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
32 A server can always be started, even if the system started out as a client
35 A client can NOT be started if the system started as a dedicated server.
37 Memory is cleared / released when a server or client begins, not when they end.
41 // how many frames have occurred
42 // (checked by Host_Error and Host_SaveConfig_f)
43 int host_framecount = 0;
44 // LordHavoc: set when quit is executed
45 qboolean host_shuttingdown = false;
47 // the real time since application started, without any slowmo or clamping
51 client_t *host_client;
53 jmp_buf host_abortframe;
55 // pretend frames take this amount of time (in seconds), 0 = realtime
56 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 host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
57 // shows time used by certain subsystems
58 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
59 // LordHavoc: framerate independent slowmo
60 cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
61 // LordHavoc: framerate upper cap
62 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)"};
64 // print broadcast messages in dedicated mode
65 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
67 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
68 cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
70 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
71 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
72 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
74 cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
75 cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
77 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
78 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
80 cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
81 cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
82 cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
84 cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
86 cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
88 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
89 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
93 Host_AbortCurrentFrame
95 aborts the current host frame and goes on with the next one
98 void Host_AbortCurrentFrame(void)
100 longjmp (host_abortframe, 1);
107 This shuts down both the client and server
110 void Host_Error (const char *error, ...)
112 static char hosterrorstring1[MAX_INPUTLINE];
113 static char hosterrorstring2[MAX_INPUTLINE];
114 static qboolean hosterror = false;
117 // turn off rcon redirect if it was active when the crash occurred
118 rcon_redirect = false;
120 va_start (argptr,error);
121 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
124 Con_Printf("Host_Error: %s\n", hosterrorstring1);
126 // LordHavoc: if crashing very early, or currently shutting down, do
128 if (host_framecount < 3 || host_shuttingdown)
129 Sys_Error ("Host_Error: %s", hosterrorstring1);
132 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
135 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
137 CL_Parse_DumpPacket();
139 CL_Parse_ErrorCleanUp();
143 // print out where the crash happened, if it was caused by QC (and do a cleanup)
147 Host_ShutdownServer ();
149 if (cls.state == ca_dedicated)
150 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
157 Host_AbortCurrentFrame();
160 void Host_ServerOptions (void)
167 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
168 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
169 // if no client is in the executable or -dedicated is specified on
170 // commandline, start a dedicated server
171 i = COM_CheckParm ("-dedicated");
172 if (i || !cl_available)
174 cls.state = ca_dedicated;
175 // check for -dedicated specifying how many players
176 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
177 svs.maxclients = atoi (com_argv[i+1]);
178 if (COM_CheckParm ("-listen"))
179 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
180 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
181 Cvar_SetValue("sv_public", 1);
183 else if (cl_available)
185 // client exists and not dedicated, check if -listen is specified
186 cls.state = ca_disconnected;
187 i = COM_CheckParm ("-listen");
190 // default players unless specified
191 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
192 svs.maxclients = atoi (com_argv[i+1]);
196 // default players in some games, singleplayer in most
197 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
202 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
204 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
206 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
207 Cvar_SetValueQuick(&deathmatch, 1);
211 =======================
213 ======================
215 void Host_SaveConfig_f(void);
216 static void Host_InitLocal (void)
218 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
220 Cvar_RegisterVariable (&host_framerate);
221 Cvar_RegisterVariable (&host_speeds);
222 Cvar_RegisterVariable (&slowmo);
223 Cvar_RegisterVariable (&cl_maxfps);
225 Cvar_RegisterVariable (&sv_echobprint);
227 Cvar_RegisterVariable (&sys_ticrate);
228 Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
230 Cvar_RegisterVariable (&fraglimit);
231 Cvar_RegisterVariable (&timelimit);
232 Cvar_RegisterVariable (&teamplay);
233 Cvar_RegisterVariable (&samelevel);
234 Cvar_RegisterVariable (&noexit);
235 Cvar_RegisterVariable (&skill);
236 Cvar_RegisterVariable (&developer);
237 Cvar_RegisterVariable (&developer_entityparsing);
238 Cvar_RegisterVariable (&deathmatch);
239 Cvar_RegisterVariable (&coop);
241 Cvar_RegisterVariable (&pausable);
243 Cvar_RegisterVariable (&temp1);
245 Cvar_RegisterVariable (×tamps);
246 Cvar_RegisterVariable (&timeformat);
254 Writes key bindings and archived cvars to config.cfg
257 void Host_SaveConfig_f(void)
261 // dedicated servers initialize the host but don't parse and set the
263 // LordHavoc: don't save a config if it crashed in startup
264 if (host_framecount >= 3 && cls.state != ca_dedicated)
266 f = FS_Open ("config.cfg", "wb", false, false);
269 Con_Print("Couldn't write config.cfg.\n");
273 Key_WriteBindings (f);
274 Cvar_WriteVariables (f);
285 Sends text across to be displayed
286 FIXME: make this just a stuffed echo?
289 void SV_ClientPrint(const char *msg)
291 if (host_client->netconnection)
293 MSG_WriteByte(&host_client->netconnection->message, svc_print);
294 MSG_WriteString(&host_client->netconnection->message, msg);
302 Sends text across to be displayed
303 FIXME: make this just a stuffed echo?
306 void SV_ClientPrintf(const char *fmt, ...)
309 char msg[MAX_INPUTLINE];
311 va_start(argptr,fmt);
312 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
322 Sends text to all active clients
325 void SV_BroadcastPrint(const char *msg)
330 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
332 if (client->spawned && client->netconnection)
334 MSG_WriteByte(&client->netconnection->message, svc_print);
335 MSG_WriteString(&client->netconnection->message, msg);
339 if (sv_echobprint.integer && cls.state == ca_dedicated)
347 Sends text to all active clients
350 void SV_BroadcastPrintf(const char *fmt, ...)
353 char msg[MAX_INPUTLINE];
355 va_start(argptr,fmt);
356 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
359 SV_BroadcastPrint(msg);
366 Send text over to the client to be executed
369 void Host_ClientCommands(const char *fmt, ...)
372 char string[MAX_INPUTLINE];
374 if (!host_client->netconnection)
377 va_start(argptr,fmt);
378 dpvsnprintf(string, sizeof(string), fmt, argptr);
381 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
382 MSG_WriteString(&host_client->netconnection->message, string);
386 =====================
389 Called when the player is getting totally kicked off the host
390 if (crash = true), don't bother sending signofs
391 =====================
393 void SV_DropClient(qboolean crash)
396 Con_Printf("Client \"%s\" dropped\n", host_client->name);
398 // make sure edict is not corrupt (from a level change for example)
399 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
401 if (host_client->netconnection)
403 // free the client (the body stays around)
406 // LordHavoc: no opportunity for resending, so use unreliable 3 times
407 unsigned char bufdata[8];
409 memset(&buf, 0, sizeof(buf));
411 buf.maxsize = sizeof(bufdata);
412 MSG_WriteByte(&buf, svc_disconnect);
413 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
414 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
415 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
417 // break the net connection
418 NetConn_Close(host_client->netconnection);
419 host_client->netconnection = NULL;
422 // call qc ClientDisconnect function
423 // LordHavoc: don't call QC if server is dead (avoids recursive
424 // Host_Error in some mods when they run out of edicts)
425 if (host_client->clientconnectcalled && sv.active && host_client->edict)
427 // call the prog function for removing a client
428 // this will set the body to a dead frame, among other things
429 int saveSelf = prog->globals.server->self;
430 host_client->clientconnectcalled = false;
431 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
432 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
433 prog->globals.server->self = saveSelf;
436 // remove leaving player from scoreboard
437 //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
438 //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
440 //host_client->edict->fields.server->frags = 0;
441 host_client->name[0] = 0;
442 host_client->colors = 0;
443 host_client->frags = 0;
444 // send notification to all clients
445 // get number of client manually just to make sure we get it right...
446 i = host_client - svs.clients;
447 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
448 MSG_WriteByte (&sv.reliable_datagram, i);
449 MSG_WriteString (&sv.reliable_datagram, host_client->name);
450 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
451 MSG_WriteByte (&sv.reliable_datagram, i);
452 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
453 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
454 MSG_WriteByte (&sv.reliable_datagram, i);
455 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
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);
467 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
468 PRVM_ED_ClearEdict(host_client->edict);
471 // clear the client struct (this sets active to false)
472 memset(host_client, 0, sizeof(*host_client));
474 // update server listing on the master because player count changed
475 // (which the master uses for filtering empty/full servers)
476 NetConn_Heartbeat(1);
483 This only happens at the end of a game, not between levels
486 void Host_ShutdownServer(void)
490 Con_DPrintf("Host_ShutdownServer\n");
495 NetConn_Heartbeat(2);
496 NetConn_Heartbeat(2);
498 // make sure all the clients know we're disconnecting
500 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
501 if (host_client->active)
502 SV_DropClient(false); // server shutdown
505 NetConn_CloseServerPorts();
511 memset(&sv, 0, sizeof(sv));
512 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
516 //============================================================================
520 Host_GetConsoleCommands
522 Add them exactly as if they had been typed at the console
525 void Host_GetConsoleCommands (void)
531 cmd = Sys_ConsoleInput ();
542 Runs all active servers
545 static void Host_Init(void);
548 static double time1 = 0;
549 static double time2 = 0;
550 static double time3 = 0;
551 // these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
552 static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
559 framenewtime = Sys_DoubleTime();
562 if (setjmp(host_abortframe))
563 continue; // something bad happened, or the server disconnected
565 frameoldtime = framenewtime;
566 framenewtime = Sys_DoubleTime();
567 frametime = framenewtime - frameoldtime;
568 realtime += frametime;
570 // if there is some time remaining from last frame, rest the timers
576 // accumulate the new frametime into the timers
577 cl_timer += frametime;
578 sv_timer += frametime;
580 if (slowmo.value < 0)
581 Cvar_SetValue("slowmo", 0);
582 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
583 Cvar_SetValue("host_framerate", 0);
584 if (cl_maxfps.value < 1)
585 Cvar_SetValue("cl_maxfps", 1);
587 // if the accumulators haven't become positive yet, keep waiting
588 if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
592 if (cls.state == ca_dedicated)
597 wait = max(cl_timer, sv_timer);
598 msleft = (int)floor(wait * -1000.0);
604 // keep the random time dependent
607 cl.islocalgame = NetConn_IsLocalGame();
609 // get new key events
612 // when a server is running we only execute console commands on server frames
613 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
614 // otherwise we execute them on all frames
615 if (sv_timer > 0 || !sv.active)
617 // process console commands
621 NetConn_UpdateSockets();
625 //-------------------
629 //-------------------
631 // check for commands typed to the host
632 Host_GetConsoleCommands();
638 // if there is no server, run server timing at 10fps
643 // execute one or more server frames, with an upper limit on how much
644 // execution time to spend on server frames to avoid freezing the game if
645 // the server is overloaded, this execution time limit means the game will
646 // slow down if the server is taking too long.
647 int framecount, framelimit = 1;
648 double advancetime, aborttime = 0;
650 // receive server packets now, which might contain rcon commands, which
651 // may change level or other such things we don't want to have happen in
652 // the middle of Host_Frame
653 NetConn_ServerFrame();
655 // run the world state
656 // don't allow simulation to run too fast or too slow or logic glitches can occur
658 // stop running server frames if the wall time reaches this value
659 if (sys_ticrate.value <= 0)
660 advancetime = sv_timer;
661 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
663 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
664 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
666 aborttime = Sys_DoubleTime() + 0.1;
670 advancetime = sys_ticrate.value;
671 // listen servers can run multiple server frames per client frame
672 if (cls.state == ca_connected)
675 aborttime = Sys_DoubleTime() + 0.1;
678 advancetime = min(advancetime, 0.1);
680 // only advance time if not paused
681 // the game also pauses in singleplayer when menu or console is used
682 sv.frametime = advancetime * slowmo.value;
683 if (host_framerate.value)
684 sv.frametime = host_framerate.value;
685 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
688 // setup the VM frame
691 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
693 sv_timer -= advancetime;
695 // move things around and think unless paused
699 // send all messages to the clients
700 SV_SendClientMessages();
702 // clear the general datagram
705 // if this server frame took too long, break out of the loop
706 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
710 // end the server VM frame
713 // send an heartbeat if enough time has passed since the last one
714 NetConn_Heartbeat(0);
718 //-------------------
722 //-------------------
724 if (cl_timer > 0 || cls.timedemo)
726 if (cls.state == ca_dedicated)
728 // if there is no client, run client timing at 10fps
730 if (host_speeds.integer)
731 time1 = time2 = Sys_DoubleTime();
736 frametime = cl.realframetime = min(cl_timer, 1);
738 // decide the simulation time
741 if (cls.capturevideo_active)// && !cls.capturevideo_soundfile)
743 frametime = 1.0 / cls.capturevideo_framerate;
744 cl.realframetime = max(cl.realframetime, frametime);
746 else if (vid_activewindow)
747 frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
749 frametime = cl.realframetime = 0.1;
751 // deduct the frame time from the accumulator
752 cl_timer -= cl.realframetime;
754 // apply slowmo scaling
755 frametime *= slowmo.value;
757 // host_framerate overrides all else
758 if (host_framerate.value)
759 frametime = host_framerate.value;
762 cl.oldtime = cl.time;
763 cl.time += frametime;
765 // Collect input into cmd
768 NetConn_ClientFrame();
770 if (cls.state == ca_connected)
773 // if running the server remotely, send intentions now after
774 // the incoming messages have been read
775 //if (!cl.islocalgame)
780 if (host_speeds.integer)
781 time1 = Sys_DoubleTime();
789 if (host_speeds.integer)
790 time2 = Sys_DoubleTime();
793 if(csqc_usecsqclistener)
795 S_Update(&csqc_listenermatrix);
796 csqc_usecsqclistener = false;
799 S_Update(&r_view.matrix);
804 if (host_speeds.integer)
806 int pass1, pass2, pass3;
807 pass1 = (int)((time1 - time3)*1000000);
808 time3 = Sys_DoubleTime();
809 pass2 = (int)((time2 - time1)*1000000);
810 pass3 = (int)((time3 - time2)*1000000);
811 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
812 pass1+pass2+pass3, pass1, pass2, pass3);
820 //============================================================================
822 qboolean vid_opened = false;
823 void Host_StartVideo(void)
825 if (!vid_opened && cls.state != ca_dedicated)
833 char engineversion[128];
835 qboolean sys_nostdout = false;
837 extern void Render_Init(void);
838 extern void Mathlib_Init(void);
839 extern void FS_Init(void);
840 extern void FS_Shutdown(void);
841 extern void PR_Cmd_Init(void);
842 extern void COM_Init_Commands(void);
843 extern void FS_Init_Commands(void);
844 extern qboolean host_stuffcmdsrun;
851 static void Host_Init (void)
856 // LordHavoc: quake never seeded the random number generator before... heh
859 // FIXME: this is evil, but possibly temporary
860 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
861 if (COM_CheckParm("-developer"))
863 developer.value = developer.integer = 100;
864 developer.string = "100";
867 if (COM_CheckParm("-developer2"))
869 developer.value = developer.integer = 100;
870 developer.string = "100";
871 developer_memory.value = developer_memory.integer = 100;
872 developer.string = "100";
873 developer_memorydebug.value = developer_memorydebug.integer = 100;
874 developer_memorydebug.string = "100";
877 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
878 if (COM_CheckParm("-nostdout"))
881 // used by everything
884 // initialize console command/cvar/alias/command execution systems
887 // initialize memory subsystem cvars/commands
888 Memory_Init_Commands();
890 // initialize console and logging and its cvars/commands
893 // initialize various cvars that could not be initialized earlier
894 Curl_Init_Commands();
900 // initialize console window (only used by sys_win.c)
903 // detect gamemode from commandline options or executable name
906 // construct a version string for the corner of the console
907 #if defined(__linux__)
911 #elif defined(__FreeBSD__)
913 #elif defined(__NetBSD__)
915 #elif defined(__OpenBSD__)
917 #elif defined(MACOSX)
919 #elif defined(__MORPHOS__)
924 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
925 Con_Printf("%s\n", engineversion);
927 // initialize ixtable
930 // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
942 Host_ServerOptions();
944 if (cls.state != ca_dedicated)
946 Con_Printf("Initializing client\n");
961 // set up the default startmap_sp and startmap_dm aliases (mods can
962 // override these) and then execute the quake.rc startup script
963 if (gamemode == GAME_NEHAHRA)
964 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
965 else if (gamemode == GAME_TRANSFUSION)
966 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
967 else if (gamemode == GAME_TEU)
968 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
970 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
973 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
974 if (!host_stuffcmdsrun)
976 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
980 // put up the loading image so the user doesn't stare at a black screen...
981 SCR_BeginLoadingPlaque();
983 // FIXME: put this into some neat design, but the menu should be allowed to crash
984 // without crashing the whole game, so this should just be a short-time solution
986 // here comes the not so critical stuff
987 if (setjmp(host_abortframe)) {
991 if (cls.state != ca_dedicated)
996 // check for special benchmark mode
997 // 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)
998 i = COM_CheckParm("-benchmark");
999 if (i && i + 1 < com_argc)
1000 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1002 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1006 // check for special demo mode
1007 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1008 i = COM_CheckParm("-demo");
1009 if (i && i + 1 < com_argc)
1010 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1012 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1016 // check for special demolooponly mode
1017 // COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
1018 i = COM_CheckParm("-demolooponly");
1019 if (i && i + 1 < com_argc)
1020 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1022 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1026 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1027 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1029 Cbuf_AddText("startmap_dm\n");
1033 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1035 if (gamemode == GAME_NEXUIZ)
1036 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1038 Cbuf_AddText("togglemenu\n");
1042 Con_DPrint("========Initialized=========\n");
1044 //Host_StartVideo();
1052 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1053 to run quit through here before the final handoff to the sys code.
1056 void Host_Shutdown(void)
1058 static qboolean isdown = false;
1062 Con_Print("recursive shutdown\n");
1067 // be quiet while shutting down
1070 // disconnect client from server if active
1073 // shut down local server if active
1074 Host_ShutdownServer ();
1081 // AK hmm, no PRVM_Shutdown(); yet
1083 CL_Video_Shutdown();
1085 Host_SaveConfig_f();
1087 CDAudio_Shutdown ();
1090 NetConn_Shutdown ();
1093 if (cls.state != ca_dedicated)
1095 R_Modules_Shutdown();