2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
28 A server can always be started, even if the system started out as a client
31 A client can NOT be started if the system started as a dedicated server.
33 Memory is cleared / released when a server or client begins, not when they end.
37 // true if into command execution
38 qboolean host_initialized;
39 // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
40 qboolean host_loopactive = false;
41 // LordHavoc: set when quit is executed
42 qboolean host_shuttingdown = false;
44 double host_frametime;
45 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
46 double host_realframetime;
47 // the real time, without any slowmo or clamping
49 // realtime from previous frame
51 // how many frames have occurred
54 // used for -developer commandline parameter, hacky hacky
58 client_t *host_client;
60 jmp_buf host_abortserver;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 cvar_t host_framerate = {0, "host_framerate","0"};
64 // shows time used by certain subsystems
65 cvar_t host_speeds = {0, "host_speeds","0"};
66 // LordHavoc: framerate independent slowmo
67 cvar_t slowmo = {0, "slowmo", "1.0"};
68 // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
69 cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
70 // LordHavoc: framerate upper cap
71 cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
73 // print broadcast messages in dedicated mode
74 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
76 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
77 cvar_t serverprofile = {0, "serverprofile","0"};
79 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
80 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
81 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
83 cvar_t samelevel = {0, "samelevel","0"};
84 cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
86 cvar_t developer = {0, "developer","0"};
88 cvar_t skill = {0, "skill","1"};
89 cvar_t deathmatch = {0, "deathmatch","0"};
90 cvar_t coop = {0, "coop","0"};
92 cvar_t pausable = {0, "pausable","1"};
94 cvar_t temp1 = {0, "temp1","0"};
96 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
97 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
103 This shuts down both the client and server
106 void PRVM_ProcessError(void);
107 static char hosterrorstring1[4096];
108 static char hosterrorstring2[4096];
109 static qboolean hosterror = false;
110 void Host_Error (const char *error, ...)
114 va_start (argptr,error);
115 vsprintf (hosterrorstring1,error,argptr);
118 Con_Printf("Host_Error: %s\n", hosterrorstring1);
120 // LordHavoc: if first frame has not been shown, or currently shutting
121 // down, do Sys_Error instead
122 if (!host_loopactive || host_shuttingdown)
123 Sys_Error ("Host_Error: %s", hosterrorstring1);
126 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
129 strcpy(hosterrorstring2, hosterrorstring1);
131 CL_Parse_DumpPacket();
135 //PRVM_Crash(); // crash current prog
137 // crash all prvm progs
142 Host_ShutdownServer (false);
144 if (cls.state == ca_dedicated)
145 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
152 longjmp (host_abortserver, 1);
155 mempool_t *sv_clients_mempool = NULL;
157 void Host_ServerOptions (void)
164 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
165 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
168 // client exists, check what mode the user wants
169 i = COM_CheckParm ("-dedicated");
172 cls.state = ca_dedicated;
173 // default players unless specified
174 if (i != (com_argc - 1))
175 numplayers = atoi (com_argv[i+1]);
176 if (COM_CheckParm ("-listen"))
177 Sys_Error ("Only one of -dedicated or -listen can be specified");
181 cls.state = ca_disconnected;
182 i = COM_CheckParm ("-listen");
185 // default players unless specified
186 if (i != (com_argc - 1))
187 numplayers = atoi (com_argv[i+1]);
191 // default players in some games, singleplayer in most
192 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
199 // no client in the executable, always start dedicated server
200 if (COM_CheckParm ("-listen"))
201 Sys_Error ("-listen not available in a dedicated server executable");
202 cls.state = ca_dedicated;
203 // check for -dedicated specifying how many players
204 i = COM_CheckParm ("-dedicated");
205 // default players unless specified
206 if (i && i != (com_argc - 1))
207 numplayers = atoi (com_argv[i+1]);
213 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
215 if (numplayers > 1 && !deathmatch.integer)
216 Cvar_SetValueQuick(&deathmatch, 1);
218 svs.maxclients = numplayers;
219 sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
220 svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
224 =======================
226 ======================
228 void Host_SaveConfig_f(void);
229 void Host_InitLocal (void)
231 Host_InitCommands ();
233 Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
235 Cvar_RegisterVariable (&host_framerate);
236 Cvar_RegisterVariable (&host_speeds);
237 Cvar_RegisterVariable (&slowmo);
238 Cvar_RegisterVariable (&host_minfps);
239 Cvar_RegisterVariable (&host_maxfps);
241 Cvar_RegisterVariable (&sv_echobprint);
243 Cvar_RegisterVariable (&sys_ticrate);
244 Cvar_RegisterVariable (&serverprofile);
246 Cvar_RegisterVariable (&fraglimit);
247 Cvar_RegisterVariable (&timelimit);
248 Cvar_RegisterVariable (&teamplay);
249 Cvar_RegisterVariable (&samelevel);
250 Cvar_RegisterVariable (&noexit);
251 Cvar_RegisterVariable (&skill);
252 Cvar_RegisterVariable (&developer);
253 if (forcedeveloper) // make it real now that the cvar is registered
254 Cvar_SetValue("developer", 1);
255 Cvar_RegisterVariable (&deathmatch);
256 Cvar_RegisterVariable (&coop);
258 Cvar_RegisterVariable (&pausable);
260 Cvar_RegisterVariable (&temp1);
262 Cvar_RegisterVariable (×tamps);
263 Cvar_RegisterVariable (&timeformat);
265 Host_ServerOptions ();
273 Writes key bindings and archived cvars to config.cfg
276 void Host_SaveConfig_f(void)
280 // dedicated servers initialize the host but don't parse and set the
282 if (host_initialized && cls.state != ca_dedicated)
284 f = FS_Open ("config.cfg", "w", false);
287 Con_Print("Couldn't write config.cfg.\n");
291 Key_WriteBindings (f);
292 Cvar_WriteVariables (f);
303 Sends text across to be displayed
304 FIXME: make this just a stuffed echo?
307 void SV_ClientPrint(const char *msg)
309 MSG_WriteByte(&host_client->message, svc_print);
310 MSG_WriteString(&host_client->message, msg);
317 Sends text across to be displayed
318 FIXME: make this just a stuffed echo?
321 void SV_ClientPrintf(const char *fmt, ...)
326 va_start(argptr,fmt);
327 vsnprintf(msg,sizeof(msg),fmt,argptr);
337 Sends text to all active clients
340 void SV_BroadcastPrint(const char *msg)
345 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
349 MSG_WriteByte(&client->message, svc_print);
350 MSG_WriteString(&client->message, msg);
354 if (sv_echobprint.integer && cls.state == ca_dedicated)
362 Sends text to all active clients
365 void SV_BroadcastPrintf(const char *fmt, ...)
370 va_start(argptr,fmt);
371 vsnprintf(msg,sizeof(msg),fmt,argptr);
374 SV_BroadcastPrint(msg);
381 Send text over to the client to be executed
384 void Host_ClientCommands(const char *fmt, ...)
389 va_start(argptr,fmt);
390 vsprintf(string, fmt,argptr);
393 MSG_WriteByte(&host_client->message, svc_stufftext);
394 MSG_WriteString(&host_client->message, string);
398 =====================
401 Called when the player is getting totally kicked off the host
402 if (crash = true), don't bother sending signofs
403 =====================
405 void SV_DropClient(qboolean crash)
407 Con_Printf("Client \"%s\" dropped\n", host_client->name);
409 // send any final messages (don't check for errors)
410 if (host_client->netconnection)
412 // free the client (the body stays around)
415 // LordHavoc: no opportunity for resending, so use unreliable
416 MSG_WriteByte(&host_client->message, svc_disconnect);
417 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
420 // break the net connection
421 NetConn_Close(host_client->netconnection);
422 host_client->netconnection = NULL;
424 // LordHavoc: don't call QC if server is dead (avoids recursive
425 // Host_Error in some mods when they run out of edicts)
426 if (sv.active && host_client->edict && host_client->spawned)
428 // call the prog function for removing a client
429 // this will set the body to a dead frame, among other things
430 int saveSelf = pr_global_struct->self;
431 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
432 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
433 pr_global_struct->self = saveSelf;
437 // remove leaving player from scoreboard
438 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
439 ED_ClearEdict(host_client->edict);
440 //host_client->edict->v->netname = PR_SetString(host_client->name);
441 //if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
443 //host_client->edict->v->frags = 0;
444 host_client->name[0] = 0;
445 host_client->colors = 0;
446 host_client->frags = 0;
447 // send notification to all clients
448 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
449 MSG_WriteByte (&sv.reliable_datagram, host_client->number);
450 MSG_WriteString (&sv.reliable_datagram, host_client->name);
451 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
452 MSG_WriteByte (&sv.reliable_datagram, host_client->number);
453 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
454 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
455 MSG_WriteByte (&sv.reliable_datagram, host_client->number);
456 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
458 // free the client now
459 if (host_client->entitydatabase)
460 EntityFrame_FreeDatabase(host_client->entitydatabase);
461 if (host_client->entitydatabase4)
462 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
463 if (host_client->entitydatabase5)
464 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
465 // clear the client struct (this sets active to false)
466 memset(host_client, 0, sizeof(*host_client));
468 // update server listing on the master because player count changed
469 // (which the master uses for filtering empty/full servers)
470 NetConn_Heartbeat(1);
477 This only happens at the end of a game, not between levels
480 void Host_ShutdownServer(qboolean crash)
486 Con_DPrintf("Host_ShutdownServer\n");
491 // print out where the crash happened, if it was caused by QC
494 NetConn_Heartbeat(2);
495 NetConn_Heartbeat(2);
497 // make sure all the clients know we're disconnecting
501 MSG_WriteByte(&buf, svc_disconnect);
502 count = NetConn_SendToAll(&buf, 5);
504 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
506 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
507 if (host_client->active)
508 SV_DropClient(crash); // server shutdown
510 NetConn_CloseServerPorts();
517 memset(&sv, 0, sizeof(sv));
518 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
526 This clears all the memory used by both the client and server, but does
527 not reinitialize anything.
530 void Host_ClearMemory (void)
532 Con_DPrint("Clearing memory\n");
536 memset (&sv, 0, sizeof(sv));
537 memset (&cl, 0, sizeof(cl));
541 //============================================================================
547 Returns false if the time is too short to run a frame
550 extern cvar_t cl_avidemo;
551 qboolean Host_FilterTime (double time)
553 double timecap, timeleft;
556 if (slowmo.value < 0.0f)
557 Cvar_SetValue("slowmo", 0.0f);
558 if (host_minfps.value < 10.0f)
559 Cvar_SetValue("host_minfps", 10.0f);
560 if (host_maxfps.value < host_minfps.value)
561 Cvar_SetValue("host_maxfps", host_minfps.value);
562 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
563 Cvar_SetValue("cl_avidemo", 0.0f);
565 // check if framerate is too high
568 // default to sys_ticrate (server framerate - presumably low) unless we
569 // have a good reason to run faster
570 timecap = sys_ticrate.value;
571 if (cls.state != ca_dedicated)
573 if (cl_avidemo.value >= 0.1f)
574 timecap = 1.0 / (double)cl_avidemo.value;
575 else if (vid_activewindow)
576 timecap = 1.0 / host_maxfps.value;
579 timeleft = oldrealtime + timecap - realtime;
582 // don't totally hog the CPU
583 if (timeleft >= 0.02)
584 Sys_Sleep((int)(timeleft * 1000) - 5);
589 // LordHavoc: copy into host_realframetime as well
590 host_realframetime = host_frametime = realtime - oldrealtime;
591 oldrealtime = realtime;
595 // disable time effects
596 cl.frametime = host_frametime;
600 if (host_framerate.value > 0)
601 host_frametime = host_framerate.value;
602 else if (cl_avidemo.value >= 0.1f)
603 host_frametime = (1.0 / cl_avidemo.value);
606 // don't allow really short frames
607 if (host_frametime > (1.0 / host_minfps.value))
608 host_frametime = (1.0 / host_minfps.value);
611 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
619 Host_GetConsoleCommands
621 Add them exactly as if they had been typed at the console
624 void Host_GetConsoleCommands (void)
630 cmd = Sys_ConsoleInput ();
644 void Host_ServerFrame (void)
646 static double frametimetotal = 0, lastservertime = 0;
647 frametimetotal += host_frametime;
648 // LordHavoc: cap server at sys_ticrate in networked games
649 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
652 NetConn_ServerFrame();
654 // run the world state
655 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
656 sv.frametime = pr_global_struct->frametime = frametimetotal;
660 lastservertime = realtime;
662 // set the time and clear the general datagram
665 // read client messages
668 // move things around and think
669 // always pause in single player if in console or menus
673 // send all messages to the clients
674 SV_SendClientMessages();
676 // send an heartbeat if enough time has passed since the last one
677 NetConn_Heartbeat(0);
685 Runs all active servers
688 void _Host_Frame (float time)
690 static double time1 = 0;
691 static double time2 = 0;
692 static double time3 = 0;
693 int pass1, pass2, pass3;
694 usercmd_t cmd; // Used for receiving input
696 if (setjmp(host_abortserver))
697 return; // something bad happened, or the server disconnected
699 // keep the random time dependent
702 // decide the simulation time
703 if (!Host_FilterTime(time))
706 cl.islocalgame = NetConn_IsLocalGame();
708 // get new key events
711 // allow mice or other external controllers to add commands
714 // Collect input into cmd
715 IN_ProcessMove(&cmd);
717 // process console commands
720 // if running the server locally, make intentions now
721 if (cls.state == ca_connected && sv.active)
724 //-------------------
728 //-------------------
730 // check for commands typed to the host
731 Host_GetConsoleCommands();
736 //-------------------
740 //-------------------
742 cl.oldtime = cl.time;
743 cl.time += cl.frametime;
745 NetConn_ClientFrame();
747 if (cls.state == ca_connected)
749 // if running the server remotely, send intentions now after
750 // the incoming messages have been read
761 if (host_speeds.integer)
762 time1 = Sys_DoubleTime();
766 if (host_speeds.integer)
767 time2 = Sys_DoubleTime();
770 if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
772 // LordHavoc: this used to use renderer variables (eww)
773 S_Update(&cl_entities[cl.viewentity].render.matrix);
776 S_Update(&identitymatrix);
780 if (host_speeds.integer)
782 pass1 = (time1 - time3)*1000000;
783 time3 = Sys_DoubleTime();
784 pass2 = (time2 - time1)*1000000;
785 pass3 = (time3 - time2)*1000000;
786 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
787 pass1+pass2+pass3, pass1, pass2, pass3);
791 host_loopactive = true;
795 void Host_Frame (float time)
798 static double timetotal;
799 static int timecount;
802 if (!serverprofile.integer)
808 time1 = Sys_DoubleTime ();
810 time2 = Sys_DoubleTime ();
812 timetotal += time2 - time1;
815 if (timecount < 1000)
818 m = timetotal*1000/timecount;
822 for (i=0 ; i<svs.maxclients ; i++)
824 if (svs.clients[i].active)
828 Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
831 //============================================================================
833 void Render_Init(void);
840 void Host_Init (void)
844 // LordHavoc: quake never seeded the random number generator before... heh
847 // FIXME: this is evil, but possibly temporary
848 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
849 if (COM_CheckParm("-developer"))
851 forcedeveloper = true;
852 developer.integer = 1;
857 Memory_Init_Commands();
871 Con_Printf("Builddate: %s\n", buildstring);
873 if (cls.state != ca_dedicated)
886 // only cvars are executed when host_initialized == false
887 if (gamemode == GAME_TEU)
888 Cbuf_InsertText("exec teu.rc\n");
890 Cbuf_InsertText("exec quake.rc\n");
893 host_initialized = true;
895 Con_DPrint("========Initialized=========\n");
897 if (cls.state != ca_dedicated)
900 SCR_BeginLoadingPlaque();
904 // stuff it again so the first host frame will execute it again, this time
906 if (gamemode == GAME_TEU)
907 Cbuf_InsertText("exec teu.rc\n");
909 Cbuf_InsertText("exec quake.rc\n");
911 // check for special benchmark mode
912 // 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)
913 i = COM_CheckParm("-benchmark");
914 if (i && i + 1 < com_argc)
915 Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
919 // We must wait for the log_file cvar to be initialized to start the log
928 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
929 to run quit through here before the final handoff to the sys code.
932 void Host_Shutdown(void)
934 static qboolean isdown = false;
938 Con_Print("recursive shutdown\n");
943 // disconnect client from server if active
946 // shut down local server if active
947 Host_ShutdownServer (false);
954 // AK hmm, no PRVM_Shutdown(); yet
962 if (cls.state != ca_dedicated)
964 R_Modules_Shutdown();