Commit graph

1454 commits

Author SHA1 Message Date
Yamagi Burmeister
ce2c3292c6 Force the x87 FPU to double precision mode.
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.
2017-09-20 21:55:43 +02:00
Yamagi Burmeister
e1ec177dbe Remove miscframe altogether.
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.
2017-09-09 09:39:56 +02:00
Yamagi Burmeister
eb4fdb56de Miscframes must be synchronized with renderframes.
Otherwise vid_restart triggers only if misc- and renderframes match by
luck.
2017-09-08 19:43:54 +02:00
Yamagi Burmeister
b88b3cb85d Add back function call to Cvar_Fini() removed by git in branch merge.
Don't know why git removed it.
2017-09-07 18:31:49 +02:00
Yamagi Burmeister
a0db877031 Merge remote-tracking branch 'memleak/small_mem_leak_fixes' 2017-09-07 18:30:03 +02:00
Yamagi Burmeister
6c7039af80 Revert "Remove empty function Qcommon_shutdown()."
This reverts commit ec428bb752. Looks like
the function is usefull for pull request #232.
2017-09-07 18:19:45 +02:00
Yamagi Burmeister
f3df541b79 Fix a potential crash in ai_run_melee() and ai_run_missile().
This was found and fixed by Maraakate.
2017-09-07 18:13:01 +02:00
Yamagi Burmeister
f107a77edb Fix an undefined function warning on Windows.
shared.h is needed on all platforms so include it unconditionally.
2017-09-07 18:02:31 +02:00
Yamagi Burmeister
42dfd3dbdd Refactor curtime to be set at one defined point.
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().
2017-09-07 17:12:58 +02:00
Yamagi Burmeister
5fa6fa9175 Sleep 850 microseconds between dedicated server frames.
The dedicated server runs at cl_maxfps frames per second. Een with very
large values one server frame can never be shorter than 1 milliseconds.
And the timing doesn't need to be very precise since the network
latency adds a lot of more jitter.
2017-09-07 14:53:00 +02:00
Yamagi Burmeister
950e581103 Untangle global variables between dedicated only and normal build. 2017-09-07 14:37:51 +02:00
Yamagi Burmeister
70f678fb80 Implement distinct versions of Qcommon_Frame() for both build types.
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.
2017-09-07 14:24:09 +02:00
Yamagi Burmeister
85890da3bb Cleanup Qcommon_Init(). 2017-09-07 13:51:52 +02:00
Yamagi Burmeister
1fc565a33b Remove unused "error" command.
"error" was a debug command to test emergency shutdowns. It's not needed
any more. Since users may complain that "error" crashes their game
remove it.
2017-09-07 13:36:17 +02:00
Yamagi Burmeister
6ab2b3227a Rename common/misc.c to common/frame.c.
Now that we moved the CRC stuff to crc.c only the frame handling is
left in this files.
2017-09-07 13:31:52 +02:00
Yamagi Burmeister
801695cf35 Move several CRC function from misc.c to crc.c.
While here remove several unused functions and variables.
2017-09-07 13:22:36 +02:00
Yamagi Burmeister
629683ab40 Also print errors when build with DEDICATED_ONLY. 2017-09-07 13:17:02 +02:00
Yamagi Burmeister
ec428bb752 Remove empty function Qcommon_shutdown(). 2017-09-07 13:05:49 +02:00
Yamagi Burmeister
d0cb89ff52 Change Windows mainloop to microseconds.
While at it have another look at it's Sys_*seconds() implementations.
Also add a Sys_Nanosleep() and use it to throttle the game a litte bit.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
0c3c2976cf Fix timedemos. 2017-09-06 18:36:51 +02:00
Yamagi Burmeister
5ece000c18 Insert 5 microseconds sleep time each frame.
This shouldn't have any noteable impact on timing (besides the machine
is way too slow for Quake II) and saves a lot of CPU cycles. 100% load
vs. 17% load on my desktop.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
a3ce70d2e3 Fix dedicated server build. 2017-09-06 18:36:51 +02:00
Yamagi Burmeister
465963a1a5 Reconnect the server to the global timing.
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.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
0a3c6f3786 Fix timing debug cvars and don't run the terminal console too often. 2017-09-06 18:36:51 +02:00
Yamagi Burmeister
4ac97f8a2b Remove the brake from the mainloop.
It's longer necessary now that we've refactored the global timing.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
c32f4b0e4a Move timing from CL_Frame() to Qcommon_Frame().
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.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
a0aa1c87c7 Change the global timing in main() from milli- to microseconds.
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.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
f16242e923 Determine svs.realtime from curtime and not the global timing.
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.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
79f73da62b Implement a much better / more accurate framecounter.
The old framecounter had two problems:

* It measured only the time of the current render frame, not the total
  time spend between the last and the current render frame. Therefor the
  calculated value was too high.
* It was based upon milliseconds and rather inaccurate.

This new frame counter solves both problems. The total time spend
between two render frames is measured and the measurement done in
microseconds.

There're three modes:

* cl_drawfps 1 displayes the average frame rate calculated over the last
  60 frames.
* cl_drawfps 2 displays a nice string with minimal framerate, maximum
  framerate and average framerate. All three values are calculated over
  the last 60 frames.
* cl_drawfps 3 is the same as number 2 but with a second line showing the
  raw values.

TODO:

* Discuss if cl_drawfps should be renamed to cl_showfps. All other
  status displays are named cl_show*.

While at it remove several unsused drawing functions.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
0fafaf735f Implement a Sys_Microsecond().
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.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
406857f57a Make the Linux / Unix backend year 2038 compliant. 2017-09-06 18:36:51 +02:00
Denis Pauk
95e02d99cf update stb_image.h v2.02->v2.16 2017-09-05 21:30:37 +03:00
Yamagi Burmeister
aa5f63e0dc Since mkdir() isn't recursive we need to create .yq2/$moddir. 2017-08-31 17:26:32 +02:00
Yamagi Burmeister
503ab368a2 Decouple horplus and fov in the video menu.
Until now the video menu enforced:

* fov set to 90 and horplus set to 1
* fov set to something other than 90 and horplus to 0

If the user hat configured another configuration through the console the
menu would reset it, even if only unrelated changes are applied. With
this change horplus is ignored by the menu and only fov is altered. The
rationale behind this is that most users want horplus enabled and all
others can disable it through the console.

This is believed to fix issue #225.
2017-08-30 15:05:02 +02:00
David Carlier
9f71d55258 fixing couple of small memory leaks 2017-08-27 01:00:57 +01:00
Yamagi Burmeister
7f46d808d2 Second part of Developer_searchpath() removal.
This was forgotten in the first commit. :(
2017-08-07 18:10:32 +02:00
Daniel Gibson
11b3a0515a Merge branch 'searchpath' 2017-08-05 18:40:44 +02:00
Yamagi Burmeister
db2cde0325 Remove disgusting and broken Developer_searchpath() function.
It's mush better and safer to query the "game" cvar instead. It's always
set to the mods name and get's the baseq2 special case right.
2017-08-04 09:20:44 +02:00
Yamagi Burmeister
ff7772f11d Don't let baseq2/pak0.pak/maps.lst shadow baseq2/maps.lst.
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.
2017-08-02 20:08:05 +02:00
Yamagi Burmeister
86fd714788 Allow to choose the fullscreen mode through the menu.
There're 3 possible values:
* no -> vid_fullsceen == 0
* keep resolution -> vid_fullscreen == 1
* switch_resolution -> vid_fullscreen == 2
2017-08-01 18:32:44 +02:00
Yamagi Burmeister
911d225496 Pass an integer to SetMode_impl() instead of a qboolean.
The functions signature was changed several commits ago.
2017-08-01 18:20:30 +02:00
Yamagi Burmeister
3f8be88e84 Fix fullscreen switch through alt-enter. 2017-08-01 18:16:24 +02:00
Daniel Gibson
6d39da37ca Print system SDL version on startup 2017-08-01 18:14:31 +02:00
Yamagi Burmeister
5e61c23fd8 Only set SDL 1.2 fullscreen if it's requested. 2017-08-01 18:11:46 +02:00
Yamagi Burmeister
908fd30148 Switch from SDL_WINDOW_FULLSCREEN to SDL_WINDOW_FULLSCREEN_DESKTOP.
SDL_WINDOW_FULLSCREEN changes the display resolution if the requested
resolution is different to the actual resultion. SDL_WINDOW_FULLSCREEN_
DESKTOP doesn't do that, it places a smaller or bigger render area
somewhere inside the fullscreen area. This is somewhat nicer with modern
high resolution flatscreens.

This commit changes vid_fullscreen 1 from SDL_WINDOW_FULLSCREEN to
SDL_WINDOW_FULLSCREEN_DESKTOP. Additional vid_fullscreen 2 is
implemented, it uses SDL_WINDOW_FULLSCREEN to create the fullscreen
area.

TL;DR: Use vid_fullscreen 1 to keep the current resolution or use
vid_fullscreen 2 to switch the resolution.

Implementation details: The whole fullscreen stuff is a horrible mess.
Like generations of hackers before me I'm not desperated enough to clean
it up. GLimp_InitGraphics() is modified to take the fullscreen mode as
an integer and not as a boolean. That's a change to the renderer API.
In GLimp_InitGraphics() the needed SDL fullscreen mode flag is
determined once at the top and just used further down below. That saves
dome SDL1 <-> SDL2 compatibility cruft. IsFullscreen() was modified to
return the actual fullscreen mode and not just if fullscreen is enabled.
2017-08-01 10:08:24 +02:00
Yamagi Burmeister
f1a8c565f1 Implement a generic case in Sys_GetBinaryDir().
Several platforms - OpenBSD being a prominent example - don't provide a
way to get the executable path. Don't abort, just return the current
dir ./ executable dir. This is just a work around, of course. The user
needs to supply a script that calls ./quake2 in the correct directory.
2017-08-01 07:12:50 +02:00
Yamagi Burmeister
e71f267de6 Just create the screenshot directory in fs_gamepath.
While here set the fs_gamedir to the last directory of the generic
search path in case that the game is reset to baseq2.
2017-07-25 09:19:17 +02:00
Yamagi Burmeister
f311308713 Remove the portable cvar, use is_portable instead.
Having a command line option and a cvar is confusing, especially since
the cvar doesn't make the game really portable.
2017-07-24 18:45:42 +02:00
Yamagi Burmeister
383f667c46 Write stdout.txt into the same dir as the config when running portable. 2017-07-24 18:38:59 +02:00
Yamagi Burmeister
7d08906bca Reimplement the portable binaries stuff.
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!
2017-07-24 11:15:00 +02:00