quakequest/Projects/Android/jni/host.c
2019-05-30 06:57:57 +01:00

1462 lines
42 KiB
C

/*
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\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TRANSFUSION)
Cbuf_InsertText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TEU)
Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
Cbuf_InsertText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " 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("\nmenu_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);
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 (sys_ticrate.value <= 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 = sys_ticrate.value;
// 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();
}