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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // host.c -- coordinates spawning and killing of local servers
21
22 #include "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_gecko.h"
28 #include "cl_video.h"
29 #include "progsvm.h"
30 #include "csprogs.h"
31 #include "sv_demo.h"
32
33 /*
34
35 A server can always be started, even if the system started out as a client
36 to a remote system.
37
38 A client can NOT be started if the system started as a dedicated server.
39
40 Memory is cleared / released when a server or client begins, not when they end.
41
42 */
43
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;
49
50 // the real time since application started, without any slowmo or clamping
51 double realtime;
52
53 // current client
54 client_t *host_client;
55
56 jmp_buf host_abortframe;
57
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_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
64 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
65 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
66 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
67 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)"};
68 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
70 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
71 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
72
73 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
74 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
75
76 /*
77 ================
78 Host_AbortCurrentFrame
79
80 aborts the current host frame and goes on with the next one
81 ================
82 */
83 void Host_AbortCurrentFrame(void)
84 {
85         longjmp (host_abortframe, 1);
86 }
87
88 /*
89 ================
90 Host_Error
91
92 This shuts down both the client and server
93 ================
94 */
95 void Host_Error (const char *error, ...)
96 {
97         static char hosterrorstring1[MAX_INPUTLINE];
98         static char hosterrorstring2[MAX_INPUTLINE];
99         static qboolean hosterror = false;
100         va_list argptr;
101
102         // turn off rcon redirect if it was active when the crash occurred
103         rcon_redirect = false;
104
105         va_start (argptr,error);
106         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
107         va_end (argptr);
108
109         Con_Printf("Host_Error: %s\n", hosterrorstring1);
110
111         // LordHavoc: if crashing very early, or currently shutting down, do
112         // Sys_Error instead
113         if (host_framecount < 3 || host_shuttingdown)
114                 Sys_Error ("Host_Error: %s", hosterrorstring1);
115
116         if (hosterror)
117                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
118         hosterror = true;
119
120         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
121
122         CL_Parse_DumpPacket();
123
124         CL_Parse_ErrorCleanUp();
125
126         //PR_Crash();
127
128         // print out where the crash happened, if it was caused by QC (and do a cleanup)
129         PRVM_Crash();
130
131
132         Host_ShutdownServer ();
133
134         if (cls.state == ca_dedicated)
135                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
136
137         CL_Disconnect ();
138         cls.demonum = -1;
139
140         hosterror = false;
141
142         Host_AbortCurrentFrame();
143 }
144
145 void Host_ServerOptions (void)
146 {
147         int i;
148
149         // general default
150         svs.maxclients = 8;
151
152 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
153 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
154         // if no client is in the executable or -dedicated is specified on
155         // commandline, start a dedicated server
156         i = COM_CheckParm ("-dedicated");
157         if (i || !cl_available)
158         {
159                 cls.state = ca_dedicated;
160                 // check for -dedicated specifying how many players
161                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
162                         svs.maxclients = atoi (com_argv[i+1]);
163                 if (COM_CheckParm ("-listen"))
164                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
165                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
166                 Cvar_SetValue("sv_public", 1);
167         }
168         else if (cl_available)
169         {
170                 // client exists and not dedicated, check if -listen is specified
171                 cls.state = ca_disconnected;
172                 i = COM_CheckParm ("-listen");
173                 if (i)
174                 {
175                         // default players unless specified
176                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
177                                 svs.maxclients = atoi (com_argv[i+1]);
178                 }
179                 else
180                 {
181                         // default players in some games, singleplayer in most
182                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
183                                 svs.maxclients = 1;
184                 }
185         }
186
187         svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
188
189         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
190
191         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
192                 Cvar_SetValueQuick(&deathmatch, 1);
193 }
194
195 /*
196 =======================
197 Host_InitLocal
198 ======================
199 */
200 void Host_SaveConfig_f(void);
201 void Host_LoadConfig_f(void);
202 static void Host_InitLocal (void)
203 {
204         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
205         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
206
207         Cvar_RegisterVariable (&host_framerate);
208         Cvar_RegisterVariable (&host_speeds);
209         Cvar_RegisterVariable (&cl_minfps);
210         Cvar_RegisterVariable (&cl_minfps_fade);
211         Cvar_RegisterVariable (&cl_minfps_qualitymax);
212         Cvar_RegisterVariable (&cl_minfps_qualitymin);
213         Cvar_RegisterVariable (&cl_minfps_qualityscale);
214         Cvar_RegisterVariable (&cl_maxfps);
215         Cvar_RegisterVariable (&cl_maxidlefps);
216
217         Cvar_RegisterVariable (&developer);
218         Cvar_RegisterVariable (&developer_entityparsing);
219
220         Cvar_RegisterVariable (&timestamps);
221         Cvar_RegisterVariable (&timeformat);
222 }
223
224
225 /*
226 ===============
227 Host_SaveConfig_f
228
229 Writes key bindings and archived cvars to config.cfg
230 ===============
231 */
232 void Host_SaveConfig_to(const char *file)
233 {
234         qfile_t *f;
235
236 // dedicated servers initialize the host but don't parse and set the
237 // config.cfg cvars
238         // LordHavoc: don't save a config if it crashed in startup
239         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
240         {
241                 f = FS_Open (file, "wb", false, false);
242                 if (!f)
243                 {
244                         Con_Printf("Couldn't write %s.\n", file);
245                         return;
246                 }
247
248                 Key_WriteBindings (f);
249                 Cvar_WriteVariables (f);
250
251                 FS_Close (f);
252         }
253 }
254 void Host_SaveConfig(void)
255 {
256         Host_SaveConfig_to("config.cfg");
257 }
258 void Host_SaveConfig_f(void)
259 {
260         const char *file = "config.cfg";
261
262         if(Cmd_Argc() >= 2) {
263                 file = Cmd_Argv(1);
264                 Con_Printf("Saving to %s\n", file);
265         }
266
267         Host_SaveConfig_to(file);
268 }
269
270 /*
271 ===============
272 Host_LoadConfig_f
273
274 Resets key bindings and cvars to defaults and then reloads scripts
275 ===============
276 */
277 void Host_LoadConfig_f(void)
278 {
279         // unlock the cvar default strings so they can be updated by the new default.cfg
280         Cvar_UnlockDefaults();
281         // reset cvars to their defaults, and then exec startup scripts again
282         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
283 }
284
285 /*
286 =================
287 SV_ClientPrint
288
289 Sends text across to be displayed
290 FIXME: make this just a stuffed echo?
291 =================
292 */
293 void SV_ClientPrint(const char *msg)
294 {
295         if (host_client->netconnection)
296         {
297                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
298                 MSG_WriteString(&host_client->netconnection->message, msg);
299         }
300 }
301
302 /*
303 =================
304 SV_ClientPrintf
305
306 Sends text across to be displayed
307 FIXME: make this just a stuffed echo?
308 =================
309 */
310 void SV_ClientPrintf(const char *fmt, ...)
311 {
312         va_list argptr;
313         char msg[MAX_INPUTLINE];
314
315         va_start(argptr,fmt);
316         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
317         va_end(argptr);
318
319         SV_ClientPrint(msg);
320 }
321
322 /*
323 =================
324 SV_BroadcastPrint
325
326 Sends text to all active clients
327 =================
328 */
329 void SV_BroadcastPrint(const char *msg)
330 {
331         int i;
332         client_t *client;
333
334         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
335         {
336                 if (client->active && client->netconnection)
337                 {
338                         MSG_WriteByte(&client->netconnection->message, svc_print);
339                         MSG_WriteString(&client->netconnection->message, msg);
340                 }
341         }
342
343         if (sv_echobprint.integer && cls.state == ca_dedicated)
344                 Con_Print(msg);
345 }
346
347 /*
348 =================
349 SV_BroadcastPrintf
350
351 Sends text to all active clients
352 =================
353 */
354 void SV_BroadcastPrintf(const char *fmt, ...)
355 {
356         va_list argptr;
357         char msg[MAX_INPUTLINE];
358
359         va_start(argptr,fmt);
360         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
361         va_end(argptr);
362
363         SV_BroadcastPrint(msg);
364 }
365
366 /*
367 =================
368 Host_ClientCommands
369
370 Send text over to the client to be executed
371 =================
372 */
373 void Host_ClientCommands(const char *fmt, ...)
374 {
375         va_list argptr;
376         char string[MAX_INPUTLINE];
377
378         if (!host_client->netconnection)
379                 return;
380
381         va_start(argptr,fmt);
382         dpvsnprintf(string, sizeof(string), fmt, argptr);
383         va_end(argptr);
384
385         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
386         MSG_WriteString(&host_client->netconnection->message, string);
387 }
388
389 /*
390 =====================
391 SV_DropClient
392
393 Called when the player is getting totally kicked off the host
394 if (crash = true), don't bother sending signofs
395 =====================
396 */
397 void SV_DropClient(qboolean crash)
398 {
399         int i;
400         Con_Printf("Client \"%s\" dropped\n", host_client->name);
401
402         SV_StopDemoRecording(host_client);
403
404         // make sure edict is not corrupt (from a level change for example)
405         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
406
407         if (host_client->netconnection)
408         {
409                 // free the client (the body stays around)
410                 if (!crash)
411                 {
412                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
413                         unsigned char bufdata[8];
414                         sizebuf_t buf;
415                         memset(&buf, 0, sizeof(buf));
416                         buf.data = bufdata;
417                         buf.maxsize = sizeof(bufdata);
418                         MSG_WriteByte(&buf, svc_disconnect);
419                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
420                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
421                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
422                 }
423                 // break the net connection
424                 NetConn_Close(host_client->netconnection);
425                 host_client->netconnection = NULL;
426         }
427
428         // call qc ClientDisconnect function
429         // LordHavoc: don't call QC if server is dead (avoids recursive
430         // Host_Error in some mods when they run out of edicts)
431         if (host_client->clientconnectcalled && sv.active && host_client->edict)
432         {
433                 // call the prog function for removing a client
434                 // this will set the body to a dead frame, among other things
435                 int saveSelf = prog->globals.server->self;
436                 host_client->clientconnectcalled = false;
437                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
438                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
439                 prog->globals.server->self = saveSelf;
440         }
441
442         // if a download is active, close it
443         if (host_client->download_file)
444         {
445                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
446                 FS_Close(host_client->download_file);
447                 host_client->download_file = NULL;
448                 host_client->download_name[0] = 0;
449                 host_client->download_expectedposition = 0;
450                 host_client->download_started = false;
451         }
452
453         // remove leaving player from scoreboard
454         host_client->name[0] = 0;
455         host_client->colors = 0;
456         host_client->frags = 0;
457         // send notification to all clients
458         // get number of client manually just to make sure we get it right...
459         i = host_client - svs.clients;
460         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
461         MSG_WriteByte (&sv.reliable_datagram, i);
462         MSG_WriteString (&sv.reliable_datagram, host_client->name);
463         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
464         MSG_WriteByte (&sv.reliable_datagram, i);
465         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
466         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
467         MSG_WriteByte (&sv.reliable_datagram, i);
468         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
469
470         // free the client now
471         if (host_client->entitydatabase)
472                 EntityFrame_FreeDatabase(host_client->entitydatabase);
473         if (host_client->entitydatabase4)
474                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
475         if (host_client->entitydatabase5)
476                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
477
478         if (sv.active)
479         {
480                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
481                 PRVM_ED_ClearEdict(host_client->edict);
482         }
483
484         // clear the client struct (this sets active to false)
485         memset(host_client, 0, sizeof(*host_client));
486
487         // update server listing on the master because player count changed
488         // (which the master uses for filtering empty/full servers)
489         NetConn_Heartbeat(1);
490
491         if (sv.loadgame)
492         {
493                 for (i = 0;i < svs.maxclients;i++)
494                         if (svs.clients[i].active && !svs.clients[i].spawned)
495                                 break;
496                 if (i == svs.maxclients)
497                 {
498                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
499                         sv.paused = sv.loadgame = false; // we're basically done with loading now
500                 }
501         }
502 }
503
504 /*
505 ==================
506 Host_ShutdownServer
507
508 This only happens at the end of a game, not between levels
509 ==================
510 */
511 void Host_ShutdownServer(void)
512 {
513         int i;
514
515         Con_DPrintf("Host_ShutdownServer\n");
516
517         if (!sv.active)
518                 return;
519
520         NetConn_Heartbeat(2);
521         NetConn_Heartbeat(2);
522
523 // make sure all the clients know we're disconnecting
524         SV_VM_Begin();
525         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
526                 if (host_client->active)
527                         SV_DropClient(false); // server shutdown
528         if(prog->loaded)
529                 if(prog->funcoffsets.SV_Shutdown)
530                 {
531                         func_t s = prog->funcoffsets.SV_Shutdown;
532                         prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
533                         PRVM_ExecuteProgram(s,"SV_Shutdown() required");
534                 }
535         SV_VM_End();
536
537         NetConn_CloseServerPorts();
538
539         sv.active = false;
540 //
541 // clear structures
542 //
543         memset(&sv, 0, sizeof(sv));
544         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
545 }
546
547
548 //============================================================================
549
550 /*
551 ===================
552 Host_GetConsoleCommands
553
554 Add them exactly as if they had been typed at the console
555 ===================
556 */
557 void Host_GetConsoleCommands (void)
558 {
559         char *cmd;
560
561         while (1)
562         {
563                 cmd = Sys_ConsoleInput ();
564                 if (!cmd)
565                         break;
566                 Cbuf_AddText (cmd);
567         }
568 }
569
570 /*
571 ==================
572 Host_TimeReport
573
574 Returns a time report string, for example for
575 ==================
576 */
577 const char *Host_TimingReport()
578 {
579         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);
580 }
581
582 /*
583 ==================
584 Host_Frame
585
586 Runs all active servers
587 ==================
588 */
589 static void Host_Init(void);
590 void Host_Main(void)
591 {
592         double time1 = 0;
593         double time2 = 0;
594         double time3 = 0;
595         double cl_timer, sv_timer;
596         double clframetime, deltarealtime, oldrealtime;
597         double wait;
598         int pass1, pass2, pass3, i;
599
600         Host_Init();
601
602         cl_timer = 0;
603         sv_timer = 0;
604
605         realtime = Sys_DoubleTime();
606         for (;;)
607         {
608                 if (setjmp(host_abortframe))
609                         continue;                       // something bad happened, or the server disconnected
610
611                 oldrealtime = realtime;
612                 realtime = Sys_DoubleTime();
613
614                 deltarealtime = realtime - oldrealtime;
615                 cl_timer += deltarealtime;
616                 sv_timer += deltarealtime;
617
618                 svs.perf_acc_realtime += deltarealtime;
619
620                 // Look for clients who have spawned
621                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
622                         if(host_client->spawned)
623                                 if(host_client->netconnection)
624                                         break;
625                 if(i == svs.maxclients)
626                 {
627                         // Nobody is looking? Then we won't do timing...
628                         // Instead, reset it to zero
629                         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;
630                 }
631                 else if(svs.perf_acc_realtime > 5)
632                 {
633                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
634                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
635                         if(svs.perf_acc_offset_samples > 0)
636                         {
637                                 svs.perf_offset_max = svs.perf_acc_offset_max;
638                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
639                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
640                         }
641                         if(svs.perf_lost > 0)
642                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
643                         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                 }
645
646                 if (slowmo.value < 0.00001 && slowmo.value != 0)
647                         Cvar_SetValue("slowmo", 0);
648                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
649                         Cvar_SetValue("host_framerate", 0);
650
651                 // keep the random time dependent, but not when playing demos/benchmarking
652                 if(!*sv_random_seed.string && !cls.demoplayback)
653                         rand();
654
655                 cl.islocalgame = NetConn_IsLocalGame();
656
657                 // get new key events
658                 Sys_SendKeyEvents();
659
660                 NetConn_UpdateSockets();
661
662                 Log_DestBuffer_Flush();
663
664                 // receive packets on each main loop iteration, as the main loop may
665                 // be undersleeping due to select() detecting a new packet
666                 if (sv.active)
667                         NetConn_ServerFrame();
668
669                 Curl_Run();
670
671                 // check for commands typed to the host
672                 Host_GetConsoleCommands();
673
674                 // when a server is running we only execute console commands on server frames
675                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
676                 // otherwise we execute them on all frames
677                 if (sv_timer > 0 || !sv.active)
678                 {
679                         // process console commands
680                         Cbuf_Execute();
681                 }
682
683                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
684
685                 // if the accumulators haven't become positive yet, wait a while
686                 if (cls.state == ca_dedicated)
687                         wait = sv_timer * -1000000.0;
688                 else if (!sv.active)
689                         wait = cl_timer * -1000000.0;
690                 else
691                         wait = max(cl_timer, sv_timer) * -1000000.0;
692                 if (wait > 100000)
693                         wait = 100000;
694
695                 if (!cls.timedemo && wait > 0)
696                 {
697                         double time0 = Sys_DoubleTime();
698                         if (sv_checkforpacketsduringsleep.integer)
699                         {
700                                 if (wait >= 1)
701                                         NetConn_SleepMicroseconds((int)wait);
702                         }
703                         else
704                         {
705                                 if (wait >= 1000)
706                                         Sys_Sleep((int)wait / 1000);
707                         }
708                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
709                         continue;
710                 }
711
712         //-------------------
713         //
714         // server operations
715         //
716         //-------------------
717
718                 // limit the frametime steps to no more than 100ms each
719                 if (cl_timer > 0.1)
720                         cl_timer = 0.1;
721                 if (sv_timer > 0.1)
722                 {
723                         svs.perf_acc_lost += (sv_timer - 0.1);
724                         sv_timer = 0.1;
725                 }
726
727                 if (sv.active && sv_timer > 0)
728                 {
729                         // execute one or more server frames, with an upper limit on how much
730                         // execution time to spend on server frames to avoid freezing the game if
731                         // the server is overloaded, this execution time limit means the game will
732                         // slow down if the server is taking too long.
733                         int framecount, framelimit = 1;
734                         double advancetime, aborttime = 0;
735                         float offset;
736
737                         // run the world state
738                         // don't allow simulation to run too fast or too slow or logic glitches can occur
739
740                         // stop running server frames if the wall time reaches this value
741                         if (sys_ticrate.value <= 0)
742                                 advancetime = sv_timer;
743                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
744                         {
745                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
746                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
747                                 framelimit = 10;
748                                 aborttime = realtime + 0.1;
749                         }
750                         else
751                         {
752                                 advancetime = sys_ticrate.value;
753                                 // listen servers can run multiple server frames per client frame
754                                 if (cls.state == ca_connected)
755                                 {
756                                         framelimit = 10;
757                                         aborttime = realtime + 0.1;
758                                 }
759                         }
760                         advancetime = min(advancetime, 0.1);
761
762                         if(advancetime > 0)
763                         {
764                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
765                                 ++svs.perf_acc_offset_samples;
766                                 svs.perf_acc_offset += offset;
767                                 svs.perf_acc_offset_squared += offset * offset;
768                                 if(svs.perf_acc_offset_max < offset)
769                                         svs.perf_acc_offset_max = offset;
770                         }
771
772                         // only advance time if not paused
773                         // the game also pauses in singleplayer when menu or console is used
774                         sv.frametime = advancetime * slowmo.value;
775                         if (host_framerate.value)
776                                 sv.frametime = host_framerate.value;
777                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
778                                 sv.frametime = 0;
779
780                         // setup the VM frame
781                         SV_VM_Begin();
782
783                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
784                         {
785                                 sv_timer -= advancetime;
786
787                                 // move things around and think unless paused
788                                 if (sv.frametime)
789                                         SV_Physics();
790
791                                 // if this server frame took too long, break out of the loop
792                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
793                                         break;
794                         }
795
796                         // send all messages to the clients
797                         SV_SendClientMessages();
798
799                         // end the server VM frame
800                         SV_VM_End();
801
802                         // send an heartbeat if enough time has passed since the last one
803                         NetConn_Heartbeat(0);
804                 }
805
806         //-------------------
807         //
808         // client operations
809         //
810         //-------------------
811
812                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
813                 {
814                         // decide the simulation time
815                         if (cls.capturevideo.active)
816                         {
817                                 if (cls.capturevideo.realtime)
818                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
819                                 else
820                                 {
821                                         clframetime = 1.0 / cls.capturevideo.framerate;
822                                         cl.realframetime = max(cl_timer, clframetime);
823                                 }
824                         }
825                         else if (vid_activewindow)
826                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
827                         else
828                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
829
830                         // apply slowmo scaling
831                         clframetime *= cl.movevars_timescale;
832                         // scale playback speed of demos by slowmo cvar
833                         if (cls.demoplayback)
834                         {
835                                 clframetime *= slowmo.value;
836                                 // if demo playback is paused, don't advance time at all
837                                 if (cls.demopaused)
838                                         clframetime = 0;
839                         }
840
841                         // host_framerate overrides all else
842                         if (host_framerate.value)
843                                 clframetime = host_framerate.value;
844
845                         if (cls.timedemo)
846                                 clframetime = cl.realframetime = cl_timer;
847
848                         // deduct the frame time from the accumulator
849                         cl_timer -= cl.realframetime;
850
851                         cl.oldtime = cl.time;
852                         cl.time += clframetime;
853
854                         // Collect input into cmd
855                         CL_Input();
856
857                         // check for new packets
858                         NetConn_ClientFrame();
859
860                         // read a new frame from a demo if needed
861                         CL_ReadDemoMessage();
862
863                         // now that packets have been read, send input to server
864                         CL_SendMove();
865
866                         // update client world (interpolate entities, create trails, etc)
867                         CL_UpdateWorld();
868
869                         // update video
870                         if (host_speeds.integer)
871                                 time1 = Sys_DoubleTime();
872
873                         //ui_update();
874
875                         CL_Video_Frame();
876                         CL_Gecko_Frame();
877
878                         CL_UpdateScreen();
879
880                         if (host_speeds.integer)
881                                 time2 = Sys_DoubleTime();
882
883                         // update audio
884                         if(cl.csqc_usecsqclistener)
885                         {
886                                 S_Update(&cl.csqc_listenermatrix);
887                                 cl.csqc_usecsqclistener = false;
888                         }
889                         else
890                                 S_Update(&r_refdef.view.matrix);
891
892                         CDAudio_Update();
893
894                         if (host_speeds.integer)
895                         {
896                                 pass1 = (int)((time1 - time3)*1000000);
897                                 time3 = Sys_DoubleTime();
898                                 pass2 = (int)((time2 - time1)*1000000);
899                                 pass3 = (int)((time3 - time2)*1000000);
900                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
901                                                         pass1+pass2+pass3, pass1, pass2, pass3);
902                         }
903                 }
904
905                 // if there is some time remaining from this frame, reset the timers
906                 if (cl_timer >= 0)
907                         cl_timer = 0;
908                 if (sv_timer >= 0)
909                 {
910                         svs.perf_acc_lost += sv_timer;
911                         sv_timer = 0;
912                 }
913
914                 host_framecount++;
915         }
916 }
917
918 //============================================================================
919
920 qboolean vid_opened = false;
921 void Host_StartVideo(void)
922 {
923         if (!vid_opened && cls.state != ca_dedicated)
924         {
925                 vid_opened = true;
926                 VID_Start();
927                 CDAudio_Startup();
928         }
929 }
930
931 char engineversion[128];
932
933 qboolean sys_nostdout = false;
934
935 extern void Render_Init(void);
936 extern void Mathlib_Init(void);
937 extern void FS_Init(void);
938 extern void FS_Shutdown(void);
939 extern void PR_Cmd_Init(void);
940 extern void COM_Init_Commands(void);
941 extern void FS_Init_Commands(void);
942 extern qboolean host_stuffcmdsrun;
943
944 /*
945 ====================
946 Host_Init
947 ====================
948 */
949 static void Host_Init (void)
950 {
951         int i;
952         const char* os;
953
954         if (COM_CheckParm("-profilegameonly"))
955                 Sys_AllowProfiling(false);
956
957         // LordHavoc: quake never seeded the random number generator before... heh
958         if (COM_CheckParm("-benchmark"))
959                 srand(0); // predictable random sequence for -benchmark
960         else
961                 srand(time(NULL));
962
963         // FIXME: this is evil, but possibly temporary
964 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
965         if (COM_CheckParm("-developer"))
966         {
967                 developer.value = developer.integer = 100;
968                 developer.string = "100";
969         }
970
971         if (COM_CheckParm("-developer2"))
972         {
973                 developer.value = developer.integer = 100;
974                 developer.string = "100";
975                 developer_memory.value = developer_memory.integer = 100;
976                 developer.string = "100";
977                 developer_memorydebug.value = developer_memorydebug.integer = 100;
978                 developer_memorydebug.string = "100";
979         }
980
981 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
982         if (COM_CheckParm("-nostdout"))
983                 sys_nostdout = 1;
984
985         // used by everything
986         Memory_Init();
987
988         // initialize console command/cvar/alias/command execution systems
989         Cmd_Init();
990
991         // initialize memory subsystem cvars/commands
992         Memory_Init_Commands();
993
994         // initialize console and logging and its cvars/commands
995         Con_Init();
996
997         // initialize various cvars that could not be initialized earlier
998         Curl_Init_Commands();
999         Cmd_Init_Commands();
1000         Sys_Init_Commands();
1001         COM_Init_Commands();
1002         FS_Init_Commands();
1003
1004         // initialize console window (only used by sys_win.c)
1005         Sys_InitConsole();
1006
1007         // detect gamemode from commandline options or executable name
1008         COM_InitGameType();
1009
1010         // construct a version string for the corner of the console
1011         os = DP_OS_NAME;
1012         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1013         Con_Printf("%s\n", engineversion);
1014
1015         // initialize ixtable
1016         Mathlib_Init();
1017
1018         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1019         FS_Init();
1020
1021         NetConn_Init();
1022         Curl_Init();
1023         //PR_Init();
1024         //PR_Cmd_Init();
1025         PRVM_Init();
1026         Mod_Init();
1027         World_Init();
1028         SV_Init();
1029         Host_InitCommands();
1030         Host_InitLocal();
1031         Host_ServerOptions();
1032
1033         if (cls.state != ca_dedicated)
1034         {
1035                 Con_Printf("Initializing client\n");
1036
1037                 R_Modules_Init();
1038                 Palette_Init();
1039                 MR_Init_Commands();
1040                 VID_Shared_Init();
1041                 VID_Init();
1042                 Render_Init();
1043                 S_Init();
1044                 CDAudio_Init();
1045                 Key_Init();
1046                 V_Init();
1047                 CL_Init();
1048         }
1049
1050         // set up the default startmap_sp and startmap_dm aliases (mods can
1051         // override these) and then execute the quake.rc startup script
1052         if (gamemode == GAME_NEHAHRA)
1053                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1054         else if (gamemode == GAME_TRANSFUSION)
1055                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1056         else if (gamemode == GAME_TEU)
1057                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1058         else
1059                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1060         Cbuf_Execute();
1061
1062         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1063         if (!host_stuffcmdsrun)
1064         {
1065                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1066                 Cbuf_Execute();
1067         }
1068
1069         // put up the loading image so the user doesn't stare at a black screen...
1070         SCR_BeginLoadingPlaque();
1071
1072         // FIXME: put this into some neat design, but the menu should be allowed to crash
1073         // without crashing the whole game, so this should just be a short-time solution
1074
1075         // here comes the not so critical stuff
1076         if (setjmp(host_abortframe)) {
1077                 return;
1078         }
1079
1080         if (cls.state != ca_dedicated)
1081         {
1082                 MR_Init();
1083         }
1084
1085         // check for special benchmark mode
1086 // 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)
1087         i = COM_CheckParm("-benchmark");
1088         if (i && i + 1 < com_argc)
1089         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1090         {
1091                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1092                 Cbuf_Execute();
1093         }
1094
1095         // check for special demo mode
1096 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1097         i = COM_CheckParm("-demo");
1098         if (i && i + 1 < com_argc)
1099         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1100         {
1101                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1102                 Cbuf_Execute();
1103         }
1104
1105 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1106         i = COM_CheckParm("-capturedemo");
1107         if (i && i + 1 < com_argc)
1108         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1109         {
1110                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1111                 Cbuf_Execute();
1112         }
1113
1114         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1115         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1116         {
1117                 Cbuf_AddText("startmap_dm\n");
1118                 Cbuf_Execute();
1119         }
1120
1121         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1122         {
1123                 Cbuf_AddText("togglemenu\n");
1124                 Cbuf_Execute();
1125         }
1126
1127         Con_DPrint("========Initialized=========\n");
1128
1129         //Host_StartVideo();
1130 }
1131
1132
1133 /*
1134 ===============
1135 Host_Shutdown
1136
1137 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1138 to run quit through here before the final handoff to the sys code.
1139 ===============
1140 */
1141 void Host_Shutdown(void)
1142 {
1143         static qboolean isdown = false;
1144
1145         if (isdown)
1146         {
1147                 Con_Print("recursive shutdown\n");
1148                 return;
1149         }
1150         if (setjmp(host_abortframe))
1151         {
1152                 Con_Print("aborted the quitting frame?!?\n");
1153                 return;
1154         }
1155         isdown = true;
1156
1157         // be quiet while shutting down
1158         S_StopAllSounds();
1159
1160         // disconnect client from server if active
1161         CL_Disconnect();
1162
1163         // shut down local server if active
1164         Host_ShutdownServer ();
1165
1166         // Shutdown menu
1167         if(MR_Shutdown)
1168                 MR_Shutdown();
1169
1170         // AK shutdown PRVM
1171         // AK hmm, no PRVM_Shutdown(); yet
1172
1173         CL_Gecko_Shutdown();
1174         CL_Video_Shutdown();
1175
1176         Host_SaveConfig();
1177
1178         CDAudio_Shutdown ();
1179         S_Terminate ();
1180         Curl_Shutdown ();
1181         NetConn_Shutdown ();
1182         //PR_Shutdown ();
1183
1184         if (cls.state != ca_dedicated)
1185         {
1186                 R_Modules_Shutdown();
1187                 VID_Shutdown();
1188         }
1189
1190         Cmd_Shutdown();
1191         CL_Shutdown();
1192         Sys_Shutdown();
1193         Log_Close();
1194         FS_Shutdown();
1195         Memory_Shutdown();
1196 }
1197