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)
166 // client exists, check what mode the user wants
167 i = COM_CheckParm ("-dedicated");
170 cls.state = ca_dedicated;
171 // default players unless specified
172 if (i != (com_argc - 1))
173 numplayers = atoi (com_argv[i+1]);
174 if (COM_CheckParm ("-listen"))
175 Sys_Error ("Only one of -dedicated or -listen can be specified");
179 cls.state = ca_disconnected;
180 i = COM_CheckParm ("-listen");
183 // default players unless specified
184 if (i != (com_argc - 1))
185 numplayers = atoi (com_argv[i+1]);
189 // default players in some games, singleplayer in most
190 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
197 // no client in the executable, always start dedicated server
198 if (COM_CheckParm ("-listen"))
199 Sys_Error ("-listen not available in a dedicated server executable");
200 cls.state = ca_dedicated;
201 // check for -dedicated specifying how many players
202 i = COM_CheckParm ("-dedicated");
203 // default players unless specified
204 if (i && i != (com_argc - 1))
205 numplayers = atoi (com_argv[i+1]);
211 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
213 if (numplayers > 1 && !deathmatch.integer)
214 Cvar_SetValueQuick(&deathmatch, 1);
216 svs.maxclients = numplayers;
217 sv_clients_mempool = Mem_AllocPool("server clients", 0, NULL);
218 svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
222 =======================
224 ======================
226 void Host_SaveConfig_f(void);
227 void Host_InitLocal (void)
229 Host_InitCommands ();
231 Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
233 Cvar_RegisterVariable (&host_framerate);
234 Cvar_RegisterVariable (&host_speeds);
235 Cvar_RegisterVariable (&slowmo);
236 Cvar_RegisterVariable (&host_minfps);
237 Cvar_RegisterVariable (&host_maxfps);
239 Cvar_RegisterVariable (&sv_echobprint);
241 Cvar_RegisterVariable (&sys_ticrate);
242 Cvar_RegisterVariable (&serverprofile);
244 Cvar_RegisterVariable (&fraglimit);
245 Cvar_RegisterVariable (&timelimit);
246 Cvar_RegisterVariable (&teamplay);
247 Cvar_RegisterVariable (&samelevel);
248 Cvar_RegisterVariable (&noexit);
249 Cvar_RegisterVariable (&skill);
250 Cvar_RegisterVariable (&developer);
251 if (forcedeveloper) // make it real now that the cvar is registered
252 Cvar_SetValue("developer", 1);
253 Cvar_RegisterVariable (&deathmatch);
254 Cvar_RegisterVariable (&coop);
256 Cvar_RegisterVariable (&pausable);
258 Cvar_RegisterVariable (&temp1);
260 Cvar_RegisterVariable (×tamps);
261 Cvar_RegisterVariable (&timeformat);
263 Host_ServerOptions ();
271 Writes key bindings and archived cvars to config.cfg
274 void Host_SaveConfig_f(void)
278 // dedicated servers initialize the host but don't parse and set the
280 if (host_initialized && cls.state != ca_dedicated)
282 f = FS_Open ("config.cfg", "w", false);
285 Con_Print("Couldn't write config.cfg.\n");
289 Key_WriteBindings (f);
290 Cvar_WriteVariables (f);
301 Sends text across to be displayed
302 FIXME: make this just a stuffed echo?
305 void SV_ClientPrint(const char *msg)
307 MSG_WriteByte(&host_client->message, svc_print);
308 MSG_WriteString(&host_client->message, msg);
315 Sends text across to be displayed
316 FIXME: make this just a stuffed echo?
319 void SV_ClientPrintf(const char *fmt, ...)
324 va_start(argptr,fmt);
325 vsnprintf(msg,sizeof(msg),fmt,argptr);
335 Sends text to all active clients
338 void SV_BroadcastPrint(const char *msg)
343 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
347 MSG_WriteByte(&client->message, svc_print);
348 MSG_WriteString(&client->message, msg);
352 if (sv_echobprint.integer && cls.state == ca_dedicated)
360 Sends text to all active clients
363 void SV_BroadcastPrintf(const char *fmt, ...)
368 va_start(argptr,fmt);
369 vsnprintf(msg,sizeof(msg),fmt,argptr);
372 SV_BroadcastPrint(msg);
379 Send text over to the client to be executed
382 void Host_ClientCommands(const char *fmt, ...)
387 va_start(argptr,fmt);
388 vsprintf(string, fmt,argptr);
391 MSG_WriteByte(&host_client->message, svc_stufftext);
392 MSG_WriteString(&host_client->message, string);
396 =====================
399 Called when the player is getting totally kicked off the host
400 if (crash = true), don't bother sending signofs
401 =====================
403 void SV_DropClient(qboolean crash)
409 Con_Printf("Client \"%s\" dropped\n", host_client->name);
411 // send any final messages (don't check for errors)
412 if (host_client->netconnection)
414 // free the client (the body stays around)
417 // LordHavoc: no opportunity for resending, so use unreliable
418 MSG_WriteByte(&host_client->message, svc_disconnect);
419 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
422 // break the net connection
423 NetConn_Close(host_client->netconnection);
424 host_client->netconnection = NULL;
426 // LordHavoc: don't call QC if server is dead (avoids recursive
427 // Host_Error in some mods when they run out of edicts)
428 if (sv.active && host_client->edict && host_client->spawned)
430 // call the prog function for removing a client
431 // this will set the body to a dead frame, among other things
432 saveSelf = pr_global_struct->self;
433 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
434 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
435 pr_global_struct->self = saveSelf;
439 // send notification to all clients
440 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
444 MSG_WriteByte(&client->message, svc_updatename);
445 MSG_WriteByte(&client->message, host_client->number);
446 MSG_WriteString(&client->message, "");
447 MSG_WriteByte(&client->message, svc_updatefrags);
448 MSG_WriteByte(&client->message, host_client->number);
449 MSG_WriteShort(&client->message, 0);
450 MSG_WriteByte(&client->message, svc_updatecolors);
451 MSG_WriteByte(&client->message, host_client->number);
452 MSG_WriteByte(&client->message, 0);
455 NetConn_Heartbeat(1);
457 // free the client now
458 if (host_client->entitydatabase)
459 EntityFrame_FreeDatabase(host_client->entitydatabase);
460 if (host_client->entitydatabase4)
461 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
462 if (host_client->entitydatabase5)
463 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
464 // clear the client struct (this sets active to false)
465 memset(host_client, 0, sizeof(*host_client));
472 This only happens at the end of a game, not between levels
475 void Host_ShutdownServer(qboolean crash)
481 Con_DPrintf("Host_ShutdownServer\n");
486 // print out where the crash happened, if it was caused by QC
489 NetConn_Heartbeat(2);
490 NetConn_Heartbeat(2);
492 // make sure all the clients know we're disconnecting
496 MSG_WriteByte(&buf, svc_disconnect);
497 count = NetConn_SendToAll(&buf, 5);
499 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
501 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
502 if (host_client->active)
503 SV_DropClient(crash); // server shutdown
505 NetConn_CloseServerPorts();
512 memset(&sv, 0, sizeof(sv));
513 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
521 This clears all the memory used by both the client and server, but does
522 not reinitialize anything.
525 void Host_ClearMemory (void)
527 Con_DPrint("Clearing memory\n");
531 memset (&sv, 0, sizeof(sv));
532 memset (&cl, 0, sizeof(cl));
536 //============================================================================
542 Returns false if the time is too short to run a frame
545 extern cvar_t cl_avidemo;
546 qboolean Host_FilterTime (double time)
548 double timecap, timeleft;
551 if (slowmo.value < 0.0f)
552 Cvar_SetValue("slowmo", 0.0f);
553 if (host_minfps.value < 10.0f)
554 Cvar_SetValue("host_minfps", 10.0f);
555 if (host_maxfps.value < host_minfps.value)
556 Cvar_SetValue("host_maxfps", host_minfps.value);
557 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
558 Cvar_SetValue("cl_avidemo", 0.0f);
560 // check if framerate is too high
563 // default to sys_ticrate (server framerate - presumably low) unless we
564 // have a good reason to run faster
565 timecap = sys_ticrate.value;
566 if (cls.state != ca_dedicated)
568 if (cl_avidemo.value >= 0.1f)
569 timecap = 1.0 / (double)cl_avidemo.value;
570 else if (vid_activewindow)
571 timecap = 1.0 / host_maxfps.value;
574 timeleft = oldrealtime + timecap - realtime;
577 // don't totally hog the CPU
578 if (timeleft >= 0.02)
579 Sys_Sleep((int)(timeleft * 1000) - 5);
584 // LordHavoc: copy into host_realframetime as well
585 host_realframetime = host_frametime = realtime - oldrealtime;
586 oldrealtime = realtime;
590 // disable time effects
591 cl.frametime = host_frametime;
595 if (host_framerate.value > 0)
596 host_frametime = host_framerate.value;
597 else if (cl_avidemo.value >= 0.1f)
598 host_frametime = (1.0 / cl_avidemo.value);
601 // don't allow really short frames
602 if (host_frametime > (1.0 / host_minfps.value))
603 host_frametime = (1.0 / host_minfps.value);
606 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
614 Host_GetConsoleCommands
616 Add them exactly as if they had been typed at the console
619 void Host_GetConsoleCommands (void)
625 cmd = Sys_ConsoleInput ();
639 void Host_ServerFrame (void)
641 static double frametimetotal = 0, lastservertime = 0;
642 frametimetotal += host_frametime;
643 // LordHavoc: cap server at sys_ticrate in networked games
644 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
647 NetConn_ServerFrame();
649 // run the world state
650 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
651 sv.frametime = pr_global_struct->frametime = frametimetotal;
655 lastservertime = realtime;
657 // set the time and clear the general datagram
660 // read client messages
663 // move things around and think
664 // always pause in single player if in console or menus
668 // send all messages to the clients
669 SV_SendClientMessages();
671 // send an heartbeat if enough time has passed since the last one
672 NetConn_Heartbeat(0);
680 Runs all active servers
683 void _Host_Frame (float time)
685 static double time1 = 0;
686 static double time2 = 0;
687 static double time3 = 0;
688 int pass1, pass2, pass3;
689 usercmd_t cmd; // Used for receiving input
691 if (setjmp(host_abortserver))
692 return; // something bad happened, or the server disconnected
694 // keep the random time dependent
697 // decide the simulation time
698 if (!Host_FilterTime(time))
701 cl.islocalgame = NetConn_IsLocalGame();
703 // get new key events
706 // allow mice or other external controllers to add commands
709 // Collect input into cmd
710 IN_ProcessMove(&cmd);
712 // process console commands
715 // if running the server locally, make intentions now
716 if (cls.state == ca_connected && sv.active)
719 //-------------------
723 //-------------------
725 // check for commands typed to the host
726 Host_GetConsoleCommands();
731 //-------------------
735 //-------------------
737 cl.oldtime = cl.time;
738 cl.time += cl.frametime;
740 NetConn_ClientFrame();
742 if (cls.state == ca_connected)
744 // if running the server remotely, send intentions now after
745 // the incoming messages have been read
756 if (host_speeds.integer)
757 time1 = Sys_DoubleTime();
762 if (host_speeds.integer)
763 time2 = Sys_DoubleTime();
766 if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
768 // LordHavoc: this used to use renderer variables (eww)
769 S_Update(&cl_entities[cl.viewentity].render.matrix);
772 S_Update(&identitymatrix);
776 if (host_speeds.integer)
778 pass1 = (time1 - time3)*1000000;
779 time3 = Sys_DoubleTime();
780 pass2 = (time2 - time1)*1000000;
781 pass3 = (time3 - time2)*1000000;
782 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
783 pass1+pass2+pass3, pass1, pass2, pass3);
787 host_loopactive = true;
791 void Host_Frame (float time)
794 static double timetotal;
795 static int timecount;
798 if (!serverprofile.integer)
804 time1 = Sys_DoubleTime ();
806 time2 = Sys_DoubleTime ();
808 timetotal += time2 - time1;
811 if (timecount < 1000)
814 m = timetotal*1000/timecount;
818 for (i=0 ; i<svs.maxclients ; i++)
820 if (svs.clients[i].active)
824 Con_Printf("serverprofile: %2i clients %2i msec\n", c, m);
827 //============================================================================
829 void Render_Init(void);
836 void Host_Init (void)
840 // LordHavoc: quake never seeded the random number generator before... heh
843 // FIXME: this is evil, but possibly temporary
844 if (COM_CheckParm("-developer"))
846 forcedeveloper = true;
847 developer.integer = 1;
852 Memory_Init_Commands();
866 Con_Printf("Builddate: %s\n", buildstring);
868 if (cls.state != ca_dedicated)
881 // only cvars are executed when host_initialized == false
882 if (gamemode == GAME_TEU)
883 Cbuf_InsertText("exec teu.rc\n");
885 Cbuf_InsertText("exec quake.rc\n");
888 host_initialized = true;
890 Con_DPrint("========Initialized=========\n");
892 if (cls.state != ca_dedicated)
895 SCR_BeginLoadingPlaque();
899 // stuff it again so the first host frame will execute it again, this time
901 if (gamemode == GAME_TEU)
902 Cbuf_InsertText("exec teu.rc\n");
904 Cbuf_InsertText("exec quake.rc\n");
906 // check for special benchmark mode
907 i = COM_CheckParm("-benchmark");
908 if (i && i + 1 < com_argc)
909 Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
913 // We must wait for the log_file cvar to be initialized to start the log
922 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
923 to run quit through here before the final handoff to the sys code.
926 void Host_Shutdown(void)
928 static qboolean isdown = false;
932 Con_Print("recursive shutdown\n");
942 // AK hmm, no PRVM_Shutdown(); yet
950 if (cls.state != ca_dedicated)
952 R_Modules_Shutdown();