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 cl_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 upper cap
60 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 developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
63 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
65 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
66 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
70 Host_AbortCurrentFrame
72 aborts the current host frame and goes on with the next one
75 void Host_AbortCurrentFrame(void)
77 longjmp (host_abortframe, 1);
84 This shuts down both the client and server
87 void Host_Error (const char *error, ...)
89 static char hosterrorstring1[MAX_INPUTLINE];
90 static char hosterrorstring2[MAX_INPUTLINE];
91 static qboolean hosterror = false;
94 // turn off rcon redirect if it was active when the crash occurred
95 rcon_redirect = false;
97 va_start (argptr,error);
98 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
101 Con_Printf("Host_Error: %s\n", hosterrorstring1);
103 // LordHavoc: if crashing very early, or currently shutting down, do
105 if (host_framecount < 3 || host_shuttingdown)
106 Sys_Error ("Host_Error: %s", hosterrorstring1);
109 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
112 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
114 CL_Parse_DumpPacket();
116 CL_Parse_ErrorCleanUp();
120 // print out where the crash happened, if it was caused by QC (and do a cleanup)
124 Host_ShutdownServer ();
126 if (cls.state == ca_dedicated)
127 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
134 Host_AbortCurrentFrame();
137 void Host_ServerOptions (void)
144 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
145 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
146 // if no client is in the executable or -dedicated is specified on
147 // commandline, start a dedicated server
148 i = COM_CheckParm ("-dedicated");
149 if (i || !cl_available)
151 cls.state = ca_dedicated;
152 // check for -dedicated specifying how many players
153 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
154 svs.maxclients = atoi (com_argv[i+1]);
155 if (COM_CheckParm ("-listen"))
156 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
157 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
158 Cvar_SetValue("sv_public", 1);
160 else if (cl_available)
162 // client exists and not dedicated, check if -listen is specified
163 cls.state = ca_disconnected;
164 i = COM_CheckParm ("-listen");
167 // default players unless specified
168 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
169 svs.maxclients = atoi (com_argv[i+1]);
173 // default players in some games, singleplayer in most
174 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
179 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
181 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
183 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
184 Cvar_SetValueQuick(&deathmatch, 1);
188 =======================
190 ======================
192 void Host_SaveConfig_f(void);
193 void Host_LoadConfig_f(void);
194 static void Host_InitLocal (void)
196 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
197 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
199 Cvar_RegisterVariable (&host_framerate);
200 Cvar_RegisterVariable (&host_speeds);
201 Cvar_RegisterVariable (&cl_maxfps);
203 Cvar_RegisterVariable (&developer);
204 Cvar_RegisterVariable (&developer_entityparsing);
206 Cvar_RegisterVariable (×tamps);
207 Cvar_RegisterVariable (&timeformat);
215 Writes key bindings and archived cvars to config.cfg
218 void Host_SaveConfig_f(void)
222 // dedicated servers initialize the host but don't parse and set the
224 // LordHavoc: don't save a config if it crashed in startup
225 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
227 f = FS_Open ("config.cfg", "wb", false, false);
230 Con_Print("Couldn't write config.cfg.\n");
234 Key_WriteBindings (f);
235 Cvar_WriteVariables (f);
246 Resets key bindings and cvars to defaults and then reloads scripts
249 void Host_LoadConfig_f(void)
251 // unlock the cvar default strings so they can be updated by the new default.cfg
252 Cvar_UnlockDefaults();
253 // reset cvars to their defaults, and then exec startup scripts again
254 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
261 Sends text across to be displayed
262 FIXME: make this just a stuffed echo?
265 void SV_ClientPrint(const char *msg)
267 if (host_client->netconnection)
269 MSG_WriteByte(&host_client->netconnection->message, svc_print);
270 MSG_WriteString(&host_client->netconnection->message, msg);
278 Sends text across to be displayed
279 FIXME: make this just a stuffed echo?
282 void SV_ClientPrintf(const char *fmt, ...)
285 char msg[MAX_INPUTLINE];
287 va_start(argptr,fmt);
288 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
298 Sends text to all active clients
301 void SV_BroadcastPrint(const char *msg)
306 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
308 if (client->active && client->netconnection)
310 MSG_WriteByte(&client->netconnection->message, svc_print);
311 MSG_WriteString(&client->netconnection->message, msg);
315 if (sv_echobprint.integer && cls.state == ca_dedicated)
323 Sends text to all active clients
326 void SV_BroadcastPrintf(const char *fmt, ...)
329 char msg[MAX_INPUTLINE];
331 va_start(argptr,fmt);
332 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
335 SV_BroadcastPrint(msg);
342 Send text over to the client to be executed
345 void Host_ClientCommands(const char *fmt, ...)
348 char string[MAX_INPUTLINE];
350 if (!host_client->netconnection)
353 va_start(argptr,fmt);
354 dpvsnprintf(string, sizeof(string), fmt, argptr);
357 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
358 MSG_WriteString(&host_client->netconnection->message, string);
362 =====================
365 Called when the player is getting totally kicked off the host
366 if (crash = true), don't bother sending signofs
367 =====================
369 void SV_DropClient(qboolean crash)
372 Con_Printf("Client \"%s\" dropped\n", host_client->name);
374 // make sure edict is not corrupt (from a level change for example)
375 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
377 if (host_client->netconnection)
379 // free the client (the body stays around)
382 // LordHavoc: no opportunity for resending, so use unreliable 3 times
383 unsigned char bufdata[8];
385 memset(&buf, 0, sizeof(buf));
387 buf.maxsize = sizeof(bufdata);
388 MSG_WriteByte(&buf, svc_disconnect);
389 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
390 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
391 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
393 // break the net connection
394 NetConn_Close(host_client->netconnection);
395 host_client->netconnection = NULL;
398 // call qc ClientDisconnect function
399 // LordHavoc: don't call QC if server is dead (avoids recursive
400 // Host_Error in some mods when they run out of edicts)
401 if (host_client->clientconnectcalled && sv.active && host_client->edict)
403 // call the prog function for removing a client
404 // this will set the body to a dead frame, among other things
405 int saveSelf = prog->globals.server->self;
406 host_client->clientconnectcalled = false;
407 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
408 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
409 prog->globals.server->self = saveSelf;
412 // if a download is active, close it
413 if (host_client->download_file)
415 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
416 FS_Close(host_client->download_file);
417 host_client->download_file = NULL;
418 host_client->download_name[0] = 0;
419 host_client->download_expectedposition = 0;
420 host_client->download_started = false;
423 // remove leaving player from scoreboard
424 host_client->name[0] = 0;
425 host_client->colors = 0;
426 host_client->frags = 0;
427 // send notification to all clients
428 // get number of client manually just to make sure we get it right...
429 i = host_client - svs.clients;
430 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
431 MSG_WriteByte (&sv.reliable_datagram, i);
432 MSG_WriteString (&sv.reliable_datagram, host_client->name);
433 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
434 MSG_WriteByte (&sv.reliable_datagram, i);
435 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
436 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
437 MSG_WriteByte (&sv.reliable_datagram, i);
438 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
440 // free the client now
441 if (host_client->entitydatabase)
442 EntityFrame_FreeDatabase(host_client->entitydatabase);
443 if (host_client->entitydatabase4)
444 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
445 if (host_client->entitydatabase5)
446 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
450 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
451 PRVM_ED_ClearEdict(host_client->edict);
454 // clear the client struct (this sets active to false)
455 memset(host_client, 0, sizeof(*host_client));
457 // update server listing on the master because player count changed
458 // (which the master uses for filtering empty/full servers)
459 NetConn_Heartbeat(1);
466 This only happens at the end of a game, not between levels
469 void Host_ShutdownServer(void)
473 Con_DPrintf("Host_ShutdownServer\n");
478 NetConn_Heartbeat(2);
479 NetConn_Heartbeat(2);
481 // make sure all the clients know we're disconnecting
483 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
484 if (host_client->active)
485 SV_DropClient(false); // server shutdown
488 NetConn_CloseServerPorts();
494 memset(&sv, 0, sizeof(sv));
495 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
499 //============================================================================
503 Host_GetConsoleCommands
505 Add them exactly as if they had been typed at the console
508 void Host_GetConsoleCommands (void)
514 cmd = Sys_ConsoleInput ();
525 Returns a time report string, for example for
528 const char *Host_TimingReport()
530 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);
537 Runs all active servers
540 static void Host_Init(void);
546 double cl_timer, sv_timer;
547 double clframetime, deltarealtime, oldrealtime;
549 int pass1, pass2, pass3, i;
556 realtime = Sys_DoubleTime();
559 if (setjmp(host_abortframe))
560 continue; // something bad happened, or the server disconnected
562 oldrealtime = realtime;
563 realtime = Sys_DoubleTime();
565 deltarealtime = realtime - oldrealtime;
566 cl_timer += deltarealtime;
567 sv_timer += deltarealtime;
569 svs.perf_acc_realtime += deltarealtime;
571 // Look for clients who have spawned
572 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
573 if(host_client->spawned)
574 if(host_client->netconnection)
576 if(i == svs.maxclients)
578 // Nobody is looking? Then we won't do timing...
579 // Instead, reset it to zero
580 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;
582 else if(svs.perf_acc_realtime > 5)
584 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
585 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
586 if(svs.perf_acc_offset_samples > 0)
588 svs.perf_offset_max = svs.perf_acc_offset_max;
589 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
590 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
592 if(svs.perf_lost > 0)
593 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
594 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;
597 if (slowmo.value < 0)
598 Cvar_SetValue("slowmo", 0);
599 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
600 Cvar_SetValue("host_framerate", 0);
601 if (cl_maxfps.value < 1)
602 Cvar_SetValue("cl_maxfps", 1);
604 // keep the random time dependent, but not when playing demos/benchmarking
605 if(!*sv_random_seed.string && !cls.demoplayback)
608 cl.islocalgame = NetConn_IsLocalGame();
610 // get new key events
613 NetConn_UpdateSockets();
615 Log_DestBuffer_Flush();
617 // receive packets on each main loop iteration, as the main loop may
618 // be undersleeping due to select() detecting a new packet
620 NetConn_ServerFrame();
624 // check for commands typed to the host
625 Host_GetConsoleCommands();
627 // when a server is running we only execute console commands on server frames
628 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
629 // otherwise we execute them on all frames
630 if (sv_timer > 0 || !sv.active)
632 // process console commands
636 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
638 // if the accumulators haven't become positive yet, wait a while
639 if (cls.state == ca_dedicated)
640 wait = sv_timer * -1000000.0;
642 wait = cl_timer * -1000000.0;
644 wait = max(cl_timer, sv_timer) * -1000000.0;
648 if (!cls.timedemo && wait > 0)
650 double time0 = Sys_DoubleTime();
651 if (sv_checkforpacketsduringsleep.integer)
654 NetConn_SleepMicroseconds((int)wait);
659 Sys_Sleep((int)wait / 1000);
661 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
665 //-------------------
669 //-------------------
671 // limit the frametime steps to no more than 100ms each
676 svs.perf_acc_lost += (sv_timer - 0.1);
680 if (sv.active && sv_timer > 0)
682 // execute one or more server frames, with an upper limit on how much
683 // execution time to spend on server frames to avoid freezing the game if
684 // the server is overloaded, this execution time limit means the game will
685 // slow down if the server is taking too long.
686 int framecount, framelimit = 1;
687 double advancetime, aborttime = 0;
690 // run the world state
691 // don't allow simulation to run too fast or too slow or logic glitches can occur
693 // stop running server frames if the wall time reaches this value
694 if (sys_ticrate.value <= 0)
695 advancetime = sv_timer;
696 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
698 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
699 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
701 aborttime = realtime + 0.1;
705 advancetime = sys_ticrate.value;
706 // listen servers can run multiple server frames per client frame
707 if (cls.state == ca_connected)
710 aborttime = realtime + 0.1;
713 advancetime = min(advancetime, 0.1);
717 offset = sv_timer + (Sys_DoubleTime() - realtime);
718 ++svs.perf_acc_offset_samples;
719 svs.perf_acc_offset += offset;
720 svs.perf_acc_offset_squared += offset * offset;
721 if(svs.perf_acc_offset_max < offset)
722 svs.perf_acc_offset_max = offset;
725 // only advance time if not paused
726 // the game also pauses in singleplayer when menu or console is used
727 sv.frametime = advancetime * slowmo.value;
728 if (host_framerate.value)
729 sv.frametime = host_framerate.value;
730 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
733 // setup the VM frame
736 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
738 sv_timer -= advancetime;
740 // move things around and think unless paused
744 // if this server frame took too long, break out of the loop
745 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
749 // send all messages to the clients
750 SV_SendClientMessages();
752 // end the server VM frame
755 // send an heartbeat if enough time has passed since the last one
756 NetConn_Heartbeat(0);
759 //-------------------
763 //-------------------
765 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
767 // decide the simulation time
768 if (cls.capturevideo.active)
770 if (cls.capturevideo.realtime)
771 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
774 clframetime = 1.0 / cls.capturevideo.framerate;
775 cl.realframetime = max(cl_timer, clframetime);
778 else if (vid_activewindow)
779 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
781 clframetime = cl.realframetime = 0.1;
783 // apply slowmo scaling
784 clframetime *= cl.movevars_timescale;
785 // scale playback speed of demos by slowmo cvar
786 if (cls.demoplayback)
788 clframetime *= slowmo.value;
789 // if demo playback is paused, don't advance time at all
794 // host_framerate overrides all else
795 if (host_framerate.value)
796 clframetime = host_framerate.value;
799 clframetime = cl.realframetime = cl_timer;
801 // deduct the frame time from the accumulator
802 cl_timer -= cl.realframetime;
804 cl.oldtime = cl.time;
805 cl.time += clframetime;
807 // Collect input into cmd
810 // check for new packets
811 NetConn_ClientFrame();
813 // read a new frame from a demo if needed
814 CL_ReadDemoMessage();
816 // now that packets have been read, send input to server
819 // update client world (interpolate entities, create trails, etc)
823 if (host_speeds.integer)
824 time1 = Sys_DoubleTime();
832 if (host_speeds.integer)
833 time2 = Sys_DoubleTime();
836 if(cl.csqc_usecsqclistener)
838 S_Update(&cl.csqc_listenermatrix);
839 cl.csqc_usecsqclistener = false;
842 S_Update(&r_view.matrix);
846 if (host_speeds.integer)
848 pass1 = (int)((time1 - time3)*1000000);
849 time3 = Sys_DoubleTime();
850 pass2 = (int)((time2 - time1)*1000000);
851 pass3 = (int)((time3 - time2)*1000000);
852 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
853 pass1+pass2+pass3, pass1, pass2, pass3);
857 // if there is some time remaining from this frame, reset the timers
862 svs.perf_acc_lost += sv_timer;
870 //============================================================================
872 qboolean vid_opened = false;
873 void Host_StartVideo(void)
875 if (!vid_opened && cls.state != ca_dedicated)
883 char engineversion[128];
885 qboolean sys_nostdout = false;
887 extern void Render_Init(void);
888 extern void Mathlib_Init(void);
889 extern void FS_Init(void);
890 extern void FS_Shutdown(void);
891 extern void PR_Cmd_Init(void);
892 extern void COM_Init_Commands(void);
893 extern void FS_Init_Commands(void);
894 extern qboolean host_stuffcmdsrun;
901 static void Host_Init (void)
906 // LordHavoc: quake never seeded the random number generator before... heh
907 if (COM_CheckParm("-benchmark"))
908 srand(0); // predictable random sequence for -benchmark
912 // FIXME: this is evil, but possibly temporary
913 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
914 if (COM_CheckParm("-developer"))
916 developer.value = developer.integer = 100;
917 developer.string = "100";
920 if (COM_CheckParm("-developer2"))
922 developer.value = developer.integer = 100;
923 developer.string = "100";
924 developer_memory.value = developer_memory.integer = 100;
925 developer.string = "100";
926 developer_memorydebug.value = developer_memorydebug.integer = 100;
927 developer_memorydebug.string = "100";
930 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
931 if (COM_CheckParm("-nostdout"))
934 // used by everything
937 // initialize console command/cvar/alias/command execution systems
940 // initialize memory subsystem cvars/commands
941 Memory_Init_Commands();
943 // initialize console and logging and its cvars/commands
946 // initialize various cvars that could not be initialized earlier
947 Curl_Init_Commands();
953 // initialize console window (only used by sys_win.c)
956 // detect gamemode from commandline options or executable name
959 // construct a version string for the corner of the console
960 #if defined(__linux__)
964 #elif defined(__FreeBSD__)
966 #elif defined(__NetBSD__)
968 #elif defined(__OpenBSD__)
970 #elif defined(MACOSX)
972 #elif defined(__MORPHOS__)
977 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
978 Con_Printf("%s\n", engineversion);
980 // initialize ixtable
983 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
996 Host_ServerOptions();
998 if (cls.state != ca_dedicated)
1000 Con_Printf("Initializing client\n");
1015 // set up the default startmap_sp and startmap_dm aliases (mods can
1016 // override these) and then execute the quake.rc startup script
1017 if (gamemode == GAME_NEHAHRA)
1018 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1019 else if (gamemode == GAME_TRANSFUSION)
1020 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1021 else if (gamemode == GAME_TEU)
1022 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1024 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1027 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1028 if (!host_stuffcmdsrun)
1030 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1034 // put up the loading image so the user doesn't stare at a black screen...
1035 SCR_BeginLoadingPlaque();
1037 // FIXME: put this into some neat design, but the menu should be allowed to crash
1038 // without crashing the whole game, so this should just be a short-time solution
1040 // here comes the not so critical stuff
1041 if (setjmp(host_abortframe)) {
1045 if (cls.state != ca_dedicated)
1050 // check for special benchmark mode
1051 // 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)
1052 i = COM_CheckParm("-benchmark");
1053 if (i && i + 1 < com_argc)
1054 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1056 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1060 // check for special demo mode
1061 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1062 i = COM_CheckParm("-demo");
1063 if (i && i + 1 < com_argc)
1064 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1066 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1070 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1071 i = COM_CheckParm("-capturedemo");
1072 if (i && i + 1 < com_argc)
1073 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1075 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1079 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1080 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1082 Cbuf_AddText("startmap_dm\n");
1086 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1088 if (gamemode == GAME_NEXUIZ)
1089 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1091 Cbuf_AddText("togglemenu\n");
1095 Con_DPrint("========Initialized=========\n");
1097 //Host_StartVideo();
1105 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1106 to run quit through here before the final handoff to the sys code.
1109 void Host_Shutdown(void)
1111 static qboolean isdown = false;
1115 Con_Print("recursive shutdown\n");
1118 if (setjmp(host_abortframe))
1120 Con_Print("aborted the quitting frame?!?\n");
1125 // be quiet while shutting down
1128 // disconnect client from server if active
1131 // shut down local server if active
1132 Host_ShutdownServer ();
1139 // AK hmm, no PRVM_Shutdown(); yet
1141 CL_Video_Shutdown();
1143 Host_SaveConfig_f();
1145 CDAudio_Shutdown ();
1148 NetConn_Shutdown ();
1151 if (cls.state != ca_dedicated)
1153 R_Modules_Shutdown();