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);
471 This only happens at the end of a game, not between levels
474 void Host_ShutdownServer(void)
478 Con_DPrintf("Host_ShutdownServer\n");
483 NetConn_Heartbeat(2);
484 NetConn_Heartbeat(2);
486 // make sure all the clients know we're disconnecting
488 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
489 if (host_client->active)
490 SV_DropClient(false); // server shutdown
493 NetConn_CloseServerPorts();
499 memset(&sv, 0, sizeof(sv));
500 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
504 //============================================================================
508 Host_GetConsoleCommands
510 Add them exactly as if they had been typed at the console
513 void Host_GetConsoleCommands (void)
519 cmd = Sys_ConsoleInput ();
530 Returns a time report string, for example for
533 const char *Host_TimingReport()
535 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);
542 Runs all active servers
545 static void Host_Init(void);
551 double cl_timer, sv_timer;
552 double clframetime, deltarealtime, oldrealtime;
554 int pass1, pass2, pass3, i;
561 realtime = Sys_DoubleTime();
564 if (setjmp(host_abortframe))
565 continue; // something bad happened, or the server disconnected
567 oldrealtime = realtime;
568 realtime = Sys_DoubleTime();
570 deltarealtime = realtime - oldrealtime;
571 cl_timer += deltarealtime;
572 sv_timer += deltarealtime;
574 svs.perf_acc_realtime += deltarealtime;
576 // Look for clients who have spawned
577 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
578 if(host_client->spawned)
579 if(host_client->netconnection)
581 if(i == svs.maxclients)
583 // Nobody is looking? Then we won't do timing...
584 // Instead, reset it to zero
585 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;
587 else if(svs.perf_acc_realtime > 5)
589 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
590 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
591 if(svs.perf_acc_offset_samples > 0)
593 svs.perf_offset_max = svs.perf_acc_offset_max;
594 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
595 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
597 if(svs.perf_lost > 0)
598 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
599 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;
602 if (slowmo.value < 0)
603 Cvar_SetValue("slowmo", 0);
604 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
605 Cvar_SetValue("host_framerate", 0);
606 if (cl_maxfps.value < 1)
607 Cvar_SetValue("cl_maxfps", 1);
609 // keep the random time dependent, but not when playing demos/benchmarking
610 if(!*sv_random_seed.string && !cls.demoplayback)
613 cl.islocalgame = NetConn_IsLocalGame();
615 // get new key events
618 NetConn_UpdateSockets();
620 Log_DestBuffer_Flush();
622 // receive packets on each main loop iteration, as the main loop may
623 // be undersleeping due to select() detecting a new packet
625 NetConn_ServerFrame();
629 // check for commands typed to the host
630 Host_GetConsoleCommands();
632 // when a server is running we only execute console commands on server frames
633 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
634 // otherwise we execute them on all frames
635 if (sv_timer > 0 || !sv.active)
637 // process console commands
641 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
643 // if the accumulators haven't become positive yet, wait a while
644 if (cls.state == ca_dedicated)
645 wait = sv_timer * -1000000.0;
647 wait = cl_timer * -1000000.0;
649 wait = max(cl_timer, sv_timer) * -1000000.0;
653 if (!cls.timedemo && wait > 0)
655 double time0 = Sys_DoubleTime();
656 if (sv_checkforpacketsduringsleep.integer)
659 NetConn_SleepMicroseconds((int)wait);
664 Sys_Sleep((int)wait / 1000);
666 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
670 //-------------------
674 //-------------------
676 // limit the frametime steps to no more than 100ms each
681 svs.perf_acc_lost += (sv_timer - 0.1);
685 if (sv.active && sv_timer > 0)
687 // execute one or more server frames, with an upper limit on how much
688 // execution time to spend on server frames to avoid freezing the game if
689 // the server is overloaded, this execution time limit means the game will
690 // slow down if the server is taking too long.
691 int framecount, framelimit = 1;
692 double advancetime, aborttime = 0;
695 // run the world state
696 // don't allow simulation to run too fast or too slow or logic glitches can occur
698 // stop running server frames if the wall time reaches this value
699 if (sys_ticrate.value <= 0)
700 advancetime = sv_timer;
701 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
703 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
704 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
706 aborttime = realtime + 0.1;
710 advancetime = sys_ticrate.value;
711 // listen servers can run multiple server frames per client frame
712 if (cls.state == ca_connected)
715 aborttime = realtime + 0.1;
718 advancetime = min(advancetime, 0.1);
722 offset = sv_timer + (Sys_DoubleTime() - realtime);
723 ++svs.perf_acc_offset_samples;
724 svs.perf_acc_offset += offset;
725 svs.perf_acc_offset_squared += offset * offset;
726 if(svs.perf_acc_offset_max < offset)
727 svs.perf_acc_offset_max = offset;
730 // only advance time if not paused
731 // the game also pauses in singleplayer when menu or console is used
732 sv.frametime = advancetime * slowmo.value;
733 if (host_framerate.value)
734 sv.frametime = host_framerate.value;
735 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
738 // setup the VM frame
741 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
743 sv_timer -= advancetime;
745 // move things around and think unless paused
749 // if this server frame took too long, break out of the loop
750 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
754 // send all messages to the clients
755 SV_SendClientMessages();
757 // end the server VM frame
760 // send an heartbeat if enough time has passed since the last one
761 NetConn_Heartbeat(0);
764 //-------------------
768 //-------------------
770 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
772 // decide the simulation time
773 if (cls.capturevideo.active)
775 if (cls.capturevideo.realtime)
776 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
779 clframetime = 1.0 / cls.capturevideo.framerate;
780 cl.realframetime = max(cl_timer, clframetime);
783 else if (vid_activewindow)
784 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
786 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
788 // apply slowmo scaling
789 clframetime *= cl.movevars_timescale;
790 // scale playback speed of demos by slowmo cvar
791 if (cls.demoplayback)
793 clframetime *= slowmo.value;
794 // if demo playback is paused, don't advance time at all
799 // host_framerate overrides all else
800 if (host_framerate.value)
801 clframetime = host_framerate.value;
804 clframetime = cl.realframetime = cl_timer;
806 // deduct the frame time from the accumulator
807 cl_timer -= cl.realframetime;
809 cl.oldtime = cl.time;
810 cl.time += clframetime;
812 // Collect input into cmd
815 // check for new packets
816 NetConn_ClientFrame();
818 // read a new frame from a demo if needed
819 CL_ReadDemoMessage();
821 // now that packets have been read, send input to server
824 // update client world (interpolate entities, create trails, etc)
828 if (host_speeds.integer)
829 time1 = Sys_DoubleTime();
837 if (host_speeds.integer)
838 time2 = Sys_DoubleTime();
841 if(cl.csqc_usecsqclistener)
843 S_Update(&cl.csqc_listenermatrix);
844 cl.csqc_usecsqclistener = false;
847 S_Update(&r_view.matrix);
851 if (host_speeds.integer)
853 pass1 = (int)((time1 - time3)*1000000);
854 time3 = Sys_DoubleTime();
855 pass2 = (int)((time2 - time1)*1000000);
856 pass3 = (int)((time3 - time2)*1000000);
857 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
858 pass1+pass2+pass3, pass1, pass2, pass3);
862 // if there is some time remaining from this frame, reset the timers
867 svs.perf_acc_lost += sv_timer;
875 //============================================================================
877 qboolean vid_opened = false;
878 void Host_StartVideo(void)
880 if (!vid_opened && cls.state != ca_dedicated)
888 char engineversion[128];
890 qboolean sys_nostdout = false;
892 extern void Render_Init(void);
893 extern void Mathlib_Init(void);
894 extern void FS_Init(void);
895 extern void FS_Shutdown(void);
896 extern void PR_Cmd_Init(void);
897 extern void COM_Init_Commands(void);
898 extern void FS_Init_Commands(void);
899 extern qboolean host_stuffcmdsrun;
906 static void Host_Init (void)
911 // LordHavoc: quake never seeded the random number generator before... heh
912 if (COM_CheckParm("-benchmark"))
913 srand(0); // predictable random sequence for -benchmark
917 // FIXME: this is evil, but possibly temporary
918 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
919 if (COM_CheckParm("-developer"))
921 developer.value = developer.integer = 100;
922 developer.string = "100";
925 if (COM_CheckParm("-developer2"))
927 developer.value = developer.integer = 100;
928 developer.string = "100";
929 developer_memory.value = developer_memory.integer = 100;
930 developer.string = "100";
931 developer_memorydebug.value = developer_memorydebug.integer = 100;
932 developer_memorydebug.string = "100";
935 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
936 if (COM_CheckParm("-nostdout"))
939 // used by everything
942 // initialize console command/cvar/alias/command execution systems
945 // initialize memory subsystem cvars/commands
946 Memory_Init_Commands();
948 // initialize console and logging and its cvars/commands
951 // initialize various cvars that could not be initialized earlier
952 Curl_Init_Commands();
958 // initialize console window (only used by sys_win.c)
961 // detect gamemode from commandline options or executable name
964 // construct a version string for the corner of the console
965 #if defined(__linux__)
969 #elif defined(__FreeBSD__)
971 #elif defined(__NetBSD__)
973 #elif defined(__OpenBSD__)
975 #elif defined(MACOSX)
977 #elif defined(__MORPHOS__)
982 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
983 Con_Printf("%s\n", engineversion);
985 // initialize ixtable
988 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1001 Host_ServerOptions();
1003 if (cls.state != ca_dedicated)
1005 Con_Printf("Initializing client\n");
1020 // set up the default startmap_sp and startmap_dm aliases (mods can
1021 // override these) and then execute the quake.rc startup script
1022 if (gamemode == GAME_NEHAHRA)
1023 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1024 else if (gamemode == GAME_TRANSFUSION)
1025 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1026 else if (gamemode == GAME_TEU)
1027 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1029 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1032 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1033 if (!host_stuffcmdsrun)
1035 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1039 // put up the loading image so the user doesn't stare at a black screen...
1040 SCR_BeginLoadingPlaque();
1042 // FIXME: put this into some neat design, but the menu should be allowed to crash
1043 // without crashing the whole game, so this should just be a short-time solution
1045 // here comes the not so critical stuff
1046 if (setjmp(host_abortframe)) {
1050 if (cls.state != ca_dedicated)
1055 // check for special benchmark mode
1056 // 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)
1057 i = COM_CheckParm("-benchmark");
1058 if (i && i + 1 < com_argc)
1059 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1061 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1065 // check for special demo mode
1066 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1067 i = COM_CheckParm("-demo");
1068 if (i && i + 1 < com_argc)
1069 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1071 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1075 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1076 i = COM_CheckParm("-capturedemo");
1077 if (i && i + 1 < com_argc)
1078 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1080 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1084 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1085 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1087 Cbuf_AddText("startmap_dm\n");
1091 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1093 if (gamemode == GAME_NEXUIZ)
1094 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1096 Cbuf_AddText("togglemenu\n");
1100 Con_DPrint("========Initialized=========\n");
1102 //Host_StartVideo();
1110 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1111 to run quit through here before the final handoff to the sys code.
1114 void Host_Shutdown(void)
1116 static qboolean isdown = false;
1120 Con_Print("recursive shutdown\n");
1123 if (setjmp(host_abortframe))
1125 Con_Print("aborted the quitting frame?!?\n");
1130 // be quiet while shutting down
1133 // disconnect client from server if active
1136 // shut down local server if active
1137 Host_ShutdownServer ();
1144 // AK hmm, no PRVM_Shutdown(); yet
1146 CL_Video_Shutdown();
1148 Host_SaveConfig_f();
1150 CDAudio_Shutdown ();
1153 NetConn_Shutdown ();
1156 if (cls.state != ca_dedicated)
1158 R_Modules_Shutdown();