown ( ) ;
VID_Shutdown ( ) ;
}
SV_StopThread ( ) ;
Thread_Shutdown ( ) ;
Cmd_Shutdown ( ) ;
Key_Shutdown ( ) ;
CL_Shutdown ( ) ;
//Sys_Shutdown();
Log_Close ( ) ;
Crypto_Shutdown ( ) ;
Host_UnlockSession ( ) ;
S_Shutdown ( ) ;
Con_Shutdown ( ) ;
//Memory_Shutdown();
}