mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-12-20 17:41:57 +00:00
1464 lines
42 KiB
C
1464 lines
42 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// host.c -- coordinates spawning and killing of local servers
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#include "quakedef.h"
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#include <time.h>
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#include <stdbool.h>
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#include "libcurl.h"
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#include "cdaudio.h"
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#include "cl_video.h"
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#include "progsvm.h"
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#include "csprogs.h"
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#include "sv_demo.h"
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#include "snd_main.h"
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#include "thread.h"
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#include "utf8lib.h"
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/*
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A server can always be started, even if the system started out as a client
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to a remote system.
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A client can NOT be started if the system started as a dedicated server.
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Memory is cleared / released when a server or client begins, not when they end.
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*/
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// how many frames have occurred
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// (checked by Host_Error and Host_SaveConfig_f)
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int host_framecount = 0;
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// LordHavoc: set when quit is executed
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qboolean host_shuttingdown = false;
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// the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
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double realtime;
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// the main loop wall time for this frame
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double host_dirtytime;
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// current client
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client_t *host_client;
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jmp_buf host_abortframe;
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extern int r_stereo_side;
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// pretend frames take this amount of time (in seconds), 0 = realtime
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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"};
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cvar_t cl_maxphysicsframesperserverframe = {0, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
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// shows time used by certain subsystems
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cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
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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."};
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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"};
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cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
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cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
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cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
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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)"};
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cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
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cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
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cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
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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)"};
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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"};
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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"};
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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"};
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cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
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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!"};
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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)"};
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cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
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cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
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cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
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cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
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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 (.)"};
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cvar_t locksession = {0, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
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/*
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================
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Host_AbortCurrentFrame
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aborts the current host frame and goes on with the next one
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================
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*/
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void Host_AbortCurrentFrame(void) DP_FUNC_NORETURN;
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void Host_AbortCurrentFrame(void)
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{
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// in case we were previously nice, make us mean again
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Sys_MakeProcessMean();
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longjmp (host_abortframe, 1);
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}
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/*
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================
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Host_Error
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This shuts down both the client and server
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================
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*/
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void Host_Error (const char *error, ...)
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{
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static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
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static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
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static qboolean hosterror = false;
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va_list argptr;
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// turn off rcon redirect if it was active when the crash occurred
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// to prevent loops when it is a networking problem
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Con_Rcon_Redirect_Abort();
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va_start (argptr,error);
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dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
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va_end (argptr);
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Con_Printf("Host_Error: %s\n", hosterrorstring1);
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// LordHavoc: if crashing very early, or currently shutting down, do
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// Sys_Error instead
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if (host_framecount < 3 || host_shuttingdown)
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Sys_Error ("Host_Error: %s", hosterrorstring1);
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if (hosterror)
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Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
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hosterror = true;
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strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
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CL_Parse_DumpPacket();
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CL_Parse_ErrorCleanUp();
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//PR_Crash();
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// print out where the crash happened, if it was caused by QC (and do a cleanup)
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PRVM_Crash(SVVM_prog);
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PRVM_Crash(CLVM_prog);
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PRVM_Crash(MVM_prog);
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cl.csqc_loaded = false;
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Cvar_SetValueQuick(&csqc_progcrc, -1);
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Cvar_SetValueQuick(&csqc_progsize, -1);
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SV_LockThreadMutex();
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Host_ShutdownServer ();
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SV_UnlockThreadMutex();
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if (cls.state == ca_dedicated)
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Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
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CL_Disconnect ();
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cls.demonum = -1;
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hosterror = false;
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Host_AbortCurrentFrame();
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}
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static void Host_ServerOptions (void)
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{
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int i;
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// general default
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svs.maxclients = 8;
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// COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
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// COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
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// if no client is in the executable or -dedicated is specified on
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// commandline, start a dedicated server
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i = COM_CheckParm ("-dedicated");
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if (i || !cl_available)
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{
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cls.state = ca_dedicated;
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// check for -dedicated specifying how many players
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if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
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svs.maxclients = atoi (com_argv[i+1]);
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if (COM_CheckParm ("-listen"))
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Con_Printf ("Only one of -dedicated or -listen can be specified\n");
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// default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
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Cvar_SetValue("sv_public", 1);
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}
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else if (cl_available)
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{
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// client exists and not dedicated, check if -listen is specified
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cls.state = ca_disconnected;
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i = COM_CheckParm ("-listen");
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if (i)
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{
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// default players unless specified
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if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
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svs.maxclients = atoi (com_argv[i+1]);
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}
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else
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{
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// default players in some games, singleplayer in most
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if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_XONOTIC && gamemode != GAME_BATTLEMECH)
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svs.maxclients = 1;
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}
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}
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svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
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svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
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if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
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Cvar_SetValueQuick(&deathmatch, 1);
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}
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/*
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=======================
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Host_InitLocal
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======================
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*/
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void Host_SaveConfig_f(void);
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void Host_LoadConfig_f(void);
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extern cvar_t sv_writepicture_quality;
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extern cvar_t r_texture_jpeg_fastpicmip;
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static void Host_InitLocal (void)
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{
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Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
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Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
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Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
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Cvar_RegisterVariable (&host_framerate);
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Cvar_RegisterVariable (&host_speeds);
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Cvar_RegisterVariable (&host_maxwait);
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Cvar_RegisterVariable (&cl_minfps);
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Cvar_RegisterVariable (&cl_minfps_fade);
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Cvar_RegisterVariable (&cl_minfps_qualitymax);
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Cvar_RegisterVariable (&cl_minfps_qualitymin);
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Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
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Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
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Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
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Cvar_RegisterVariable (&cl_minfps_force);
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Cvar_RegisterVariable (&cl_maxfps);
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Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
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Cvar_RegisterVariable (&cl_maxidlefps);
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Cvar_RegisterVariable (&developer);
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Cvar_RegisterVariable (&developer_extra);
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Cvar_RegisterVariable (&developer_insane);
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Cvar_RegisterVariable (&developer_loadfile);
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Cvar_RegisterVariable (&developer_loading);
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Cvar_RegisterVariable (&developer_entityparsing);
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Cvar_RegisterVariable (×tamps);
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Cvar_RegisterVariable (&timeformat);
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Cvar_RegisterVariable (&sv_writepicture_quality);
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Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
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}
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/*
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===============
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Host_SaveConfig_f
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Writes key bindings and archived cvars to config.cfg
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===============
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*/
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static void Host_SaveConfig_to(const char *file)
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{
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qfile_t *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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// LordHavoc: don't save a config if it crashed in startup
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if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
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{
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f = FS_OpenRealFile(file, "wb", false);
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if (!f)
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{
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Con_Printf("Couldn't write %s.\n", file);
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return;
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}
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Key_WriteBindings (f);
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Cvar_WriteVariables (f);
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FS_Close (f);
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}
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}
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void Host_SaveConfig(void)
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{
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Host_SaveConfig_to(CONFIGFILENAME);
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}
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void Host_SaveConfig_f(void)
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{
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const char *file = CONFIGFILENAME;
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if(Cmd_Argc() >= 2) {
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file = Cmd_Argv(1);
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Con_Printf("Saving to %s\n", file);
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}
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Host_SaveConfig_to(file);
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}
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static void Host_AddConfigText(void)
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{
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// set up the default startmap_sp and startmap_dm aliases (mods can
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// override these) and then execute the quake.rc startup script
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if (gamemode == GAME_NEHAHRA)
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Cbuf_InsertText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
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else if (gamemode == GAME_TRANSFUSION)
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Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
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else if (gamemode == GAME_TEU)
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Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
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else
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Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
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}
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/*
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===============
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Host_LoadConfig_f
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Resets key bindings and cvars to defaults and then reloads scripts
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===============
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*/
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void Host_LoadConfig_f(void)
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{
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// reset all cvars, commands and aliases to init values
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Cmd_RestoreInitState();
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// prepend a menu restart command to execute after the config
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Cbuf_InsertText("\nmenu_restart\n");
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// reset cvars to their defaults, and then exec startup scripts again
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Host_AddConfigText();
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}
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/*
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=================
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SV_ClientPrint
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Sends text across to be displayed
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FIXME: make this just a stuffed echo?
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=================
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*/
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void SV_ClientPrint(const char *msg)
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{
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if (host_client->netconnection)
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{
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MSG_WriteByte(&host_client->netconnection->message, svc_print);
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MSG_WriteString(&host_client->netconnection->message, msg);
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}
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}
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/*
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=================
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SV_ClientPrintf
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Sends text across to be displayed
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FIXME: make this just a stuffed echo?
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=================
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*/
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void SV_ClientPrintf(const char *fmt, ...)
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{
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va_list argptr;
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char msg[MAX_INPUTLINE];
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va_start(argptr,fmt);
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dpvsnprintf(msg,sizeof(msg),fmt,argptr);
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va_end(argptr);
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SV_ClientPrint(msg);
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}
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/*
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=================
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SV_BroadcastPrint
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Sends text to all active clients
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=================
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*/
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void SV_BroadcastPrint(const char *msg)
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{
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int i;
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client_t *client;
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for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
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{
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if (client->active && client->netconnection)
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{
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MSG_WriteByte(&client->netconnection->message, svc_print);
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MSG_WriteString(&client->netconnection->message, msg);
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}
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}
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if (sv_echobprint.integer && cls.state == ca_dedicated)
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Con_Print(msg);
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}
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/*
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=================
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SV_BroadcastPrintf
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Sends text to all active clients
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=================
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*/
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void SV_BroadcastPrintf(const char *fmt, ...)
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{
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va_list argptr;
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char msg[MAX_INPUTLINE];
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va_start(argptr,fmt);
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dpvsnprintf(msg,sizeof(msg),fmt,argptr);
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va_end(argptr);
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SV_BroadcastPrint(msg);
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}
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/*
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=================
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Host_ClientCommands
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Send text over to the client to be executed
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=================
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*/
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void Host_ClientCommands(const char *fmt, ...)
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{
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va_list argptr;
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char string[MAX_INPUTLINE];
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if (!host_client->netconnection)
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return;
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va_start(argptr,fmt);
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dpvsnprintf(string, sizeof(string), fmt, argptr);
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va_end(argptr);
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MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
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MSG_WriteString(&host_client->netconnection->message, string);
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}
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/*
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=====================
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SV_DropClient
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Called when the player is getting totally kicked off the host
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if (crash = true), don't bother sending signofs
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=====================
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*/
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void SV_DropClient(qboolean crash)
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{
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prvm_prog_t *prog = SVVM_prog;
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int i;
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Con_Printf("Client \"%s\" dropped\n", host_client->name);
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SV_StopDemoRecording(host_client);
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// make sure edict is not corrupt (from a level change for example)
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host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
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if (host_client->netconnection)
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{
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// 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);
|
|
|
|
float GetSysTicrate();
|
|
|
|
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
|
|
if (GetSysTicrate() <= 0)
|
|
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
|
|
{
|
|
advancetime = GetSysTicrate();
|
|
// 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\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\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\ncl_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();
|
|
}
|
|
|