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
33 A server can always be started, even if the system started out as a client
36 A client can NOT be started if the system started as a dedicated server.
38 Memory is cleared / released when a server or client begins, not when they end.
42 // how many frames have occurred
43 // (checked by Host_Error and Host_SaveConfig_f)
44 int host_framecount = 0;
45 // LordHavoc: set when quit is executed
46 qboolean host_shuttingdown = false;
48 // the real time since application started, without any slowmo or clamping
52 client_t *host_client;
54 jmp_buf host_abortframe;
56 // pretend frames take this amount of time (in seconds), 0 = realtime
57 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"};
58 // shows time used by certain subsystems
59 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
60 // LordHavoc: framerate upper cap
61 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
62 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"};
64 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
65 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
67 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
68 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
72 Host_AbortCurrentFrame
74 aborts the current host frame and goes on with the next one
77 void Host_AbortCurrentFrame(void)
79 longjmp (host_abortframe, 1);
86 This shuts down both the client and server
89 void Host_Error (const char *error, ...)
91 static char hosterrorstring1[MAX_INPUTLINE];
92 static char hosterrorstring2[MAX_INPUTLINE];
93 static qboolean hosterror = false;
96 // turn off rcon redirect if it was active when the crash occurred
97 rcon_redirect = false;
99 va_start (argptr,error);
100 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
103 Con_Printf("Host_Error: %s\n", hosterrorstring1);
105 // LordHavoc: if crashing very early, or currently shutting down, do
107 if (host_framecount < 3 || host_shuttingdown)
108 Sys_Error ("Host_Error: %s", hosterrorstring1);
111 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
114 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
116 CL_Parse_DumpPacket();
118 CL_Parse_ErrorCleanUp();
122 // print out where the crash happened, if it was caused by QC (and do a cleanup)
126 Host_ShutdownServer ();
128 if (cls.state == ca_dedicated)
129 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
136 Host_AbortCurrentFrame();
139 void Host_ServerOptions (void)
146 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
147 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
148 // if no client is in the executable or -dedicated is specified on
149 // commandline, start a dedicated server
150 i = COM_CheckParm ("-dedicated");
151 if (i || !cl_available)
153 cls.state = ca_dedicated;
154 // check for -dedicated specifying how many players
155 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
156 svs.maxclients = atoi (com_argv[i+1]);
157 if (COM_CheckParm ("-listen"))
158 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
159 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
160 Cvar_SetValue("sv_public", 1);
162 else if (cl_available)
164 // client exists and not dedicated, check if -listen is specified
165 cls.state = ca_disconnected;
166 i = COM_CheckParm ("-listen");
169 // default players unless specified
170 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
171 svs.maxclients = atoi (com_argv[i+1]);
175 // default players in some games, singleplayer in most
176 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
181 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
183 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
185 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
186 Cvar_SetValueQuick(&deathmatch, 1);
190 =======================
192 ======================
194 void Host_SaveConfig_f(void);
195 void Host_LoadConfig_f(void);
196 static void Host_InitLocal (void)
198 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
199 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
201 Cvar_RegisterVariable (&host_framerate);
202 Cvar_RegisterVariable (&host_speeds);
203 Cvar_RegisterVariable (&cl_maxfps);
204 Cvar_RegisterVariable (&cl_maxidlefps);
206 Cvar_RegisterVariable (&developer);
207 Cvar_RegisterVariable (&developer_entityparsing);
209 Cvar_RegisterVariable (×tamps);
210 Cvar_RegisterVariable (&timeformat);
218 Writes key bindings and archived cvars to config.cfg
221 void Host_SaveConfig_f(void)
225 // dedicated servers initialize the host but don't parse and set the
227 // LordHavoc: don't save a config if it crashed in startup
228 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
230 f = FS_Open ("config.cfg", "wb", false, false);
233 Con_Print("Couldn't write config.cfg.\n");
237 Key_WriteBindings (f);
238 Cvar_WriteVariables (f);
249 Resets key bindings and cvars to defaults and then reloads scripts
252 void Host_LoadConfig_f(void)
254 // unlock the cvar default strings so they can be updated by the new default.cfg
255 Cvar_UnlockDefaults();
256 // reset cvars to their defaults, and then exec startup scripts again
257 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
264 Sends text across to be displayed
265 FIXME: make this just a stuffed echo?
268 void SV_ClientPrint(const char *msg)
270 if (host_client->netconnection)
272 MSG_WriteByte(&host_client->netconnection->message, svc_print);
273 MSG_WriteString(&host_client->netconnection->message, msg);
281 Sends text across to be displayed
282 FIXME: make this just a stuffed echo?
285 void SV_ClientPrintf(const char *fmt, ...)
288 char msg[MAX_INPUTLINE];
290 va_start(argptr,fmt);
291 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
301 Sends text to all active clients
304 void SV_BroadcastPrint(const char *msg)
309 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
311 if (client->active && client->netconnection)
313 MSG_WriteByte(&client->netconnection->message, svc_print);
314 MSG_WriteString(&client->netconnection->message, msg);
318 if (sv_echobprint.integer && cls.state == ca_dedicated)
326 Sends text to all active clients
329 void SV_BroadcastPrintf(const char *fmt, ...)
332 char msg[MAX_INPUTLINE];
334 va_start(argptr,fmt);
335 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
338 SV_BroadcastPrint(msg);
345 Send text over to the client to be executed
348 void Host_ClientCommands(const char *fmt, ...)
351 char string[MAX_INPUTLINE];
353 if (!host_client->netconnection)
356 va_start(argptr,fmt);
357 dpvsnprintf(string, sizeof(string), fmt, argptr);
360 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
361 MSG_WriteString(&host_client->netconnection->message, string);
365 =====================
368 Called when the player is getting totally kicked off the host
369 if (crash = true), don't bother sending signofs
370 =====================
372 void SV_DropClient(qboolean crash)
375 Con_Printf("Client \"%s\" dropped\n", host_client->name);
377 SV_StopDemoRecording(host_client);
379 // make sure edict is not corrupt (from a level change for example)
380 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
382 if (host_client->netconnection)
384 // free the client (the body stays around)
387 // LordHavoc: no opportunity for resending, so use unreliable 3 times
388 unsigned char bufdata[8];
390 memset(&buf, 0, sizeof(buf));
392 buf.maxsize = sizeof(bufdata);
393 MSG_WriteByte(&buf, svc_disconnect);
394 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
395 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
396 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
398 // break the net connection
399 NetConn_Close(host_client->netconnection);
400 host_client->netconnection = NULL;
403 // call qc ClientDisconnect function
404 // LordHavoc: don't call QC if server is dead (avoids recursive
405 // Host_Error in some mods when they run out of edicts)
406 if (host_client->clientconnectcalled && sv.active && host_client->edict)
408 // call the prog function for removing a client
409 // this will set the body to a dead frame, among other things
410 int saveSelf = prog->globals.server->self;
411 host_client->clientconnectcalled = false;
412 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
413 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
414 prog->globals.server->self = saveSelf;
417 // if a download is active, close it
418 if (host_client->download_file)
420 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
421 FS_Close(host_client->download_file);
422 host_client->download_file = NULL;
423 host_client->download_name[0] = 0;
424 host_client->download_expectedposition = 0;
425 host_client->download_started = false;
428 // remove leaving player from scoreboard
429 host_client->name[0] = 0;
430 host_client->colors = 0;
431 host_client->frags = 0;
432 // send notification to all clients
433 // get number of client manually just to make sure we get it right...
434 i = host_client - svs.clients;
435 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
436 MSG_WriteByte (&sv.reliable_datagram, i);
437 MSG_WriteString (&sv.reliable_datagram, host_client->name);
438 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
439 MSG_WriteByte (&sv.reliable_datagram, i);
440 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
441 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
442 MSG_WriteByte (&sv.reliable_datagram, i);
443 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
445 // free the client now
446 if (host_client->entitydatabase)
447 EntityFrame_FreeDatabase(host_client->entitydatabase);
448 if (host_client->entitydatabase4)
449 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
450 if (host_client->entitydatabase5)
451 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
455 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
456 PRVM_ED_ClearEdict(host_client->edict);
459 // clear the client struct (this sets active to false)
460 memset(host_client, 0, sizeof(*host_client));
462 // update server listing on the master because player count changed
463 // (which the master uses for filtering empty/full servers)
464 NetConn_Heartbeat(1);
468 for (i = 0;i < svs.maxclients;i++)
469 if (svs.clients[i].active && !svs.clients[i].spawned)
471 if (i == svs.maxclients)
473 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
474 sv.paused = sv.loadgame = false; // we're basically done with loading now
483 This only happens at the end of a game, not between levels
486 void Host_ShutdownServer(void)
490 Con_DPrintf("Host_ShutdownServer\n");
495 NetConn_Heartbeat(2);
496 NetConn_Heartbeat(2);
498 // make sure all the clients know we're disconnecting
500 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
501 if (host_client->active)
502 SV_DropClient(false); // server shutdown
505 NetConn_CloseServerPorts();
511 memset(&sv, 0, sizeof(sv));
512 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
516 //============================================================================
520 Host_GetConsoleCommands
522 Add them exactly as if they had been typed at the console
525 void Host_GetConsoleCommands (void)
531 cmd = Sys_ConsoleInput ();
542 Returns a time report string, for example for
545 const char *Host_TimingReport()
547 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);
554 Runs all active servers
557 static void Host_Init(void);
563 double cl_timer, sv_timer;
564 double clframetime, deltarealtime, oldrealtime;
566 int pass1, pass2, pass3, i;
573 realtime = Sys_DoubleTime();
576 if (setjmp(host_abortframe))
577 continue; // something bad happened, or the server disconnected
579 oldrealtime = realtime;
580 realtime = Sys_DoubleTime();
582 deltarealtime = realtime - oldrealtime;
583 cl_timer += deltarealtime;
584 sv_timer += deltarealtime;
586 svs.perf_acc_realtime += deltarealtime;
588 // Look for clients who have spawned
589 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
590 if(host_client->spawned)
591 if(host_client->netconnection)
593 if(i == svs.maxclients)
595 // Nobody is looking? Then we won't do timing...
596 // Instead, reset it to zero
597 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;
599 else if(svs.perf_acc_realtime > 5)
601 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
602 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
603 if(svs.perf_acc_offset_samples > 0)
605 svs.perf_offset_max = svs.perf_acc_offset_max;
606 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
607 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
609 if(svs.perf_lost > 0)
610 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
611 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;
614 if (slowmo.value < 0.00001 && slowmo.value != 0)
615 Cvar_SetValue("slowmo", 0);
616 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
617 Cvar_SetValue("host_framerate", 0);
619 // keep the random time dependent, but not when playing demos/benchmarking
620 if(!*sv_random_seed.string && !cls.demoplayback)
623 cl.islocalgame = NetConn_IsLocalGame();
625 // get new key events
628 NetConn_UpdateSockets();
630 Log_DestBuffer_Flush();
632 // receive packets on each main loop iteration, as the main loop may
633 // be undersleeping due to select() detecting a new packet
635 NetConn_ServerFrame();
639 // check for commands typed to the host
640 Host_GetConsoleCommands();
642 // when a server is running we only execute console commands on server frames
643 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
644 // otherwise we execute them on all frames
645 if (sv_timer > 0 || !sv.active)
647 // process console commands
651 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
653 // if the accumulators haven't become positive yet, wait a while
654 if (cls.state == ca_dedicated)
655 wait = sv_timer * -1000000.0;
657 wait = cl_timer * -1000000.0;
659 wait = max(cl_timer, sv_timer) * -1000000.0;
663 if (!cls.timedemo && wait > 0)
665 double time0 = Sys_DoubleTime();
666 if (sv_checkforpacketsduringsleep.integer)
669 NetConn_SleepMicroseconds((int)wait);
674 Sys_Sleep((int)wait / 1000);
676 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
680 //-------------------
684 //-------------------
686 // limit the frametime steps to no more than 100ms each
691 svs.perf_acc_lost += (sv_timer - 0.1);
695 if (sv.active && sv_timer > 0)
697 // execute one or more server frames, with an upper limit on how much
698 // execution time to spend on server frames to avoid freezing the game if
699 // the server is overloaded, this execution time limit means the game will
700 // slow down if the server is taking too long.
701 int framecount, framelimit = 1;
702 double advancetime, aborttime = 0;
705 // run the world state
706 // don't allow simulation to run too fast or too slow or logic glitches can occur
708 // stop running server frames if the wall time reaches this value
709 if (sys_ticrate.value <= 0)
710 advancetime = sv_timer;
711 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
713 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
714 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
716 aborttime = realtime + 0.1;
720 advancetime = sys_ticrate.value;
721 // listen servers can run multiple server frames per client frame
722 if (cls.state == ca_connected)
725 aborttime = realtime + 0.1;
728 advancetime = min(advancetime, 0.1);
732 offset = sv_timer + (Sys_DoubleTime() - realtime);
733 ++svs.perf_acc_offset_samples;
734 svs.perf_acc_offset += offset;
735 svs.perf_acc_offset_squared += offset * offset;
736 if(svs.perf_acc_offset_max < offset)
737 svs.perf_acc_offset_max = offset;
740 // only advance time if not paused
741 // the game also pauses in singleplayer when menu or console is used
742 sv.frametime = advancetime * slowmo.value;
743 if (host_framerate.value)
744 sv.frametime = host_framerate.value;
745 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
748 // setup the VM frame
751 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
753 sv_timer -= advancetime;
755 // move things around and think unless paused
759 // if this server frame took too long, break out of the loop
760 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
764 // send all messages to the clients
765 SV_SendClientMessages();
767 // end the server VM frame
770 // send an heartbeat if enough time has passed since the last one
771 NetConn_Heartbeat(0);
774 //-------------------
778 //-------------------
780 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
782 // decide the simulation time
783 if (cls.capturevideo.active)
785 if (cls.capturevideo.realtime)
786 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
789 clframetime = 1.0 / cls.capturevideo.framerate;
790 cl.realframetime = max(cl_timer, clframetime);
793 else if (vid_activewindow)
794 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
796 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
798 // apply slowmo scaling
799 clframetime *= cl.movevars_timescale;
800 // scale playback speed of demos by slowmo cvar
801 if (cls.demoplayback)
803 clframetime *= slowmo.value;
804 // if demo playback is paused, don't advance time at all
809 // host_framerate overrides all else
810 if (host_framerate.value)
811 clframetime = host_framerate.value;
814 clframetime = cl.realframetime = cl_timer;
816 // deduct the frame time from the accumulator
817 cl_timer -= cl.realframetime;
819 cl.oldtime = cl.time;
820 cl.time += clframetime;
822 // Collect input into cmd
825 // check for new packets
826 NetConn_ClientFrame();
828 // read a new frame from a demo if needed
829 CL_ReadDemoMessage();
831 // now that packets have been read, send input to server
834 // update client world (interpolate entities, create trails, etc)
838 if (host_speeds.integer)
839 time1 = Sys_DoubleTime();
847 if (host_speeds.integer)
848 time2 = Sys_DoubleTime();
851 if(cl.csqc_usecsqclistener)
853 S_Update(&cl.csqc_listenermatrix);
854 cl.csqc_usecsqclistener = false;
857 S_Update(&r_view.matrix);
861 if (host_speeds.integer)
863 pass1 = (int)((time1 - time3)*1000000);
864 time3 = Sys_DoubleTime();
865 pass2 = (int)((time2 - time1)*1000000);
866 pass3 = (int)((time3 - time2)*1000000);
867 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
868 pass1+pass2+pass3, pass1, pass2, pass3);
872 // if there is some time remaining from this frame, reset the timers
877 svs.perf_acc_lost += sv_timer;
885 //============================================================================
887 qboolean vid_opened = false;
888 void Host_StartVideo(void)
890 if (!vid_opened && cls.state != ca_dedicated)
898 char engineversion[128];
900 qboolean sys_nostdout = false;
902 extern void Render_Init(void);
903 extern void Mathlib_Init(void);
904 extern void FS_Init(void);
905 extern void FS_Shutdown(void);
906 extern void PR_Cmd_Init(void);
907 extern void COM_Init_Commands(void);
908 extern void FS_Init_Commands(void);
909 extern qboolean host_stuffcmdsrun;
916 static void Host_Init (void)
921 if (COM_CheckParm("-profilegameonly"))
922 Sys_AllowProfiling(false);
924 // LordHavoc: quake never seeded the random number generator before... heh
925 if (COM_CheckParm("-benchmark"))
926 srand(0); // predictable random sequence for -benchmark
930 // FIXME: this is evil, but possibly temporary
931 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
932 if (COM_CheckParm("-developer"))
934 developer.value = developer.integer = 100;
935 developer.string = "100";
938 if (COM_CheckParm("-developer2"))
940 developer.value = developer.integer = 100;
941 developer.string = "100";
942 developer_memory.value = developer_memory.integer = 100;
943 developer.string = "100";
944 developer_memorydebug.value = developer_memorydebug.integer = 100;
945 developer_memorydebug.string = "100";
948 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
949 if (COM_CheckParm("-nostdout"))
952 // used by everything
955 // initialize console command/cvar/alias/command execution systems
958 // initialize memory subsystem cvars/commands
959 Memory_Init_Commands();
961 // initialize console and logging and its cvars/commands
964 // initialize various cvars that could not be initialized earlier
965 Curl_Init_Commands();
971 // initialize console window (only used by sys_win.c)
974 // detect gamemode from commandline options or executable name
977 // construct a version string for the corner of the console
978 #if defined(__linux__)
982 #elif defined(__FreeBSD__)
984 #elif defined(__NetBSD__)
986 #elif defined(__OpenBSD__)
988 #elif defined(MACOSX)
990 #elif defined(__MORPHOS__)
995 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
996 Con_Printf("%s\n", engineversion);
998 // initialize ixtable
1001 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1012 Host_InitCommands();
1014 Host_ServerOptions();
1016 if (cls.state != ca_dedicated)
1018 Con_Printf("Initializing client\n");
1033 // set up the default startmap_sp and startmap_dm aliases (mods can
1034 // override these) and then execute the quake.rc startup script
1035 if (gamemode == GAME_NEHAHRA)
1036 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1037 else if (gamemode == GAME_TRANSFUSION)
1038 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1039 else if (gamemode == GAME_TEU)
1040 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1042 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1045 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1046 if (!host_stuffcmdsrun)
1048 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1052 // put up the loading image so the user doesn't stare at a black screen...
1053 SCR_BeginLoadingPlaque();
1055 // FIXME: put this into some neat design, but the menu should be allowed to crash
1056 // without crashing the whole game, so this should just be a short-time solution
1058 // here comes the not so critical stuff
1059 if (setjmp(host_abortframe)) {
1063 if (cls.state != ca_dedicated)
1068 // check for special benchmark mode
1069 // 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)
1070 i = COM_CheckParm("-benchmark");
1071 if (i && i + 1 < com_argc)
1072 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1074 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1078 // check for special demo mode
1079 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1080 i = COM_CheckParm("-demo");
1081 if (i && i + 1 < com_argc)
1082 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1084 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1088 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1089 i = COM_CheckParm("-capturedemo");
1090 if (i && i + 1 < com_argc)
1091 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1093 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1097 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1098 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1100 Cbuf_AddText("startmap_dm\n");
1104 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1106 if (gamemode == GAME_NEXUIZ)
1107 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1109 Cbuf_AddText("togglemenu\n");
1113 Con_DPrint("========Initialized=========\n");
1115 //Host_StartVideo();
1123 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1124 to run quit through here before the final handoff to the sys code.
1127 void Host_Shutdown(void)
1129 static qboolean isdown = false;
1133 Con_Print("recursive shutdown\n");
1136 if (setjmp(host_abortframe))
1138 Con_Print("aborted the quitting frame?!?\n");
1143 // be quiet while shutting down
1146 // disconnect client from server if active
1149 // shut down local server if active
1150 Host_ShutdownServer ();
1157 // AK hmm, no PRVM_Shutdown(); yet
1159 CL_Video_Shutdown();
1161 Host_SaveConfig_f();
1163 CDAudio_Shutdown ();
1166 NetConn_Shutdown ();
1169 if (cls.state != ca_dedicated)
1171 R_Modules_Shutdown();