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host.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 "libcurl.h"
#include "cdaudio.h"
#include "cl_gecko.h"
#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
#include "sv_demo.h"
#include "snd_main.h"
#include "thread.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 real time since application started, without any slowmo or clamping
double realtime;

// current client
client_t *host_client;

jmp_buf host_abortframe;
double host_starttime = 0;

// 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"};
// 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", "0.2", "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_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
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"};

/*
================
Host_AbortCurrentFrame

aborts the current host frame and goes on with the next one
================
*/
void Host_AbortCurrentFrame(void)
{
      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];
      static char hosterrorstring2[MAX_INPUTLINE];
      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();


      Host_ShutdownServer ();

      if (cls.state == ca_dedicated)
            Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit

      CL_Disconnect ();
      cls.demonum = -1;

      hosterror = false;

      Host_AbortCurrentFrame();
}

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 (&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_qualitypower);
      Cvar_RegisterVariable (&cl_minfps_qualityscale);
      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
===============
*/
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);
}

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)
{
      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_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
            PRVM_ExecuteProgram(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(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)
{
      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
      SV_VM_Begin();
      World_End(&sv.world);
      if(prog->loaded)
            if(PRVM_serverfunction(SV_Shutdown))
            {
                  func_t s = PRVM_serverfunction(SV_Shutdown);
                  PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
                  PRVM_ExecuteProgram(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
      SV_VM_End();

      NetConn_CloseServerPorts();

      sv.active = false;
//
// clear structures
//
      memset(&sv, 0, sizeof(sv));
      memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
}


//============================================================================

/*
===================
Host_GetConsoleCommands

Add them exactly as if they had been typed at the console
===================
*/
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(void)
{
      return va("%.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);
void Host_Main(void)
{
      double time1 = 0;
      double time2 = 0;
      double time3 = 0;
      double cl_timer, sv_timer;
      double clframetime, deltarealtime, oldrealtime;
      double wait;
      int pass1, pass2, pass3, i;

      Host_Init();

      cl_timer = 0;
      sv_timer = 0;

      realtime = host_starttime = Sys_DoubleTime();
      for (;;)
      {
            if (setjmp(host_abortframe))
            {
                  SCR_ClearLoadingScreen(false);
                  continue;               // something bad happened, or the server disconnected
            }

            oldrealtime = realtime;
            realtime = Sys_DoubleTime();

            deltarealtime = realtime - oldrealtime;
            cl_timer += deltarealtime;
            sv_timer += deltarealtime;

            svs.perf_acc_realtime += deltarealtime;

            // Look for clients who have spawned
            for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
                  if(host_client->spawned)
                        if(host_client->netconnection)
                              break;
            if(i == svs.maxclients)
            {
                  // Nobody is looking? Then we won't do timing...
                  // Instead, reset it to zero
                  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)
                        Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
                  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();

            cl.islocalgame = NetConn_IsLocalGame();

            // 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)
                  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_Execute();
//                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)
                  wait = cl_timer * -1000000.0;
            else
                  wait = max(cl_timer, sv_timer) * -1000000.0;

            if (!cls.timedemo && wait >= 1)
            {
                  double time0;

                  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_DoubleTime();
                  if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
                        NetConn_SleepMicroseconds((int)wait);
                  else
                        Sys_Sleep((int)wait);
                  svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
//                R_TimeReport("sleep");
                  continue;
            }

            R_TimeReport("---");

      //-------------------
      //
      // server operations
      //
      //-------------------

            // limit the frametime steps to no more than 100ms each
            if (cl_timer > 0.1)
                  cl_timer = 0.1;
            if (sv_timer > 0.1)
            {
                  svs.perf_acc_lost += (sv_timer - 0.1);
                  sv_timer = 0.1;
            }

            if (sv.active && sv_timer > 0)
            {
                  // 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;

                  if (cls.state == ca_dedicated)
                        Collision_Cache_NewFrame();

                  // 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 sys_ticrate
                        advancetime = bound(0.01, cl_timer, sys_ticrate.value);
                        framelimit = 10;
                        aborttime = realtime + 0.1;
                  }
                  else
                  {
                        advancetime = sys_ticrate.value;
                        // listen servers can run multiple server frames per client frame
                        if (cls.state == ca_connected)
                        {
                              framelimit = 10;
                              aborttime = realtime + 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 = sv_timer + (Sys_DoubleTime() - realtime);
                        ++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;

                  // setup the VM frame
                  SV_VM_Begin();

                  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_DoubleTime() >= 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.generic[OFS_PARM0] = realtime - sv.pausedstart;
                        PRVM_ExecuteProgram(PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
                  }

                  // end the server VM frame
                  SV_VM_End();

                  // send an heartbeat if enough time has passed since the last one
                  NetConn_Heartbeat(0);
                  R_TimeReport("servernetwork");
            }
            else
            {
                  // 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("collisioncache");
                  // 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;
                  }

                  // 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_DoubleTime();
                  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();
                  CL_Gecko_Frame();

                  R_TimeReport("client");

                  CL_UpdateScreen();
                  R_TimeReport("render");

                  if (host_speeds.integer)
                        time2 = Sys_DoubleTime();

                  // 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_DoubleTime();
                        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)
            {
                  svs.perf_acc_lost += sv_timer;
                  sv_timer = 0;
            }

            host_framecount++;
      }
}

//============================================================================

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 void u8_Init(void);
extern void Render_Init(void);
extern void Mathlib_Init(void);
extern void FS_Init_SelfPack(void);
extern void FS_Init(void);
extern void FS_Shutdown(void);
extern void PR_Cmd_Init(void);
extern void COM_Init_Commands(void);
extern void FS_Init_Commands(void);
extern qboolean host_stuffcmdsrun;

/*
====================
Host_Init
====================
*/
static void Host_Init (void)
{
      int i;
      const char* os;

      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"))
      {
            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";
      }

// 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 ixtable
      Mathlib_Init();

      // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
      FS_Init();

      // 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();

      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();
            Thread_Init();
            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();

      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("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("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("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\n");
            Cbuf_Execute();
      }

      Con_DPrint("========Initialized=========\n");

      //Host_StartVideo();
}


/*
===============
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();

      // disconnect client from server if active
      CL_Disconnect();

      // shut down local server if active
      Host_ShutdownServer ();

      // Shutdown menu
      if(MR_Shutdown)
            MR_Shutdown();

      // AK shutdown PRVM
      // AK hmm, no PRVM_Shutdown(); yet

      CL_Gecko_Shutdown();
      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();
            Thread_Shutdown();
      }

      Cmd_Shutdown();
      Key_Shutdown();
      CL_Shutdown();
      Sys_Shutdown();
      Log_Close();
      Crypto_Shutdown();
      FS_Shutdown();
      Con_Shutdown();
      Memory_Shutdown();
}


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