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