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
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 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"};
63 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
64 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
65 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
66 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"};
67 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
68 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "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)"};
69 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"};
70 cvar_t cl_alwayssleep = {CVAR_SAVE, "cl_alwayssleep", "0", "calls operating system Sleep function at the end of each frame with 0 milliseconds, even if not hitting framerate cap - can make gameplay smoother"};
72 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
73 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)"};
74 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
75 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
77 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
78 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
82 Host_AbortCurrentFrame
84 aborts the current host frame and goes on with the next one
87 void Host_AbortCurrentFrame(void)
89 longjmp (host_abortframe, 1);
96 This shuts down both the client and server
99 void Host_Error (const char *error, ...)
101 static char hosterrorstring1[MAX_INPUTLINE];
102 static char hosterrorstring2[MAX_INPUTLINE];
103 static qboolean hosterror = false;
106 // turn off rcon redirect if it was active when the crash occurred
107 rcon_redirect = false;
109 va_start (argptr,error);
110 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
113 Con_Printf("Host_Error: %s\n", hosterrorstring1);
115 // LordHavoc: if crashing very early, or currently shutting down, do
117 if (host_framecount < 3 || host_shuttingdown)
118 Sys_Error ("Host_Error: %s", hosterrorstring1);
121 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
124 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
126 CL_Parse_DumpPacket();
128 CL_Parse_ErrorCleanUp();
132 // print out where the crash happened, if it was caused by QC (and do a cleanup)
136 Host_ShutdownServer ();
138 if (cls.state == ca_dedicated)
139 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
146 Host_AbortCurrentFrame();
149 void Host_ServerOptions (void)
156 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
157 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
158 // if no client is in the executable or -dedicated is specified on
159 // commandline, start a dedicated server
160 i = COM_CheckParm ("-dedicated");
161 if (i || !cl_available)
163 cls.state = ca_dedicated;
164 // check for -dedicated specifying how many players
165 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
166 svs.maxclients = atoi (com_argv[i+1]);
167 if (COM_CheckParm ("-listen"))
168 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
169 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
170 Cvar_SetValue("sv_public", 1);
172 else if (cl_available)
174 // client exists and not dedicated, check if -listen is specified
175 cls.state = ca_disconnected;
176 i = COM_CheckParm ("-listen");
179 // default players unless specified
180 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
181 svs.maxclients = atoi (com_argv[i+1]);
185 // default players in some games, singleplayer in most
186 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
191 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
193 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
195 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
196 Cvar_SetValueQuick(&deathmatch, 1);
200 =======================
202 ======================
204 void Host_SaveConfig_f(void);
205 void Host_LoadConfig_f(void);
206 static void Host_InitLocal (void)
208 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
209 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
211 Cvar_RegisterVariable (&host_framerate);
212 Cvar_RegisterVariable (&host_speeds);
213 Cvar_RegisterVariable (&cl_minfps);
214 Cvar_RegisterVariable (&cl_minfps_fade);
215 Cvar_RegisterVariable (&cl_minfps_qualitymax);
216 Cvar_RegisterVariable (&cl_minfps_qualitymin);
217 Cvar_RegisterVariable (&cl_minfps_qualitypower);
218 Cvar_RegisterVariable (&cl_minfps_qualityscale);
219 Cvar_RegisterVariable (&cl_maxfps);
220 Cvar_RegisterVariable (&cl_maxidlefps);
221 Cvar_RegisterVariable (&cl_alwayssleep);
223 Cvar_RegisterVariable (&developer);
224 Cvar_RegisterVariable (&developer_loadfile);
225 Cvar_RegisterVariable (&developer_loading);
226 Cvar_RegisterVariable (&developer_entityparsing);
228 Cvar_RegisterVariable (×tamps);
229 Cvar_RegisterVariable (&timeformat);
237 Writes key bindings and archived cvars to config.cfg
240 void Host_SaveConfig_to(const char *file)
244 // dedicated servers initialize the host but don't parse and set the
246 // LordHavoc: don't save a config if it crashed in startup
247 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
249 f = FS_Open (file, "wb", false, false);
252 Con_Printf("Couldn't write %s.\n", file);
256 Key_WriteBindings (f);
257 Cvar_WriteVariables (f);
262 void Host_SaveConfig(void)
264 Host_SaveConfig_to("config.cfg");
266 void Host_SaveConfig_f(void)
268 const char *file = "config.cfg";
270 if(Cmd_Argc() >= 2) {
272 Con_Printf("Saving to %s\n", file);
275 Host_SaveConfig_to(file);
282 Resets key bindings and cvars to defaults and then reloads scripts
285 void Host_LoadConfig_f(void)
287 // unlock the cvar default strings so they can be updated by the new default.cfg
288 Cvar_UnlockDefaults();
289 // reset cvars to their defaults, and then exec startup scripts again
290 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
297 Sends text across to be displayed
298 FIXME: make this just a stuffed echo?
301 void SV_ClientPrint(const char *msg)
303 if (host_client->netconnection)
305 MSG_WriteByte(&host_client->netconnection->message, svc_print);
306 MSG_WriteString(&host_client->netconnection->message, msg);
314 Sends text across to be displayed
315 FIXME: make this just a stuffed echo?
318 void SV_ClientPrintf(const char *fmt, ...)
321 char msg[MAX_INPUTLINE];
323 va_start(argptr,fmt);
324 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
334 Sends text to all active clients
337 void SV_BroadcastPrint(const char *msg)
342 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
344 if (client->active && client->netconnection)
346 MSG_WriteByte(&client->netconnection->message, svc_print);
347 MSG_WriteString(&client->netconnection->message, msg);
351 if (sv_echobprint.integer && cls.state == ca_dedicated)
359 Sends text to all active clients
362 void SV_BroadcastPrintf(const char *fmt, ...)
365 char msg[MAX_INPUTLINE];
367 va_start(argptr,fmt);
368 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
371 SV_BroadcastPrint(msg);
378 Send text over to the client to be executed
381 void Host_ClientCommands(const char *fmt, ...)
384 char string[MAX_INPUTLINE];
386 if (!host_client->netconnection)
389 va_start(argptr,fmt);
390 dpvsnprintf(string, sizeof(string), fmt, argptr);
393 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
394 MSG_WriteString(&host_client->netconnection->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)
408 Con_Printf("Client \"%s\" dropped\n", host_client->name);
410 SV_StopDemoRecording(host_client);
412 // make sure edict is not corrupt (from a level change for example)
413 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
415 if (host_client->netconnection)
417 // free the client (the body stays around)
420 // LordHavoc: no opportunity for resending, so use unreliable 3 times
421 unsigned char bufdata[8];
423 memset(&buf, 0, sizeof(buf));
425 buf.maxsize = sizeof(bufdata);
426 MSG_WriteByte(&buf, svc_disconnect);
427 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
428 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
429 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
431 // break the net connection
432 NetConn_Close(host_client->netconnection);
433 host_client->netconnection = NULL;
436 // call qc ClientDisconnect function
437 // LordHavoc: don't call QC if server is dead (avoids recursive
438 // Host_Error in some mods when they run out of edicts)
439 if (host_client->clientconnectcalled && sv.active && host_client->edict)
441 // call the prog function for removing a client
442 // this will set the body to a dead frame, among other things
443 int saveSelf = prog->globals.server->self;
444 host_client->clientconnectcalled = false;
445 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
446 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
447 prog->globals.server->self = saveSelf;
450 // if a download is active, close it
451 if (host_client->download_file)
453 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
454 FS_Close(host_client->download_file);
455 host_client->download_file = NULL;
456 host_client->download_name[0] = 0;
457 host_client->download_expectedposition = 0;
458 host_client->download_started = false;
461 // remove leaving player from scoreboard
462 host_client->name[0] = 0;
463 host_client->colors = 0;
464 host_client->frags = 0;
465 // send notification to all clients
466 // get number of client manually just to make sure we get it right...
467 i = host_client - svs.clients;
468 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
469 MSG_WriteByte (&sv.reliable_datagram, i);
470 MSG_WriteString (&sv.reliable_datagram, host_client->name);
471 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
472 MSG_WriteByte (&sv.reliable_datagram, i);
473 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
474 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
475 MSG_WriteByte (&sv.reliable_datagram, i);
476 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
478 // free the client now
479 if (host_client->entitydatabase)
480 EntityFrame_FreeDatabase(host_client->entitydatabase);
481 if (host_client->entitydatabase4)
482 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
483 if (host_client->entitydatabase5)
484 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
488 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
489 PRVM_ED_ClearEdict(host_client->edict);
492 // clear the client struct (this sets active to false)
493 memset(host_client, 0, sizeof(*host_client));
495 // update server listing on the master because player count changed
496 // (which the master uses for filtering empty/full servers)
497 NetConn_Heartbeat(1);
501 for (i = 0;i < svs.maxclients;i++)
502 if (svs.clients[i].active && !svs.clients[i].spawned)
504 if (i == svs.maxclients)
506 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
507 sv.paused = sv.loadgame = false; // we're basically done with loading now
516 This only happens at the end of a game, not between levels
519 void Host_ShutdownServer(void)
523 Con_DPrintf("Host_ShutdownServer\n");
528 NetConn_Heartbeat(2);
529 NetConn_Heartbeat(2);
531 // make sure all the clients know we're disconnecting
533 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
534 if (host_client->active)
535 SV_DropClient(false); // server shutdown
537 if(prog->funcoffsets.SV_Shutdown)
539 func_t s = prog->funcoffsets.SV_Shutdown;
540 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
541 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
545 NetConn_CloseServerPorts();
551 memset(&sv, 0, sizeof(sv));
552 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
556 //============================================================================
560 Host_GetConsoleCommands
562 Add them exactly as if they had been typed at the console
565 void Host_GetConsoleCommands (void)
571 cmd = Sys_ConsoleInput ();
582 Returns a time report string, for example for
585 const char *Host_TimingReport()
587 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);
594 Runs all active servers
597 static void Host_Init(void);
603 double cl_timer, sv_timer;
604 double clframetime, deltarealtime, oldrealtime;
606 int pass1, pass2, pass3, i;
613 realtime = Sys_DoubleTime();
616 if (setjmp(host_abortframe))
617 continue; // something bad happened, or the server disconnected
619 oldrealtime = realtime;
620 realtime = Sys_DoubleTime();
622 deltarealtime = realtime - oldrealtime;
623 cl_timer += deltarealtime;
624 sv_timer += deltarealtime;
626 svs.perf_acc_realtime += deltarealtime;
628 // Look for clients who have spawned
629 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
630 if(host_client->spawned)
631 if(host_client->netconnection)
633 if(i == svs.maxclients)
635 // Nobody is looking? Then we won't do timing...
636 // Instead, reset it to zero
637 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;
639 else if(svs.perf_acc_realtime > 5)
641 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
642 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
643 if(svs.perf_acc_offset_samples > 0)
645 svs.perf_offset_max = svs.perf_acc_offset_max;
646 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
647 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
649 if(svs.perf_lost > 0)
650 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
651 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;
654 if (slowmo.value < 0.00001 && slowmo.value != 0)
655 Cvar_SetValue("slowmo", 0);
656 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
657 Cvar_SetValue("host_framerate", 0);
659 // keep the random time dependent, but not when playing demos/benchmarking
660 if(!*sv_random_seed.string && !cls.demoplayback)
663 cl.islocalgame = NetConn_IsLocalGame();
665 // get new key events
668 NetConn_UpdateSockets();
670 Log_DestBuffer_Flush();
672 // receive packets on each main loop iteration, as the main loop may
673 // be undersleeping due to select() detecting a new packet
675 NetConn_ServerFrame();
679 // check for commands typed to the host
680 Host_GetConsoleCommands();
682 // when a server is running we only execute console commands on server frames
683 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
684 // otherwise we execute them on all frames
685 if (sv_timer > 0 || !sv.active)
687 // process console commands
691 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
693 // if the accumulators haven't become positive yet, wait a while
694 if (cls.state == ca_dedicated)
695 wait = sv_timer * -1000000.0;
697 wait = cl_timer * -1000000.0;
699 wait = max(cl_timer, sv_timer) * -1000000.0;
700 wait = bound(0, wait, 100000);
702 if (!cls.timedemo && wait > 0)
704 double time0 = Sys_DoubleTime();
705 if (sv_checkforpacketsduringsleep.integer)
706 NetConn_SleepMicroseconds((int)wait);
708 Sys_Sleep((int)wait);
709 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
713 //-------------------
717 //-------------------
719 // limit the frametime steps to no more than 100ms each
724 svs.perf_acc_lost += (sv_timer - 0.1);
728 if (sv.active && sv_timer > 0)
730 // execute one or more server frames, with an upper limit on how much
731 // execution time to spend on server frames to avoid freezing the game if
732 // the server is overloaded, this execution time limit means the game will
733 // slow down if the server is taking too long.
734 int framecount, framelimit = 1;
735 double advancetime, aborttime = 0;
738 // run the world state
739 // don't allow simulation to run too fast or too slow or logic glitches can occur
741 // stop running server frames if the wall time reaches this value
742 if (sys_ticrate.value <= 0)
743 advancetime = sv_timer;
744 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
746 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
747 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
749 aborttime = realtime + 0.1;
753 advancetime = sys_ticrate.value;
754 // listen servers can run multiple server frames per client frame
755 if (cls.state == ca_connected)
758 aborttime = realtime + 0.1;
761 advancetime = min(advancetime, 0.1);
765 offset = sv_timer + (Sys_DoubleTime() - realtime);
766 ++svs.perf_acc_offset_samples;
767 svs.perf_acc_offset += offset;
768 svs.perf_acc_offset_squared += offset * offset;
769 if(svs.perf_acc_offset_max < offset)
770 svs.perf_acc_offset_max = offset;
773 // only advance time if not paused
774 // the game also pauses in singleplayer when menu or console is used
775 sv.frametime = advancetime * slowmo.value;
776 if (host_framerate.value)
777 sv.frametime = host_framerate.value;
778 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
781 // setup the VM frame
784 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
786 sv_timer -= advancetime;
788 // move things around and think unless paused
792 // if this server frame took too long, break out of the loop
793 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
797 // send all messages to the clients
798 SV_SendClientMessages();
800 // end the server VM frame
803 // send an heartbeat if enough time has passed since the last one
804 NetConn_Heartbeat(0);
807 //-------------------
811 //-------------------
813 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
815 // decide the simulation time
816 if (cls.capturevideo.active)
818 if (cls.capturevideo.realtime)
819 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
822 clframetime = 1.0 / cls.capturevideo.framerate;
823 cl.realframetime = max(cl_timer, clframetime);
826 else if (vid_activewindow)
827 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
829 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
831 // apply slowmo scaling
832 clframetime *= cl.movevars_timescale;
833 // scale playback speed of demos by slowmo cvar
834 if (cls.demoplayback)
836 clframetime *= slowmo.value;
837 // if demo playback is paused, don't advance time at all
842 // host_framerate overrides all else
843 if (host_framerate.value)
844 clframetime = host_framerate.value;
847 clframetime = cl.realframetime = cl_timer;
849 // deduct the frame time from the accumulator
850 cl_timer -= cl.realframetime;
852 cl.oldtime = cl.time;
853 cl.time += clframetime;
855 // Collect input into cmd
858 // check for new packets
859 NetConn_ClientFrame();
861 // read a new frame from a demo if needed
862 CL_ReadDemoMessage();
864 // now that packets have been read, send input to server
867 // update client world (interpolate entities, create trails, etc)
871 if (host_speeds.integer)
872 time1 = Sys_DoubleTime();
881 if (host_speeds.integer)
882 time2 = Sys_DoubleTime();
885 if(cl.csqc_usecsqclistener)
887 S_Update(&cl.csqc_listenermatrix);
888 cl.csqc_usecsqclistener = false;
891 S_Update(&r_refdef.view.matrix);
895 if (host_speeds.integer)
897 pass1 = (int)((time1 - time3)*1000000);
898 time3 = Sys_DoubleTime();
899 pass2 = (int)((time2 - time1)*1000000);
900 pass3 = (int)((time3 - time2)*1000000);
901 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
902 pass1+pass2+pass3, pass1, pass2, pass3);
906 // if there is some time remaining from this frame, reset the timers
911 svs.perf_acc_lost += sv_timer;
917 if (cl_alwayssleep.integer)
922 //============================================================================
924 qboolean vid_opened = false;
925 void Host_StartVideo(void)
927 if (!vid_opened && cls.state != ca_dedicated)
935 char engineversion[128];
937 qboolean sys_nostdout = false;
939 extern void Render_Init(void);
940 extern void Mathlib_Init(void);
941 extern void FS_Init(void);
942 extern void FS_Shutdown(void);
943 extern void PR_Cmd_Init(void);
944 extern void COM_Init_Commands(void);
945 extern void FS_Init_Commands(void);
946 extern qboolean host_stuffcmdsrun;
953 static void Host_Init (void)
958 if (COM_CheckParm("-profilegameonly"))
959 Sys_AllowProfiling(false);
961 // LordHavoc: quake never seeded the random number generator before... heh
962 if (COM_CheckParm("-benchmark"))
963 srand(0); // predictable random sequence for -benchmark
967 // FIXME: this is evil, but possibly temporary
968 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
969 if (COM_CheckParm("-developer"))
971 developer.value = developer.integer = 1;
972 developer.string = "1";
975 if (COM_CheckParm("-developer2"))
977 developer.value = developer.integer = 100;
978 developer.string = "100";
979 developer_memory.value = developer_memory.integer = 100;
980 developer.string = "100";
981 developer_memorydebug.value = developer_memorydebug.integer = 100;
982 developer_memorydebug.string = "100";
985 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
986 if (COM_CheckParm("-nostdout"))
989 // used by everything
992 // initialize console command/cvar/alias/command execution systems
995 // initialize memory subsystem cvars/commands
996 Memory_Init_Commands();
998 // initialize console and logging and its cvars/commands
1001 // initialize various cvars that could not be initialized earlier
1002 Curl_Init_Commands();
1003 Cmd_Init_Commands();
1004 Sys_Init_Commands();
1005 COM_Init_Commands();
1008 // initialize console window (only used by sys_win.c)
1011 // detect gamemode from commandline options or executable name
1014 // construct a version string for the corner of the console
1016 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1017 Con_Printf("%s\n", engineversion);
1019 // initialize ixtable
1022 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1033 Host_InitCommands();
1035 Host_ServerOptions();
1037 if (cls.state != ca_dedicated)
1039 Con_DPrintf("Initializing client\n");
1054 // set up the default startmap_sp and startmap_dm aliases (mods can
1055 // override these) and then execute the quake.rc startup script
1056 if (gamemode == GAME_NEHAHRA)
1057 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1058 else if (gamemode == GAME_TRANSFUSION)
1059 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1060 else if (gamemode == GAME_TEU)
1061 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1063 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1066 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1067 if (!host_stuffcmdsrun)
1069 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1073 // put up the loading image so the user doesn't stare at a black screen...
1074 SCR_BeginLoadingPlaque();
1076 // FIXME: put this into some neat design, but the menu should be allowed to crash
1077 // without crashing the whole game, so this should just be a short-time solution
1079 // here comes the not so critical stuff
1080 if (setjmp(host_abortframe)) {
1084 if (cls.state != ca_dedicated)
1089 // check for special benchmark mode
1090 // 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)
1091 i = COM_CheckParm("-benchmark");
1092 if (i && i + 1 < com_argc)
1093 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1095 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1099 // check for special demo mode
1100 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1101 i = COM_CheckParm("-demo");
1102 if (i && i + 1 < com_argc)
1103 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1105 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1109 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1110 i = COM_CheckParm("-capturedemo");
1111 if (i && i + 1 < com_argc)
1112 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1114 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1118 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1119 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1121 Cbuf_AddText("startmap_dm\n");
1125 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1127 Cbuf_AddText("togglemenu\n");
1131 Con_DPrint("========Initialized=========\n");
1133 //Host_StartVideo();
1141 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1142 to run quit through here before the final handoff to the sys code.
1145 void Host_Shutdown(void)
1147 static qboolean isdown = false;
1151 Con_Print("recursive shutdown\n");
1154 if (setjmp(host_abortframe))
1156 Con_Print("aborted the quitting frame?!?\n");
1161 // be quiet while shutting down
1164 // disconnect client from server if active
1167 // shut down local server if active
1168 Host_ShutdownServer ();
1175 // AK hmm, no PRVM_Shutdown(); yet
1177 CL_Gecko_Shutdown();
1178 CL_Video_Shutdown();
1182 CDAudio_Shutdown ();
1185 NetConn_Shutdown ();
1188 if (cls.state != ca_dedicated)
1190 R_Modules_Shutdown();