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_logbase = {CVAR_SAVE, "cl_minfps_logbase", "1.2", "base for log() function in calculating quality reduction, should be in the range 1.1 to 2.0"};
64 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality reduction adapts to varying framerate"};
65 cvar_t cl_minfps_maxqualityreduction = {CVAR_SAVE, "cl_minfps_maxqualityreduction", "2", "how much particle quality can be reduced (as a power of 2) when framerate is staying below cl_minfps, 0 = no reduction, 1 = 50% quality, 2 = 25% quality, 3 = 12.5% quality, ..."};
66 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)"};
67 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"};
69 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
70 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
72 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
73 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
77 Host_AbortCurrentFrame
79 aborts the current host frame and goes on with the next one
82 void Host_AbortCurrentFrame(void)
84 longjmp (host_abortframe, 1);
91 This shuts down both the client and server
94 void Host_Error (const char *error, ...)
96 static char hosterrorstring1[MAX_INPUTLINE];
97 static char hosterrorstring2[MAX_INPUTLINE];
98 static qboolean hosterror = false;
101 // turn off rcon redirect if it was active when the crash occurred
102 rcon_redirect = false;
104 va_start (argptr,error);
105 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
108 Con_Printf("Host_Error: %s\n", hosterrorstring1);
110 // LordHavoc: if crashing very early, or currently shutting down, do
112 if (host_framecount < 3 || host_shuttingdown)
113 Sys_Error ("Host_Error: %s", hosterrorstring1);
116 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
119 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
121 CL_Parse_DumpPacket();
123 CL_Parse_ErrorCleanUp();
127 // print out where the crash happened, if it was caused by QC (and do a cleanup)
131 Host_ShutdownServer ();
133 if (cls.state == ca_dedicated)
134 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
141 Host_AbortCurrentFrame();
144 void Host_ServerOptions (void)
151 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
152 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
153 // if no client is in the executable or -dedicated is specified on
154 // commandline, start a dedicated server
155 i = COM_CheckParm ("-dedicated");
156 if (i || !cl_available)
158 cls.state = ca_dedicated;
159 // check for -dedicated specifying how many players
160 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
161 svs.maxclients = atoi (com_argv[i+1]);
162 if (COM_CheckParm ("-listen"))
163 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
164 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
165 Cvar_SetValue("sv_public", 1);
167 else if (cl_available)
169 // client exists and not dedicated, check if -listen is specified
170 cls.state = ca_disconnected;
171 i = COM_CheckParm ("-listen");
174 // default players unless specified
175 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
176 svs.maxclients = atoi (com_argv[i+1]);
180 // default players in some games, singleplayer in most
181 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
186 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
188 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
190 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
191 Cvar_SetValueQuick(&deathmatch, 1);
195 =======================
197 ======================
199 void Host_SaveConfig_f(void);
200 void Host_LoadConfig_f(void);
201 static void Host_InitLocal (void)
203 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
204 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
206 Cvar_RegisterVariable (&host_framerate);
207 Cvar_RegisterVariable (&host_speeds);
208 Cvar_RegisterVariable (&cl_minfps);
209 Cvar_RegisterVariable (&cl_minfps_logbase);
210 Cvar_RegisterVariable (&cl_minfps_fade);
211 Cvar_RegisterVariable (&cl_minfps_maxqualityreduction);
212 Cvar_RegisterVariable (&cl_maxfps);
213 Cvar_RegisterVariable (&cl_maxidlefps);
215 Cvar_RegisterVariable (&developer);
216 Cvar_RegisterVariable (&developer_entityparsing);
218 Cvar_RegisterVariable (×tamps);
219 Cvar_RegisterVariable (&timeformat);
227 Writes key bindings and archived cvars to config.cfg
230 void Host_SaveConfig_to(const char *file)
234 // dedicated servers initialize the host but don't parse and set the
236 // LordHavoc: don't save a config if it crashed in startup
237 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
239 f = FS_Open (file, "wb", false, false);
242 Con_Printf("Couldn't write %s.\n", file);
246 Key_WriteBindings (f);
247 Cvar_WriteVariables (f);
252 void Host_SaveConfig(void)
254 Host_SaveConfig_to("config.cfg");
256 void Host_SaveConfig_f(void)
258 const char *file = "config.cfg";
260 if(Cmd_Argc() >= 2) {
262 Con_Printf("Saving to %s\n", file);
265 Host_SaveConfig_to(file);
272 Resets key bindings and cvars to defaults and then reloads scripts
275 void Host_LoadConfig_f(void)
277 // unlock the cvar default strings so they can be updated by the new default.cfg
278 Cvar_UnlockDefaults();
279 // reset cvars to their defaults, and then exec startup scripts again
280 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
287 Sends text across to be displayed
288 FIXME: make this just a stuffed echo?
291 void SV_ClientPrint(const char *msg)
293 if (host_client->netconnection)
295 MSG_WriteByte(&host_client->netconnection->message, svc_print);
296 MSG_WriteString(&host_client->netconnection->message, msg);
304 Sends text across to be displayed
305 FIXME: make this just a stuffed echo?
308 void SV_ClientPrintf(const char *fmt, ...)
311 char msg[MAX_INPUTLINE];
313 va_start(argptr,fmt);
314 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
324 Sends text to all active clients
327 void SV_BroadcastPrint(const char *msg)
332 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
334 if (client->active && client->netconnection)
336 MSG_WriteByte(&client->netconnection->message, svc_print);
337 MSG_WriteString(&client->netconnection->message, msg);
341 if (sv_echobprint.integer && cls.state == ca_dedicated)
349 Sends text to all active clients
352 void SV_BroadcastPrintf(const char *fmt, ...)
355 char msg[MAX_INPUTLINE];
357 va_start(argptr,fmt);
358 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
361 SV_BroadcastPrint(msg);
368 Send text over to the client to be executed
371 void Host_ClientCommands(const char *fmt, ...)
374 char string[MAX_INPUTLINE];
376 if (!host_client->netconnection)
379 va_start(argptr,fmt);
380 dpvsnprintf(string, sizeof(string), fmt, argptr);
383 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
384 MSG_WriteString(&host_client->netconnection->message, string);
388 =====================
391 Called when the player is getting totally kicked off the host
392 if (crash = true), don't bother sending signofs
393 =====================
395 void SV_DropClient(qboolean crash)
398 Con_Printf("Client \"%s\" dropped\n", host_client->name);
400 SV_StopDemoRecording(host_client);
402 // make sure edict is not corrupt (from a level change for example)
403 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
405 if (host_client->netconnection)
407 // free the client (the body stays around)
410 // LordHavoc: no opportunity for resending, so use unreliable 3 times
411 unsigned char bufdata[8];
413 memset(&buf, 0, sizeof(buf));
415 buf.maxsize = sizeof(bufdata);
416 MSG_WriteByte(&buf, svc_disconnect);
417 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
418 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
419 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
421 // break the net connection
422 NetConn_Close(host_client->netconnection);
423 host_client->netconnection = NULL;
426 // call qc ClientDisconnect function
427 // LordHavoc: don't call QC if server is dead (avoids recursive
428 // Host_Error in some mods when they run out of edicts)
429 if (host_client->clientconnectcalled && sv.active && host_client->edict)
431 // call the prog function for removing a client
432 // this will set the body to a dead frame, among other things
433 int saveSelf = prog->globals.server->self;
434 host_client->clientconnectcalled = false;
435 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
436 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
437 prog->globals.server->self = saveSelf;
440 // if a download is active, close it
441 if (host_client->download_file)
443 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
444 FS_Close(host_client->download_file);
445 host_client->download_file = NULL;
446 host_client->download_name[0] = 0;
447 host_client->download_expectedposition = 0;
448 host_client->download_started = false;
451 // remove leaving player from scoreboard
452 host_client->name[0] = 0;
453 host_client->colors = 0;
454 host_client->frags = 0;
455 // send notification to all clients
456 // get number of client manually just to make sure we get it right...
457 i = host_client - svs.clients;
458 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
459 MSG_WriteByte (&sv.reliable_datagram, i);
460 MSG_WriteString (&sv.reliable_datagram, host_client->name);
461 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
462 MSG_WriteByte (&sv.reliable_datagram, i);
463 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
464 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
465 MSG_WriteByte (&sv.reliable_datagram, i);
466 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
468 // free the client now
469 if (host_client->entitydatabase)
470 EntityFrame_FreeDatabase(host_client->entitydatabase);
471 if (host_client->entitydatabase4)
472 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
473 if (host_client->entitydatabase5)
474 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
478 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
479 PRVM_ED_ClearEdict(host_client->edict);
482 // clear the client struct (this sets active to false)
483 memset(host_client, 0, sizeof(*host_client));
485 // update server listing on the master because player count changed
486 // (which the master uses for filtering empty/full servers)
487 NetConn_Heartbeat(1);
491 for (i = 0;i < svs.maxclients;i++)
492 if (svs.clients[i].active && !svs.clients[i].spawned)
494 if (i == svs.maxclients)
496 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
497 sv.paused = sv.loadgame = false; // we're basically done with loading now
506 This only happens at the end of a game, not between levels
509 void Host_ShutdownServer(void)
513 Con_DPrintf("Host_ShutdownServer\n");
518 NetConn_Heartbeat(2);
519 NetConn_Heartbeat(2);
521 // make sure all the clients know we're disconnecting
523 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
524 if (host_client->active)
525 SV_DropClient(false); // server shutdown
527 if(prog->funcoffsets.SV_Shutdown)
529 func_t s = prog->funcoffsets.SV_Shutdown;
530 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
531 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
535 NetConn_CloseServerPorts();
541 memset(&sv, 0, sizeof(sv));
542 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
546 //============================================================================
550 Host_GetConsoleCommands
552 Add them exactly as if they had been typed at the console
555 void Host_GetConsoleCommands (void)
561 cmd = Sys_ConsoleInput ();
572 Returns a time report string, for example for
575 const char *Host_TimingReport()
577 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);
584 Runs all active servers
587 static void Host_Init(void);
593 double cl_timer, sv_timer;
594 double clframetime, deltarealtime, oldrealtime;
596 int pass1, pass2, pass3, i;
603 realtime = Sys_DoubleTime();
606 if (setjmp(host_abortframe))
607 continue; // something bad happened, or the server disconnected
609 oldrealtime = realtime;
610 realtime = Sys_DoubleTime();
612 deltarealtime = realtime - oldrealtime;
613 cl_timer += deltarealtime;
614 sv_timer += deltarealtime;
616 svs.perf_acc_realtime += deltarealtime;
618 // Look for clients who have spawned
619 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
620 if(host_client->spawned)
621 if(host_client->netconnection)
623 if(i == svs.maxclients)
625 // Nobody is looking? Then we won't do timing...
626 // Instead, reset it to zero
627 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;
629 else if(svs.perf_acc_realtime > 5)
631 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
632 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
633 if(svs.perf_acc_offset_samples > 0)
635 svs.perf_offset_max = svs.perf_acc_offset_max;
636 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
637 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
639 if(svs.perf_lost > 0)
640 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
641 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;
644 if (slowmo.value < 0.00001 && slowmo.value != 0)
645 Cvar_SetValue("slowmo", 0);
646 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
647 Cvar_SetValue("host_framerate", 0);
649 // keep the random time dependent, but not when playing demos/benchmarking
650 if(!*sv_random_seed.string && !cls.demoplayback)
653 cl.islocalgame = NetConn_IsLocalGame();
655 // get new key events
658 NetConn_UpdateSockets();
660 Log_DestBuffer_Flush();
662 // receive packets on each main loop iteration, as the main loop may
663 // be undersleeping due to select() detecting a new packet
665 NetConn_ServerFrame();
669 // check for commands typed to the host
670 Host_GetConsoleCommands();
672 // when a server is running we only execute console commands on server frames
673 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
674 // otherwise we execute them on all frames
675 if (sv_timer > 0 || !sv.active)
677 // process console commands
681 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
683 // if the accumulators haven't become positive yet, wait a while
684 if (cls.state == ca_dedicated)
685 wait = sv_timer * -1000000.0;
687 wait = cl_timer * -1000000.0;
689 wait = max(cl_timer, sv_timer) * -1000000.0;
693 if (!cls.timedemo && wait > 0)
695 double time0 = Sys_DoubleTime();
696 if (sv_checkforpacketsduringsleep.integer)
699 NetConn_SleepMicroseconds((int)wait);
704 Sys_Sleep((int)wait / 1000);
706 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
710 //-------------------
714 //-------------------
716 // limit the frametime steps to no more than 100ms each
721 svs.perf_acc_lost += (sv_timer - 0.1);
725 if (sv.active && sv_timer > 0)
727 // execute one or more server frames, with an upper limit on how much
728 // execution time to spend on server frames to avoid freezing the game if
729 // the server is overloaded, this execution time limit means the game will
730 // slow down if the server is taking too long.
731 int framecount, framelimit = 1;
732 double advancetime, aborttime = 0;
735 // run the world state
736 // don't allow simulation to run too fast or too slow or logic glitches can occur
738 // stop running server frames if the wall time reaches this value
739 if (sys_ticrate.value <= 0)
740 advancetime = sv_timer;
741 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
743 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
744 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
746 aborttime = realtime + 0.1;
750 advancetime = sys_ticrate.value;
751 // listen servers can run multiple server frames per client frame
752 if (cls.state == ca_connected)
755 aborttime = realtime + 0.1;
758 advancetime = min(advancetime, 0.1);
762 offset = sv_timer + (Sys_DoubleTime() - realtime);
763 ++svs.perf_acc_offset_samples;
764 svs.perf_acc_offset += offset;
765 svs.perf_acc_offset_squared += offset * offset;
766 if(svs.perf_acc_offset_max < offset)
767 svs.perf_acc_offset_max = offset;
770 // only advance time if not paused
771 // the game also pauses in singleplayer when menu or console is used
772 sv.frametime = advancetime * slowmo.value;
773 if (host_framerate.value)
774 sv.frametime = host_framerate.value;
775 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
778 // setup the VM frame
781 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
783 sv_timer -= advancetime;
785 // move things around and think unless paused
789 // if this server frame took too long, break out of the loop
790 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
794 // send all messages to the clients
795 SV_SendClientMessages();
797 // end the server VM frame
800 // send an heartbeat if enough time has passed since the last one
801 NetConn_Heartbeat(0);
804 //-------------------
808 //-------------------
810 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
812 // decide the simulation time
813 if (cls.capturevideo.active)
815 if (cls.capturevideo.realtime)
816 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
819 clframetime = 1.0 / cls.capturevideo.framerate;
820 cl.realframetime = max(cl_timer, clframetime);
823 else if (vid_activewindow)
824 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
826 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
828 // apply slowmo scaling
829 clframetime *= cl.movevars_timescale;
830 // scale playback speed of demos by slowmo cvar
831 if (cls.demoplayback)
833 clframetime *= slowmo.value;
834 // if demo playback is paused, don't advance time at all
839 // host_framerate overrides all else
840 if (host_framerate.value)
841 clframetime = host_framerate.value;
844 clframetime = cl.realframetime = cl_timer;
846 // deduct the frame time from the accumulator
847 cl_timer -= cl.realframetime;
849 cl.oldtime = cl.time;
850 cl.time += clframetime;
852 // Collect input into cmd
855 // check for new packets
856 NetConn_ClientFrame();
858 // read a new frame from a demo if needed
859 CL_ReadDemoMessage();
861 // now that packets have been read, send input to server
864 // update client world (interpolate entities, create trails, etc)
868 if (host_speeds.integer)
869 time1 = Sys_DoubleTime();
878 if (host_speeds.integer)
879 time2 = Sys_DoubleTime();
882 if(cl.csqc_usecsqclistener)
884 S_Update(&cl.csqc_listenermatrix);
885 cl.csqc_usecsqclistener = false;
888 S_Update(&r_refdef.view.matrix);
892 if (host_speeds.integer)
894 pass1 = (int)((time1 - time3)*1000000);
895 time3 = Sys_DoubleTime();
896 pass2 = (int)((time2 - time1)*1000000);
897 pass3 = (int)((time3 - time2)*1000000);
898 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
899 pass1+pass2+pass3, pass1, pass2, pass3);
903 // if there is some time remaining from this frame, reset the timers
908 svs.perf_acc_lost += sv_timer;
916 //============================================================================
918 qboolean vid_opened = false;
919 void Host_StartVideo(void)
921 if (!vid_opened && cls.state != ca_dedicated)
929 char engineversion[128];
931 qboolean sys_nostdout = false;
933 extern void Render_Init(void);
934 extern void Mathlib_Init(void);
935 extern void FS_Init(void);
936 extern void FS_Shutdown(void);
937 extern void PR_Cmd_Init(void);
938 extern void COM_Init_Commands(void);
939 extern void FS_Init_Commands(void);
940 extern qboolean host_stuffcmdsrun;
947 static void Host_Init (void)
952 if (COM_CheckParm("-profilegameonly"))
953 Sys_AllowProfiling(false);
955 // LordHavoc: quake never seeded the random number generator before... heh
956 if (COM_CheckParm("-benchmark"))
957 srand(0); // predictable random sequence for -benchmark
961 // FIXME: this is evil, but possibly temporary
962 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
963 if (COM_CheckParm("-developer"))
965 developer.value = developer.integer = 100;
966 developer.string = "100";
969 if (COM_CheckParm("-developer2"))
971 developer.value = developer.integer = 100;
972 developer.string = "100";
973 developer_memory.value = developer_memory.integer = 100;
974 developer.string = "100";
975 developer_memorydebug.value = developer_memorydebug.integer = 100;
976 developer_memorydebug.string = "100";
979 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
980 if (COM_CheckParm("-nostdout"))
983 // used by everything
986 // initialize console command/cvar/alias/command execution systems
989 // initialize memory subsystem cvars/commands
990 Memory_Init_Commands();
992 // initialize console and logging and its cvars/commands
995 // initialize various cvars that could not be initialized earlier
996 Curl_Init_Commands();
1002 // initialize console window (only used by sys_win.c)
1005 // detect gamemode from commandline options or executable name
1008 // construct a version string for the corner of the console
1010 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1011 Con_Printf("%s\n", engineversion);
1013 // initialize ixtable
1016 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1027 Host_InitCommands();
1029 Host_ServerOptions();
1031 if (cls.state != ca_dedicated)
1033 Con_Printf("Initializing client\n");
1048 // set up the default startmap_sp and startmap_dm aliases (mods can
1049 // override these) and then execute the quake.rc startup script
1050 if (gamemode == GAME_NEHAHRA)
1051 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1052 else if (gamemode == GAME_TRANSFUSION)
1053 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1054 else if (gamemode == GAME_TEU)
1055 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1057 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1060 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1061 if (!host_stuffcmdsrun)
1063 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1067 // put up the loading image so the user doesn't stare at a black screen...
1068 SCR_BeginLoadingPlaque();
1070 // FIXME: put this into some neat design, but the menu should be allowed to crash
1071 // without crashing the whole game, so this should just be a short-time solution
1073 // here comes the not so critical stuff
1074 if (setjmp(host_abortframe)) {
1078 if (cls.state != ca_dedicated)
1083 // check for special benchmark mode
1084 // 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)
1085 i = COM_CheckParm("-benchmark");
1086 if (i && i + 1 < com_argc)
1087 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1089 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1093 // check for special demo mode
1094 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1095 i = COM_CheckParm("-demo");
1096 if (i && i + 1 < com_argc)
1097 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1099 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1103 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1104 i = COM_CheckParm("-capturedemo");
1105 if (i && i + 1 < com_argc)
1106 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1108 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1112 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1113 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1115 Cbuf_AddText("startmap_dm\n");
1119 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1121 Cbuf_AddText("togglemenu\n");
1125 Con_DPrint("========Initialized=========\n");
1127 //Host_StartVideo();
1135 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1136 to run quit through here before the final handoff to the sys code.
1139 void Host_Shutdown(void)
1141 static qboolean isdown = false;
1145 Con_Print("recursive shutdown\n");
1148 if (setjmp(host_abortframe))
1150 Con_Print("aborted the quitting frame?!?\n");
1155 // be quiet while shutting down
1158 // disconnect client from server if active
1161 // shut down local server if active
1162 Host_ShutdownServer ();
1169 // AK hmm, no PRVM_Shutdown(); yet
1171 CL_Gecko_Shutdown();
1172 CL_Video_Shutdown();
1176 CDAudio_Shutdown ();
1179 NetConn_Shutdown ();
1182 if (cls.state != ca_dedicated)
1184 R_Modules_Shutdown();