cvar operations are special commands that allow the programmatic
manipulation of cvar values. 'reset' resets a given cvar to it's
default value, e.g. `reset r_mode' would reset `r_mode` to `4`.
'resetall' resets all known cvar with the exception of `game`.
The code is based upon q2pro.
This is part of issue #414.
At least with MinGW on Windows vsnprintf() treats buffer < size as an
error, returning -1 instead of the number of characters that would have
been printed without size restrictions. Therefor msgLen may be wrong,
leading to all kind of funny mistakes further down below... Buffer
overflow included. Work around this by handling the msgLen < 0 case and
adding an explicit terminating \0.
This is another case of "I wonder why nobody has never noticed this",
the GL1 renderers extension string triggered the buffer overflow each
time the game started.
If the vsync is enabled missuse it to slow the client down, e.g.
calculate the target framerate, add an security margin of 20% and
let the vsync handle the rest. This hopefully solves some problems
with frametime spikes. This is an idea by @DanielGibson.
If the vsync is disabled use a simple 1s / fps calculation.
introduced FS_GetFilenameForHandle(fileHandle_t) for this
this helps if a map has been started with "wrong" case, which doesn't
immediately fail if it has been loaded from a pack, but will result
in invalid savegame names that (with case-sensitive FSs) will fail to
load (when going back to a formerly played level)
Until now the UDP download code prohibited downloading of maps from all
pak files. That was some kind of copy protection, without the limitation
demo users could download assets from the full version. Don't apply that
protection for all paks, but only for numbered .pak files.
This could be enhanced by limiting the protection to pak0 to pak2 for
baseq2 and pak0 for both xatrix and rogue.
The signal handler was always fishy since it modified the global process
state but worked on all common platforms. libcurl turns the process into
a multithreaded environment, thus breaking that fragile construction.
After the signal handler was called the global state is inconsistent and
there's a high chance of things going wrong. For example at the net curl
download or when setjmp() is called in Qcommon_Frame().
These are:
- CL_ResetPrecacheCheck(): Resets the precacher, forces it to reevaluate
which assets are available and what needs to be downloaded.
- FS_FileInGamedir(): Checks if a file (and only a real file, not
somthing in a pak) is available in fs_gamedir.
- FS_AddPAKFromGamedir(): Adds a pak in fs_gamedir to the search path.
Lost time is time that we spend but didn't account. So the lost time
doesn't shorten a second (in fact that would mean that we'll lose the
time twice), it lengthen a second. Since has a small but noticeable
impact on timing when running with vsync enabled.
With this change the code matches the comment. While most packet frames
are renderer frames, we must not take the render frame time into account
when calculating the average time spend processing the packet frames. I
dont's think that this change makes any measureable difference since the
packet frame time is just a very small fraction of the renderer frame
time.
We need to reset the avgrenderframetime and avgpacketframetime variables
when we recalculate the average times spend rendering frame and / or
processing package frames. Otherwise the result will be much too high,
leading to lost frames down below. I wonder why nobody complained about
this until now.
While at it lower the security margin from 2% to just 1%. On the one
hand we need a small security margin, because Quake II is not that
precise and out average times spend may be too low. On the other hand
the margin must not be too large, because the bigger the margin is the
bigger is the risk of missing frames... Both 2% and 1% is very small,
in fact often they don't even make a difference because of float ->
int conversations. For example 16 * 0,02 = 0,32 -> cut to 0. But there
are some extrem cases were it matters and my empirical testing showed
that 1% is slighty better then 2%. At least on my system. An it's
better to f*ck up the timing for a small number of frames than missing
a frame. A broken timing is hard to recognize, a missed frame is much
more annoying.
1) Do not increment the frame rate returned by SDL by 1. Incrementing
is unnessecary, more or less up to date versions on Nvidias, AMDs
and Intels GPU driver on relevant platform return an value that's
either correct or rounded up to next integer. And SDL itself also
rounds up to the next integer. At least in current versions. In fact,
incrementing the value by one is harmfull, it messes our internal
timing up and leads to subtile miss predictions. Working around that
in frame.c would add another bunch of fragile magic... So just do
it correctly. If someone still has broken GPU drivers or SDL versions
that are rounding down the could set vid_displayrefreshrate.
2) The calculation of the 5% security margin to pfps in frame.c was
wrong. It didn't take into account that rfps can be slightly wrong
in the first place, e.g. 60 on an 59.95hz display. Correct it by
comparing against rfps including the margin and not the plain value.
Until now the server just called remove() to delete the servers state
from the HDD. That was fine on Linux were UTF-8 is used but failed
silently on Windows in case that the working dir path had some Unicode
characters. Replace remove() by Sys_Remove(), on Linux it's just a
wrapper around remove() on Windows it does a UTF8->UTF-16 conversion
and calls _wremove(). This fixes issue 318.
I've chosen the minimal invasive way for this:
* Import miniz and remove -lz linker flags.
* Create a short header minizconf.h roviding everything we need
originally defined by zconf.h and not provided by miniz.
* Replace zlib.h with miniz.h and minizconf.h.
I've used _wfopen_s() because it's newer and the older variants are said
to throw warning when build with MSVC. But apparently Windows XP hasn't
got that symbol... So just use the normal _wfopen(), MSVC is unsupported
anyways. The may or may not enough to restore Win XP compatibility.
The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
When connecting to a multiplayer game that runs a different mod
("game" cvar) than you are, it didn't load the corresponging configs
from the mod, but saved your changes to the config to the mod's config.
Which is doubly useless.
Now when the "game" cvar is changed, the configs are reloaded (from
the right directories for the mod), and when disconnecting the configs
are written, so the changes you did for a mod while playing MP are saved
before game is reset to the game you started with.
Until now we did an easy calculation to determine the frame timing:
1000000 microseconds (== 1 second) / targetframerate == delay between
frames. This works if the CPU and GPU are fast enough since the time
process to process the frame is negligible. But if one of them is too
slow or the GPU driver takes too long (see issue #277 for an example)
we render too few frames.
Work around this by calculating the average time used to process the
last 60 render oder packet frames and take that into account when
determining the delay between the frames. With this change even my
rotten AMD Radeon and it's broken Windows GL driver is able to hold
the displays famerate (enforced by vsync) just fine.
While here add a 5% security margin to our target packet frame rate if
the vsync is enabled. Just to be sure that we never process more render
than packet frames.
There were two ways to implement this. One was to go with the stuff
already included in minizip and one to implement our own wrapper around
fopen(). This is the second options since @DanielGibson convinced me
that it would be safer.
We can't rely on the game.dll being unicode conformant. Work around
that by changing the current working directory before calling into
the game.dll, pass a non unicode string to it and chang back after
we return.
To be able to pass UTF-8 encoded pathes through cvars both the cvar
subsystem and the command parser would need a fair amount of UTF-8
understanding. And I'm not the poor soul that's going to implement
that. Therefor pass the datadir trough a global variable.
This is done in shared.c so that's available for both the client /
server / renderer and the game. A work around for older game DLL will
be added at a later time.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.
This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.
Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
necessayry.
There's no need to exclude directories from search by flags. In fact
the Unix backend has worked nicely for years without it... Sadly we
can't remove the now superfluous 'canhave' and 'musthave' attributes
from Sys_FindFirst() and Sys_FindNext() since they're defined in
shared.h and may be used from custom game DLLs.
* Remove a bunch of unnecessary functions.
* Reorder functions into logical groups. The orderig is now the same
on Unix and Windows.
While at it add several TODOs to the code. There's not need for special
library loading functions for the game, the Windows backend still uses
a lot of old and fishy DOS functions, etc. All this will be done at a
later time.
There's no need to duplicate machine independent parts of the client
initialization and the main loop for every platform.
While at it remove the nearly empty unix.h header and move Windows
main() into an own file. Not both platform have the same basic layout.
With this renamed cvars can be rewritten when config.cfg is first
loaded. Please note that once this was done older YQ2 versions can't
parse that config.cfg anymore.
gl_maxfps > 1000 breaks things, and cl_maxfps starts to behave weird
at >90, and while up to 125 or so you get the bugfeature of higher
jumping, beyond that things just get even buggier, at some point causing
bugs like #261
The original client used single precision mode on Windows and the
default mode on all other platforms. Most platform (at least OS X,
FreeBSD, NetBSD up to 6.0, OpenBSD and Solaris) set double precision
as default, Linux sets extended double precision... When playing a
network game there're several possibilities:
* Same precision on both sides: This one is okay, of course.
* single precision <-> double precision: This one is okay, too. I guess
this is because the code allows a small deviation between client and
server to work around imprecisions introduced be the network protocol.
* double precision <-> extended double precision: This one is okay,
likely for the same reasons given above.
* single precision <-> extended double precision: This one gives a lot
of misspredictions at client side.
All of these are more or less academic these days. Yamagi Quake II used
the platforms default mode for ages. And both gcc and clang default to
SSE2 math (with double precision as default on all platforms) when
compiling for amd64. So the only reasonable case is Linux/i386 on one
side and the original client or another source port on Windows/i386 at
the other side.
Work around this by forcing the x87 to double precision mode.
Miscframes are coupled to renderframes and are just checking for
renderer changes (very cheap) and advancing CD audio if implemented.
There's no reason not to that at every frame.
Until now the curtime variable was set at every call Sys_*seconds().
That's a little bit unfortunate because calls to that functions are
scattered around the code. Instead set it once every frame in
Qcommon_Frame().
Yes, this duplicates some code. But it's at least 100 times more
readable to have two distinct functions for distinct purposes instead
of about 25 #ifdef.
Having the server in an own timing zone seems to simplify things but
introduces slight timing discrepancies. The most visible effect is that
the game runs a little bit too fast, especially in the first cl_maxfps
frames.
Therefor: Remove timeframes, they're unnecessary. Track the time since
the last (client|server) frame instead and pass it to the client and
server when it's called.
This allows us to implement the global timing without an artificial
brake slowing the game unnecessary down. This is only partial working,
more changes and fixes are coming.
This is a no-op for now. We need this to get a much higher precision
when calculating the frame times. This changes the fixedtime cvar from
milli- to microseconds.
This is the same as the client does for it's realtime. It looks at least
somewhat more correct since it pevents rounding errors. And things are
simplified a litte bit since the server timing is now independent of the
global timing.
This is the same as the well known Sys_Milliseconds() but like the name
suggests with microsecond precision. To be used in the upcoming new
framecounter.
While here reimplement the same hack for baseq2/players, lost somewhere
on the way. This is just another searchpath f*ckup. For some reasons
paks have a higher priority than plain directories. We do not want that
for the maps.lst and players/ since id Software decided to put updated
versions of them directly into baseq2/...
This closes issue #217.
The big problem with the old implementation was that stdout.txt and
stderr.txt on Windows became available when nearly all the low level
initialization was already done. Regardless if the client was in
normal or in portable mode.
Solve this by scanning the command line for the string '-portable'. If
it's not found, stdout and stderr are redirected as early as possible.
If found the global variable (*sigh*) is_portable is set to true. It's
evaluated later on to set the cvar 'portable', which in turn is used
be the filesystem to decide if the home directory should be added to
the search path.
Maybe we should remove the cvar and stick to the global variable.
While at it change the maximum path length for qconsole.log from
MAX_QPATH to MAX_OSPATH. At least on my Linux laptop MAX_QPATH is
too short.
This commit is still untested on Windows!
A new linked list fs_rawPath with nodes of type fsRawPath_t is added.
The new function FS_BuildRawPath() fills it at filesystem initialization
with the raw search path directories. Later FS_BuildGenericSearchPath()
and FS_BuildGameSpecificSearchPath() use it to derive the actual search
directories.
Remove all functions that are no longer used:
* FS_AddGameDirectory()
* FS_SetGameDir()
* FS_AddHomeAsGameDirectory()
* FS_AddBinaryDirAsGameDirectory()
While at it try remove as much global variables from filesystem.c as
possible. Also fix a small, longstandig bug: The download code should
treat .zip and .pk3 files as pak files and not as normal directories.
Refactor FS_SetGamedir() into FS_BuildGameSpecificSearchPath(). The new
function removes the specialized part of the search path if necessary
and create a new specialized part based upon the given directory. It
uses the FS_AddDirToSearchpath() function added in the last commit.
This moves the code used to add a directory and it's paks to the search
path into one well defined function FS_AddDirToSearchPath(). Also create
a new function FS_BuildGenericSearchPath() that builds the generic part
of the global search path. This obsoletes several other, specialized
functions. They'll be removed in a later commit.
Resurrect support for render / refresher loadable libraries and use them to implement an experimental OpenGL 3.2 renderer. Please note that the new renderer interface is somewhat different from the original one, old render libraries will NOT work!
To be able to test if the game is running portable all checks of the
portable cvar must be done after Cvar_Init(). Instead of redirecting
stdout and stderr as early as possible, delay the redirection right
after Cvar_Init(). After this change the printf() in WinMain() aren't
printed into stdout.txt, but I guess that it isn't a big problem. All
interessting stuff like the search pathes is still there.
Rename fs_portable to portable. It's no longer filesystem specific.
Normally Q2 writes all persistent data (the configurations, saves, etc.)
into a subdirectory in the users $HOME. That can be a problem when the
game is installed onto an thumb drive or something like that. Therefor
provide a cvar fs_portable. When set to 1 the games uses it binary dir
as it's persistent storage location.
Examples:
./quake2 +set fs_portable 1
./quake2 +set basedir ~/games/quake2 +set fs_portable 1
fs_portable is _not_ saved into the config file. It must be set at
every start!
This closed issue #158.
So in all code in the reflib (ref_gl.dll/.so/.dylib) calls to
ri.Con_Printf(print_level, fmt, ...) have been replaced by calls to
R_Printf(print_level, fmt, ...) which uses ri.Com_VPrintf().
somehow all the printf()-like things in Q2 wrap each other and each
one prints into a buffer and then calls the next one with ("%s", buf).
That's not very clever and kinda annoying.
As in the end everyone calls Com_Printf() I created Com_VPrintf()
that can be called instead with the va_list.
I also added printf-format annotation to Com_Printf() and Com_DPrintf()
and fixed places where Com_Printf() was called with the wrong type.
Until now autoexec.cfg was a special case. It was read several
times, whenever the 'game' cvar was altered or when the client was
restarted. But only if it was in the right directory in the right
position of the internal search path... Remove this altogether and
replace it by an ordinary 'exec autoexec.cfg' at startup.
This may break some mods that depend on an autoexec.cfg if the user has
his own version in ~/.yq2/. Such mods should use default.cfg instead.
This closes issue #163.
especially in the intermission videos, the text looked broken, as parts
of the characters were missing.
This is because Draw_StretchRaw() converts the 320x240 video frame into
a 256x256 texture, without doing proper interpolation (just skipping
some pixels instead).
Now, if the GPU supports non-power-of-two texture sizes, the video
frames are uploaded as textures in their original size.
(Also fixed a harmless typo in common.h)
The old implementation had two problems:
* OSTYPE and ARCH are systemwide defines, overriding them may break
the global libc headers. This is a theoretical problem, I've never
seen it in praxis.
* Not all system set ARCH correctly when building in a chroot env.
For example on Linux ARCH is set to x86_64 when building in an
i386 chroot. Now the user can do something like "make YQ2ARCH=i386"
to get things right.
This is more than enough for everyone and prevents wasting CPU time.
Without this change as many client frames as possible are rendered,
Quake II uses a complete core.
For deterministic/reproducible builds (where the same source and
toolchain can be verified to produce the same binary, allowing
maliciously substituted binaries to be detected) it is desirable to
take the software's idea of the build date from the build system;
otherwise, the real-time clock at the time of building affects the
result, making it non-reproducible.
SOURCE_DATE_EPOCH is a distribution-neutral specification for how
to do that. It is meant to be set by meta-build systems such as
dpkg or RPM, using a date/time that is already part of the source code,
for example the date of the latest git commit, the date in
the package's debian/changelog, or the date in the RPM spec file.
See https://reproducible-builds.org/specs/source-date-epoch/ for the
specification of SOURCE_DATE_EPOCH, or https://reproducible-builds.org/
for more information on reproducible builds in general.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.
Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
Con_DrawConsole() assumed that the version string was always 21chars
long, we changed it to allow longer strings with other lenghts.
In Unix main() we changed the code for underlining
"Yamagi Quake II $version" with === so the underlining is as long
as the underlined string.
It was a wrong (and maybe stupid) assumption, that the config dir
(~/.yq2) is always the first element of the search path. When there's
at least one pak file in the config dir, it's added at a random
location. Work around this by probing all directories. This fixes
issue #107.
The savegame list is generated by calling FS_FOpenFile() for each
possible savegame name. When a file handle is returned the savegame
exists, otherwise the savegame slot is empty. But FS_FOpenFile()
searches in every directory known to the VFS. If a savegame file
isn't found in $moddir but in baseq2, the file in baseq2 is opened
and a baseq2 savegame is displayed in the mods / addons savegame menu.
The fix is compromise between a clean solution and invasiveness:
- Refactor FS_FOpenFile() to include FS_FOpenFileRead(). FS_FOpenFile()
was used only to open read only files, limit its's possibilities to
do exactly that.
- Introduce a new flag "gamedir_only" to FS_FOpenFile(). When true
only the gamedir directories are searched and not other directories
like baseq2.
- Change all callers to FS_FOpenFile()s new signature.
- Use the new gamedir_only flag to limit the searchpath for savegames
to the gamedir.
This makes it behave a little more like -basedir in Quake 1 and
fs_basepath in ioquake3.
This lets "+set basedir" take precedence over the SYSTEMDIR,
which is useful if you have the demo and full-game data installed
in different base directories to be able to test the demo for
regressions.
This reverts commit 123e409a2e.
This commit breaks several float calculations in subtiles ways. For
example grenates drift to the left. In fact, it's another example why
I'm so hesitant to merge anything that's not a fix for a clearly
reproducable bug. This fixes#99.
should hopefully fix#93, which seemed to be caused by ^ and ` being
bound to toggleconsole in default.cfg (as shipped with Q2) *and*
in code, so it'd be called twice and cancel each other out.
It even warns if someone tries to bind those keys and includes an ugly
hack to *not* warn when it's done in default.cfg, to minimize confusion.
This work was submitted by Dmitry Antipov. We stick to macros instead of
inline functions since they're in line with the rest of the code base.
This patch removes several unused functions and tranfers most of the
rest into macros.
sounds easy, right?
Except some genius decided to save CVAR_LATCH cvars in buffers of
MAX_OSPATH length into savegames.. so just changing MAX_OSPATH
breaks savegame compatibility.
Fortunately, this assumption only matters in SV_WriteServerFile() and
SV_ReadServerFile() so I worked around it by introducing a
platform-specific LATCH_CVAR_SAVELENGTH (because MAX_OSPATH was 256 on
Windows but 128 on other systems..)
COM_FileExtension() was parsing strings from beginning to end, bailing
out as soon as '.' was found and treating everything thereafter as the
file extension. That behavior caused problem with relatives pathes like
models/monsters/tank/../ctank/skin.pcx. The new implementation uses
strrchr() to determine the last '.'.
This fixes issue #48. The bug was introduced in e07294b which replaced
hand rolled code with COM_FileExtention().
This fixes a long standing and until now unnoticed bug with negative
colored dynamic lights. Since we never set the OpenGL renderer as out
renderer, remaining softrenderer code was executed and the corresponding
effects never rendered. This manifested itself in missing darkness
around the "gravity well" in rogue.
Newer jpeg versions (I guess starting with 9) define an macro
"VERSION", colliding with ours. While wie could #undef it, take
the less hacky route and rename it.
Normally setting gl_mode cvar would result in VID_LoadRefresh because
of vid_ref being "modified". After removing vid_ref out of the picture
it will "modify" vid_fullscreen to replicate the same behaviour.
Variable "name" (who used to hold refresh dll name) is now left unused
All references to vid_ref cvar has been taken out ...
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.
Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.
Defining "qboolean" to something other than an enum changes the size of
some structs. That in turn breaks compatiblity with mods that use the
enum define. With this change the addons (tested with xatrix and rogue)
are running on OS X. Many thanks to my sister for lending me her
Macbook.
These are the code changes and Makefile changes necessary to build and
run Yamagi Quake II on Max OS X. OS X 10.6 or higher is required, older
version may work but we cannot guarantee it. The documentation will be
added in another commit. This patch was contributed by W. Beser, I made
only some small cosmetical changes.