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