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We always <push> <PUSH> and <pop> <POP> like this... NOT.
[divverent/darkplaces.git] / host.c
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 <time.h>
23 #include "quakedef.h"
24 #include "libcurl.h"
25 #include "cdaudio.h"
26 #include "cl_video.h"
27 #include "progsvm.h"
28 #include "csprogs.h"
29 #include "sv_demo.h"
30
31 /*
32
33 A server can always be started, even if the system started out as a client
34 to a remote system.
35
36 A client can NOT be started if the system started as a dedicated server.
37
38 Memory is cleared / released when a server or client begins, not when they end.
39
40 */
41
42 // how many frames have occurred
43 // (checked by Host_Error and Host_SaveConfig_f)
44 int host_framecount = 0;
45 // LordHavoc: set when quit is executed
46 qboolean host_shuttingdown = false;
47
48 // the real time since application started, without any slowmo or clamping
49 double realtime;
50
51 // current client
52 client_t *host_client;
53
54 jmp_buf host_abortframe;
55
56 // pretend frames take this amount of time (in seconds), 0 = realtime
57 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
58 // shows time used by certain subsystems
59 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
60 // LordHavoc: framerate upper cap
61 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
62 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
63
64 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
65 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
66
67 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
68 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
69
70 /*
71 ================
72 Host_AbortCurrentFrame
73
74 aborts the current host frame and goes on with the next one
75 ================
76 */
77 void Host_AbortCurrentFrame(void)
78 {
79         longjmp (host_abortframe, 1);
80 }
81
82 /*
83 ================
84 Host_Error
85
86 This shuts down both the client and server
87 ================
88 */
89 void Host_Error (const char *error, ...)
90 {
91         static char hosterrorstring1[MAX_INPUTLINE];
92         static char hosterrorstring2[MAX_INPUTLINE];
93         static qboolean hosterror = false;
94         va_list argptr;
95
96         // turn off rcon redirect if it was active when the crash occurred
97         rcon_redirect = false;
98
99         va_start (argptr,error);
100         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
101         va_end (argptr);
102
103         Con_Printf("Host_Error: %s\n", hosterrorstring1);
104
105         // LordHavoc: if crashing very early, or currently shutting down, do
106         // Sys_Error instead
107         if (host_framecount < 3 || host_shuttingdown)
108                 Sys_Error ("Host_Error: %s", hosterrorstring1);
109
110         if (hosterror)
111                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
112         hosterror = true;
113
114         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
115
116         CL_Parse_DumpPacket();
117
118         CL_Parse_ErrorCleanUp();
119
120         //PR_Crash();
121
122         // print out where the crash happened, if it was caused by QC (and do a cleanup)
123         PRVM_Crash();
124
125
126         Host_ShutdownServer ();
127
128         if (cls.state == ca_dedicated)
129                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
130
131         CL_Disconnect ();
132         cls.demonum = -1;
133
134         hosterror = false;
135
136         Host_AbortCurrentFrame();
137 }
138
139 void Host_ServerOptions (void)
140 {
141         int i;
142
143         // general default
144         svs.maxclients = 8;
145
146 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
147 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
148         // if no client is in the executable or -dedicated is specified on
149         // commandline, start a dedicated server
150         i = COM_CheckParm ("-dedicated");
151         if (i || !cl_available)
152         {
153                 cls.state = ca_dedicated;
154                 // check for -dedicated specifying how many players
155                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
156                         svs.maxclients = atoi (com_argv[i+1]);
157                 if (COM_CheckParm ("-listen"))
158                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
159                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
160                 Cvar_SetValue("sv_public", 1);
161         }
162         else if (cl_available)
163         {
164                 // client exists and not dedicated, check if -listen is specified
165                 cls.state = ca_disconnected;
166                 i = COM_CheckParm ("-listen");
167                 if (i)
168                 {
169                         // default players unless specified
170                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
171                                 svs.maxclients = atoi (com_argv[i+1]);
172                 }
173                 else
174                 {
175                         // default players in some games, singleplayer in most
176                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
177                                 svs.maxclients = 1;
178                 }
179         }
180
181         svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
182
183         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
184
185         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
186                 Cvar_SetValueQuick(&deathmatch, 1);
187 }
188
189 /*
190 =======================
191 Host_InitLocal
192 ======================
193 */
194 void Host_SaveConfig_f(void);
195 void Host_LoadConfig_f(void);
196 static void Host_InitLocal (void)
197 {
198         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
199         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
200
201         Cvar_RegisterVariable (&host_framerate);
202         Cvar_RegisterVariable (&host_speeds);
203         Cvar_RegisterVariable (&cl_maxfps);
204         Cvar_RegisterVariable (&cl_maxidlefps);
205
206         Cvar_RegisterVariable (&developer);
207         Cvar_RegisterVariable (&developer_entityparsing);
208
209         Cvar_RegisterVariable (&timestamps);
210         Cvar_RegisterVariable (&timeformat);
211 }
212
213
214 /*
215 ===============
216 Host_SaveConfig_f
217
218 Writes key bindings and archived cvars to config.cfg
219 ===============
220 */
221 void Host_SaveConfig_f(void)
222 {
223         qfile_t *f;
224
225 // dedicated servers initialize the host but don't parse and set the
226 // config.cfg cvars
227         // LordHavoc: don't save a config if it crashed in startup
228         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
229         {
230                 f = FS_Open ("config.cfg", "wb", false, false);
231                 if (!f)
232                 {
233                         Con_Print("Couldn't write config.cfg.\n");
234                         return;
235                 }
236
237                 Key_WriteBindings (f);
238                 Cvar_WriteVariables (f);
239
240                 FS_Close (f);
241         }
242 }
243
244
245 /*
246 ===============
247 Host_LoadConfig_f
248
249 Resets key bindings and cvars to defaults and then reloads scripts
250 ===============
251 */
252 void Host_LoadConfig_f(void)
253 {
254         // unlock the cvar default strings so they can be updated by the new default.cfg
255         Cvar_UnlockDefaults();
256         // reset cvars to their defaults, and then exec startup scripts again
257         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
258 }
259
260 /*
261 =================
262 SV_ClientPrint
263
264 Sends text across to be displayed
265 FIXME: make this just a stuffed echo?
266 =================
267 */
268 void SV_ClientPrint(const char *msg)
269 {
270         if (host_client->netconnection)
271         {
272                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
273                 MSG_WriteString(&host_client->netconnection->message, msg);
274         }
275 }
276
277 /*
278 =================
279 SV_ClientPrintf
280
281 Sends text across to be displayed
282 FIXME: make this just a stuffed echo?
283 =================
284 */
285 void SV_ClientPrintf(const char *fmt, ...)
286 {
287         va_list argptr;
288         char msg[MAX_INPUTLINE];
289
290         va_start(argptr,fmt);
291         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
292         va_end(argptr);
293
294         SV_ClientPrint(msg);
295 }
296
297 /*
298 =================
299 SV_BroadcastPrint
300
301 Sends text to all active clients
302 =================
303 */
304 void SV_BroadcastPrint(const char *msg)
305 {
306         int i;
307         client_t *client;
308
309         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
310         {
311                 if (client->active && client->netconnection)
312                 {
313                         MSG_WriteByte(&client->netconnection->message, svc_print);
314                         MSG_WriteString(&client->netconnection->message, msg);
315                 }
316         }
317
318         if (sv_echobprint.integer && cls.state == ca_dedicated)
319                 Con_Print(msg);
320 }
321
322 /*
323 =================
324 SV_BroadcastPrintf
325
326 Sends text to all active clients
327 =================
328 */
329 void SV_BroadcastPrintf(const char *fmt, ...)
330 {
331         va_list argptr;
332         char msg[MAX_INPUTLINE];
333
334         va_start(argptr,fmt);
335         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
336         va_end(argptr);
337
338         SV_BroadcastPrint(msg);
339 }
340
341 /*
342 =================
343 Host_ClientCommands
344
345 Send text over to the client to be executed
346 =================
347 */
348 void Host_ClientCommands(const char *fmt, ...)
349 {
350         va_list argptr;
351         char string[MAX_INPUTLINE];
352
353         if (!host_client->netconnection)
354                 return;
355
356         va_start(argptr,fmt);
357         dpvsnprintf(string, sizeof(string), fmt, argptr);
358         va_end(argptr);
359
360         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
361         MSG_WriteString(&host_client->netconnection->message, string);
362 }
363
364 /*
365 =====================
366 SV_DropClient
367
368 Called when the player is getting totally kicked off the host
369 if (crash = true), don't bother sending signofs
370 =====================
371 */
372 void SV_DropClient(qboolean crash)
373 {
374         int i;
375         Con_Printf("Client \"%s\" dropped\n", host_client->name);
376
377         SV_StopDemoRecording(host_client);
378
379         // make sure edict is not corrupt (from a level change for example)
380         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
381
382         if (host_client->netconnection)
383         {
384                 // free the client (the body stays around)
385                 if (!crash)
386                 {
387                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
388                         unsigned char bufdata[8];
389                         sizebuf_t buf;
390                         memset(&buf, 0, sizeof(buf));
391                         buf.data = bufdata;
392                         buf.maxsize = sizeof(bufdata);
393                         MSG_WriteByte(&buf, svc_disconnect);
394                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
395                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
396                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
397                 }
398                 // break the net connection
399                 NetConn_Close(host_client->netconnection);
400                 host_client->netconnection = NULL;
401         }
402
403         // call qc ClientDisconnect function
404         // LordHavoc: don't call QC if server is dead (avoids recursive
405         // Host_Error in some mods when they run out of edicts)
406         if (host_client->clientconnectcalled && sv.active && host_client->edict)
407         {
408                 // call the prog function for removing a client
409                 // this will set the body to a dead frame, among other things
410                 int saveSelf = prog->globals.server->self;
411                 host_client->clientconnectcalled = false;
412                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
413                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
414                 prog->globals.server->self = saveSelf;
415         }
416
417         // if a download is active, close it
418         if (host_client->download_file)
419         {
420                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
421                 FS_Close(host_client->download_file);
422                 host_client->download_file = NULL;
423                 host_client->download_name[0] = 0;
424                 host_client->download_expectedposition = 0;
425                 host_client->download_started = false;
426         }
427
428         // remove leaving player from scoreboard
429         host_client->name[0] = 0;
430         host_client->colors = 0;
431         host_client->frags = 0;
432         // send notification to all clients
433         // get number of client manually just to make sure we get it right...
434         i = host_client - svs.clients;
435         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
436         MSG_WriteByte (&sv.reliable_datagram, i);
437         MSG_WriteString (&sv.reliable_datagram, host_client->name);
438         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
439         MSG_WriteByte (&sv.reliable_datagram, i);
440         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
441         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
442         MSG_WriteByte (&sv.reliable_datagram, i);
443         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
444
445         // free the client now
446         if (host_client->entitydatabase)
447                 EntityFrame_FreeDatabase(host_client->entitydatabase);
448         if (host_client->entitydatabase4)
449                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
450         if (host_client->entitydatabase5)
451                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
452
453         if (sv.active)
454         {
455                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
456                 PRVM_ED_ClearEdict(host_client->edict);
457         }
458
459         // clear the client struct (this sets active to false)
460         memset(host_client, 0, sizeof(*host_client));
461
462         // update server listing on the master because player count changed
463         // (which the master uses for filtering empty/full servers)
464         NetConn_Heartbeat(1);
465 }
466
467 /*
468 ==================
469 Host_ShutdownServer
470
471 This only happens at the end of a game, not between levels
472 ==================
473 */
474 void Host_ShutdownServer(void)
475 {
476         int i;
477
478         Con_DPrintf("Host_ShutdownServer\n");
479
480         if (!sv.active)
481                 return;
482
483         NetConn_Heartbeat(2);
484         NetConn_Heartbeat(2);
485
486 // make sure all the clients know we're disconnecting
487         SV_VM_Begin();
488         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
489                 if (host_client->active)
490                         SV_DropClient(false); // server shutdown
491         SV_VM_End();
492
493         NetConn_CloseServerPorts();
494
495         sv.active = false;
496 //
497 // clear structures
498 //
499         memset(&sv, 0, sizeof(sv));
500         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
501 }
502
503
504 //============================================================================
505
506 /*
507 ===================
508 Host_GetConsoleCommands
509
510 Add them exactly as if they had been typed at the console
511 ===================
512 */
513 void Host_GetConsoleCommands (void)
514 {
515         char *cmd;
516
517         while (1)
518         {
519                 cmd = Sys_ConsoleInput ();
520                 if (!cmd)
521                         break;
522                 Cbuf_AddText (cmd);
523         }
524 }
525
526 /*
527 ==================
528 Host_TimeReport
529
530 Returns a time report string, for example for 
531 ==================
532 */
533 const char *Host_TimingReport()
534 {
535         return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
536 }
537
538 /*
539 ==================
540 Host_Frame
541
542 Runs all active servers
543 ==================
544 */
545 static void Host_Init(void);
546 void Host_Main(void)
547 {
548         double time1 = 0;
549         double time2 = 0;
550         double time3 = 0;
551         double cl_timer, sv_timer;
552         double clframetime, deltarealtime, oldrealtime;
553         double wait;
554         int pass1, pass2, pass3, i;
555
556         Host_Init();
557
558         cl_timer = 0;
559         sv_timer = 0;
560
561         realtime = Sys_DoubleTime();
562         for (;;)
563         {
564                 if (setjmp(host_abortframe))
565                         continue;                       // something bad happened, or the server disconnected
566
567                 oldrealtime = realtime;
568                 realtime = Sys_DoubleTime();
569
570                 deltarealtime = realtime - oldrealtime;
571                 cl_timer += deltarealtime;
572                 sv_timer += deltarealtime;
573
574                 svs.perf_acc_realtime += deltarealtime;
575
576                 // Look for clients who have spawned
577                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
578                         if(host_client->spawned)
579                                 if(host_client->netconnection)
580                                         break;
581                 if(i == svs.maxclients)
582                 {
583                         // Nobody is looking? Then we won't do timing...
584                         // Instead, reset it to zero
585                         svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
586                 }
587                 else if(svs.perf_acc_realtime > 5)
588                 {
589                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
590                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
591                         if(svs.perf_acc_offset_samples > 0)
592                         {
593                                 svs.perf_offset_max = svs.perf_acc_offset_max;
594                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
595                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
596                         }
597                         if(svs.perf_lost > 0)
598                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
599                         svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
600                 }
601
602                 if (slowmo.value < 0)
603                         Cvar_SetValue("slowmo", 0);
604                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
605                         Cvar_SetValue("host_framerate", 0);
606                 if (cl_maxfps.value < 1)
607                         Cvar_SetValue("cl_maxfps", 1);
608
609                 // keep the random time dependent, but not when playing demos/benchmarking
610                 if(!*sv_random_seed.string && !cls.demoplayback)
611                         rand();
612
613                 cl.islocalgame = NetConn_IsLocalGame();
614
615                 // get new key events
616                 Sys_SendKeyEvents();
617
618                 NetConn_UpdateSockets();
619
620                 Log_DestBuffer_Flush();
621
622                 // receive packets on each main loop iteration, as the main loop may
623                 // be undersleeping due to select() detecting a new packet
624                 if (sv.active)
625                         NetConn_ServerFrame();
626
627                 Curl_Run();
628
629                 // check for commands typed to the host
630                 Host_GetConsoleCommands();
631
632                 // when a server is running we only execute console commands on server frames
633                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
634                 // otherwise we execute them on all frames
635                 if (sv_timer > 0 || !sv.active)
636                 {
637                         // process console commands
638                         Cbuf_Execute();
639                 }
640
641                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
642
643                 // if the accumulators haven't become positive yet, wait a while
644                 if (cls.state == ca_dedicated)
645                         wait = sv_timer * -1000000.0;
646                 else if (!sv.active)
647                         wait = cl_timer * -1000000.0;
648                 else
649                         wait = max(cl_timer, sv_timer) * -1000000.0;
650                 if (wait > 100000)
651                         wait = 100000;
652
653                 if (!cls.timedemo && wait > 0)
654                 {
655                         double time0 = Sys_DoubleTime();
656                         if (sv_checkforpacketsduringsleep.integer)
657                         {
658                                 if (wait >= 1)
659                                         NetConn_SleepMicroseconds((int)wait);
660                         }
661                         else
662                         {
663                                 if (wait >= 1000)
664                                         Sys_Sleep((int)wait / 1000);
665                         }
666                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
667                         continue;
668                 }
669
670         //-------------------
671         //
672         // server operations
673         //
674         //-------------------
675
676                 // limit the frametime steps to no more than 100ms each
677                 if (cl_timer > 0.1)
678                         cl_timer = 0.1;
679                 if (sv_timer > 0.1)
680                 {
681                         svs.perf_acc_lost += (sv_timer - 0.1);
682                         sv_timer = 0.1;
683                 }
684
685                 if (sv.active && sv_timer > 0)
686                 {
687                         // execute one or more server frames, with an upper limit on how much
688                         // execution time to spend on server frames to avoid freezing the game if
689                         // the server is overloaded, this execution time limit means the game will
690                         // slow down if the server is taking too long.
691                         int framecount, framelimit = 1;
692                         double advancetime, aborttime = 0;
693                         float offset;
694
695                         // run the world state
696                         // don't allow simulation to run too fast or too slow or logic glitches can occur
697
698                         // stop running server frames if the wall time reaches this value
699                         if (sys_ticrate.value <= 0)
700                                 advancetime = sv_timer;
701                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
702                         {
703                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
704                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
705                                 framelimit = 10;
706                                 aborttime = realtime + 0.1;
707                         }
708                         else
709                         {
710                                 advancetime = sys_ticrate.value;
711                                 // listen servers can run multiple server frames per client frame
712                                 if (cls.state == ca_connected)
713                                 {
714                                         framelimit = 10;
715                                         aborttime = realtime + 0.1;
716                                 }
717                         }
718                         advancetime = min(advancetime, 0.1);
719
720                         if(advancetime > 0)
721                         {
722                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
723                                 ++svs.perf_acc_offset_samples;
724                                 svs.perf_acc_offset += offset;
725                                 svs.perf_acc_offset_squared += offset * offset;
726                                 if(svs.perf_acc_offset_max < offset)
727                                         svs.perf_acc_offset_max = offset;
728                         }
729
730                         // only advance time if not paused
731                         // the game also pauses in singleplayer when menu or console is used
732                         sv.frametime = advancetime * slowmo.value;
733                         if (host_framerate.value)
734                                 sv.frametime = host_framerate.value;
735                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
736                                 sv.frametime = 0;
737
738                         // setup the VM frame
739                         SV_VM_Begin();
740
741                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
742                         {
743                                 sv_timer -= advancetime;
744
745                                 // move things around and think unless paused
746                                 if (sv.frametime)
747                                         SV_Physics();
748
749                                 // if this server frame took too long, break out of the loop
750                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
751                                         break;
752                         }
753
754                         // send all messages to the clients
755                         SV_SendClientMessages();
756
757                         // end the server VM frame
758                         SV_VM_End();
759
760                         // send an heartbeat if enough time has passed since the last one
761                         NetConn_Heartbeat(0);
762                 }
763
764         //-------------------
765         //
766         // client operations
767         //
768         //-------------------
769
770                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
771                 {
772                         // decide the simulation time
773                         if (cls.capturevideo.active)
774                         {
775                                 if (cls.capturevideo.realtime)
776                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
777                                 else
778                                 {
779                                         clframetime = 1.0 / cls.capturevideo.framerate;
780                                         cl.realframetime = max(cl_timer, clframetime);
781                                 }
782                         }
783                         else if (vid_activewindow)
784                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
785                         else
786                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
787
788                         // apply slowmo scaling
789                         clframetime *= cl.movevars_timescale;
790                         // scale playback speed of demos by slowmo cvar
791                         if (cls.demoplayback)
792                         {
793                                 clframetime *= slowmo.value;
794                                 // if demo playback is paused, don't advance time at all
795                                 if (cls.demopaused)
796                                         clframetime = 0;
797                         }
798
799                         // host_framerate overrides all else
800                         if (host_framerate.value)
801                                 clframetime = host_framerate.value;
802
803                         if (cls.timedemo)
804                                 clframetime = cl.realframetime = cl_timer;
805
806                         // deduct the frame time from the accumulator
807                         cl_timer -= cl.realframetime;
808
809                         cl.oldtime = cl.time;
810                         cl.time += clframetime;
811
812                         // Collect input into cmd
813                         CL_Input();
814
815                         // check for new packets
816                         NetConn_ClientFrame();
817
818                         // read a new frame from a demo if needed
819                         CL_ReadDemoMessage();
820
821                         // now that packets have been read, send input to server
822                         CL_SendMove();
823
824                         // update client world (interpolate entities, create trails, etc)
825                         CL_UpdateWorld();
826
827                         // update video
828                         if (host_speeds.integer)
829                                 time1 = Sys_DoubleTime();
830
831                         //ui_update();
832
833                         CL_VideoFrame();
834
835                         CL_UpdateScreen();
836
837                         if (host_speeds.integer)
838                                 time2 = Sys_DoubleTime();
839
840                         // update audio
841                         if(cl.csqc_usecsqclistener)
842                         {
843                                 S_Update(&cl.csqc_listenermatrix);
844                                 cl.csqc_usecsqclistener = false;
845                         }
846                         else
847                                 S_Update(&r_view.matrix);
848
849                         CDAudio_Update();
850
851                         if (host_speeds.integer)
852                         {
853                                 pass1 = (int)((time1 - time3)*1000000);
854                                 time3 = Sys_DoubleTime();
855                                 pass2 = (int)((time2 - time1)*1000000);
856                                 pass3 = (int)((time3 - time2)*1000000);
857                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
858                                                         pass1+pass2+pass3, pass1, pass2, pass3);
859                         }
860                 }
861
862                 // if there is some time remaining from this frame, reset the timers
863                 if (cl_timer >= 0)
864                         cl_timer = 0;
865                 if (sv_timer >= 0)
866                 {
867                         svs.perf_acc_lost += sv_timer;
868                         sv_timer = 0;
869                 }
870
871                 host_framecount++;
872         }
873 }
874
875 //============================================================================
876
877 qboolean vid_opened = false;
878 void Host_StartVideo(void)
879 {
880         if (!vid_opened && cls.state != ca_dedicated)
881         {
882                 vid_opened = true;
883                 VID_Start();
884                 CDAudio_Startup();
885         }
886 }
887
888 char engineversion[128];
889
890 qboolean sys_nostdout = false;
891
892 extern void Render_Init(void);
893 extern void Mathlib_Init(void);
894 extern void FS_Init(void);
895 extern void FS_Shutdown(void);
896 extern void PR_Cmd_Init(void);
897 extern void COM_Init_Commands(void);
898 extern void FS_Init_Commands(void);
899 extern qboolean host_stuffcmdsrun;
900
901 /*
902 ====================
903 Host_Init
904 ====================
905 */
906 static void Host_Init (void)
907 {
908         int i;
909         const char* os;
910
911         // LordHavoc: quake never seeded the random number generator before... heh
912         if (COM_CheckParm("-benchmark"))
913                 srand(0); // predictable random sequence for -benchmark
914         else
915                 srand(time(NULL));
916
917         // FIXME: this is evil, but possibly temporary
918 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
919         if (COM_CheckParm("-developer"))
920         {
921                 developer.value = developer.integer = 100;
922                 developer.string = "100";
923         }
924
925         if (COM_CheckParm("-developer2"))
926         {
927                 developer.value = developer.integer = 100;
928                 developer.string = "100";
929                 developer_memory.value = developer_memory.integer = 100;
930                 developer.string = "100";
931                 developer_memorydebug.value = developer_memorydebug.integer = 100;
932                 developer_memorydebug.string = "100";
933         }
934
935 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
936         if (COM_CheckParm("-nostdout"))
937                 sys_nostdout = 1;
938
939         // used by everything
940         Memory_Init();
941
942         // initialize console command/cvar/alias/command execution systems
943         Cmd_Init();
944
945         // initialize memory subsystem cvars/commands
946         Memory_Init_Commands();
947
948         // initialize console and logging and its cvars/commands
949         Con_Init();
950
951         // initialize various cvars that could not be initialized earlier
952         Curl_Init_Commands();
953         Cmd_Init_Commands();
954         Sys_Init_Commands();
955         COM_Init_Commands();
956         FS_Init_Commands();
957
958         // initialize console window (only used by sys_win.c)
959         Sys_InitConsole();
960
961         // detect gamemode from commandline options or executable name
962         COM_InitGameType();
963
964         // construct a version string for the corner of the console
965 #if defined(__linux__)
966         os = "Linux";
967 #elif defined(WIN32)
968         os = "Windows";
969 #elif defined(__FreeBSD__)
970         os = "FreeBSD";
971 #elif defined(__NetBSD__)
972         os = "NetBSD";
973 #elif defined(__OpenBSD__)
974         os = "OpenBSD";
975 #elif defined(MACOSX)
976         os = "Mac OS X";
977 #elif defined(__MORPHOS__)
978         os = "MorphOS";
979 #else
980         os = "Unknown";
981 #endif
982         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
983         Con_Printf("%s\n", engineversion);
984
985         // initialize ixtable
986         Mathlib_Init();
987
988         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
989         FS_Init();
990
991         NetConn_Init();
992         Curl_Init();
993         //PR_Init();
994         //PR_Cmd_Init();
995         PRVM_Init();
996         Mod_Init();
997         World_Init();
998         SV_Init();
999         Host_InitCommands();
1000         Host_InitLocal();
1001         Host_ServerOptions();
1002
1003         if (cls.state != ca_dedicated)
1004         {
1005                 Con_Printf("Initializing client\n");
1006
1007                 R_Modules_Init();
1008                 Palette_Init();
1009                 MR_Init_Commands();
1010                 VID_Shared_Init();
1011                 VID_Init();
1012                 Render_Init();
1013                 S_Init();
1014                 CDAudio_Init();
1015                 Key_Init();
1016                 V_Init();
1017                 CL_Init();
1018         }
1019
1020         // set up the default startmap_sp and startmap_dm aliases (mods can
1021         // override these) and then execute the quake.rc startup script
1022         if (gamemode == GAME_NEHAHRA)
1023                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1024         else if (gamemode == GAME_TRANSFUSION)
1025                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1026         else if (gamemode == GAME_TEU)
1027                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1028         else
1029                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1030         Cbuf_Execute();
1031
1032         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1033         if (!host_stuffcmdsrun)
1034         {
1035                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1036                 Cbuf_Execute();
1037         }
1038
1039         // put up the loading image so the user doesn't stare at a black screen...
1040         SCR_BeginLoadingPlaque();
1041
1042         // FIXME: put this into some neat design, but the menu should be allowed to crash
1043         // without crashing the whole game, so this should just be a short-time solution
1044
1045         // here comes the not so critical stuff
1046         if (setjmp(host_abortframe)) {
1047                 return;
1048         }
1049
1050         if (cls.state != ca_dedicated)
1051         {
1052                 MR_Init();
1053         }
1054
1055         // check for special benchmark mode
1056 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1057         i = COM_CheckParm("-benchmark");
1058         if (i && i + 1 < com_argc)
1059         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1060         {
1061                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1062                 Cbuf_Execute();
1063         }
1064
1065         // check for special demo mode
1066 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1067         i = COM_CheckParm("-demo");
1068         if (i && i + 1 < com_argc)
1069         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1070         {
1071                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1072                 Cbuf_Execute();
1073         }
1074
1075 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1076         i = COM_CheckParm("-capturedemo");
1077         if (i && i + 1 < com_argc)
1078         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1079         {
1080                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1081                 Cbuf_Execute();
1082         }
1083
1084         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1085         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1086         {
1087                 Cbuf_AddText("startmap_dm\n");
1088                 Cbuf_Execute();
1089         }
1090
1091         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1092         {
1093                 if (gamemode == GAME_NEXUIZ)
1094                         Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1095                 else
1096                         Cbuf_AddText("togglemenu\n");
1097                 Cbuf_Execute();
1098         }
1099
1100         Con_DPrint("========Initialized=========\n");
1101
1102         //Host_StartVideo();
1103 }
1104
1105
1106 /*
1107 ===============
1108 Host_Shutdown
1109
1110 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1111 to run quit through here before the final handoff to the sys code.
1112 ===============
1113 */
1114 void Host_Shutdown(void)
1115 {
1116         static qboolean isdown = false;
1117
1118         if (isdown)
1119         {
1120                 Con_Print("recursive shutdown\n");
1121                 return;
1122         }
1123         if (setjmp(host_abortframe))
1124         {
1125                 Con_Print("aborted the quitting frame?!?\n");
1126                 return;
1127         }
1128         isdown = true;
1129
1130         // be quiet while shutting down
1131         S_StopAllSounds();
1132
1133         // disconnect client from server if active
1134         CL_Disconnect();
1135
1136         // shut down local server if active
1137         Host_ShutdownServer ();
1138
1139         // Shutdown menu
1140         if(MR_Shutdown)
1141                 MR_Shutdown();
1142
1143         // AK shutdown PRVM
1144         // AK hmm, no PRVM_Shutdown(); yet
1145
1146         CL_Video_Shutdown();
1147
1148         Host_SaveConfig_f();
1149
1150         CDAudio_Shutdown ();
1151         S_Terminate ();
1152         Curl_Shutdown ();
1153         NetConn_Shutdown ();
1154         //PR_Shutdown ();
1155
1156         if (cls.state != ca_dedicated)
1157         {
1158                 R_Modules_Shutdown();
1159                 VID_Shutdown();
1160         }
1161
1162         Cmd_Shutdown();
1163         CL_Shutdown();
1164         Sys_Shutdown();
1165         Log_Close();
1166         FS_Shutdown();
1167         Memory_Shutdown();
1168 }
1169