added experimental cl_alwayssleep cvar which calls Sys_Sleep(0) at the
[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 "quakedef.h"
23
24 #include <time.h>
25 #include "libcurl.h"
26 #include "cdaudio.h"
27 #include "cl_gecko.h"
28 #include "cl_video.h"
29 #include "progsvm.h"
30 #include "csprogs.h"
31 #include "sv_demo.h"
32
33 /*
34
35 A server can always be started, even if the system started out as a client
36 to a remote system.
37
38 A client can NOT be started if the system started as a dedicated server.
39
40 Memory is cleared / released when a server or client begins, not when they end.
41
42 */
43
44 // how many frames have occurred
45 // (checked by Host_Error and Host_SaveConfig_f)
46 int host_framecount = 0;
47 // LordHavoc: set when quit is executed
48 qboolean host_shuttingdown = false;
49
50 // the real time since application started, without any slowmo or clamping
51 double realtime;
52
53 // current client
54 client_t *host_client;
55
56 jmp_buf host_abortframe;
57
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
63 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
64 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
65 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
66 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
67 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
68 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
69 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"};
70 cvar_t cl_alwayssleep = {CVAR_SAVE, "cl_alwayssleep", "0", "calls operating system Sleep function at the end of each frame with 0 milliseconds, even if not hitting framerate cap - can make gameplay smoother"};
71
72 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
73 cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
74 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
75 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
76
77 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
78 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
79
80 /*
81 ================
82 Host_AbortCurrentFrame
83
84 aborts the current host frame and goes on with the next one
85 ================
86 */
87 void Host_AbortCurrentFrame(void)
88 {
89         longjmp (host_abortframe, 1);
90 }
91
92 /*
93 ================
94 Host_Error
95
96 This shuts down both the client and server
97 ================
98 */
99 void Host_Error (const char *error, ...)
100 {
101         static char hosterrorstring1[MAX_INPUTLINE];
102         static char hosterrorstring2[MAX_INPUTLINE];
103         static qboolean hosterror = false;
104         va_list argptr;
105
106         // turn off rcon redirect if it was active when the crash occurred
107         rcon_redirect = false;
108
109         va_start (argptr,error);
110         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
111         va_end (argptr);
112
113         Con_Printf("Host_Error: %s\n", hosterrorstring1);
114
115         // LordHavoc: if crashing very early, or currently shutting down, do
116         // Sys_Error instead
117         if (host_framecount < 3 || host_shuttingdown)
118                 Sys_Error ("Host_Error: %s", hosterrorstring1);
119
120         if (hosterror)
121                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
122         hosterror = true;
123
124         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
125
126         CL_Parse_DumpPacket();
127
128         CL_Parse_ErrorCleanUp();
129
130         //PR_Crash();
131
132         // print out where the crash happened, if it was caused by QC (and do a cleanup)
133         PRVM_Crash();
134
135
136         Host_ShutdownServer ();
137
138         if (cls.state == ca_dedicated)
139                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
140
141         CL_Disconnect ();
142         cls.demonum = -1;
143
144         hosterror = false;
145
146         Host_AbortCurrentFrame();
147 }
148
149 void Host_ServerOptions (void)
150 {
151         int i;
152
153         // general default
154         svs.maxclients = 8;
155
156 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
157 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
158         // if no client is in the executable or -dedicated is specified on
159         // commandline, start a dedicated server
160         i = COM_CheckParm ("-dedicated");
161         if (i || !cl_available)
162         {
163                 cls.state = ca_dedicated;
164                 // check for -dedicated specifying how many players
165                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
166                         svs.maxclients = atoi (com_argv[i+1]);
167                 if (COM_CheckParm ("-listen"))
168                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
169                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
170                 Cvar_SetValue("sv_public", 1);
171         }
172         else if (cl_available)
173         {
174                 // client exists and not dedicated, check if -listen is specified
175                 cls.state = ca_disconnected;
176                 i = COM_CheckParm ("-listen");
177                 if (i)
178                 {
179                         // default players unless specified
180                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
181                                 svs.maxclients = atoi (com_argv[i+1]);
182                 }
183                 else
184                 {
185                         // default players in some games, singleplayer in most
186                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
187                                 svs.maxclients = 1;
188                 }
189         }
190
191         svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
192
193         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
194
195         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
196                 Cvar_SetValueQuick(&deathmatch, 1);
197 }
198
199 /*
200 =======================
201 Host_InitLocal
202 ======================
203 */
204 void Host_SaveConfig_f(void);
205 void Host_LoadConfig_f(void);
206 static void Host_InitLocal (void)
207 {
208         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
209         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
210
211         Cvar_RegisterVariable (&host_framerate);
212         Cvar_RegisterVariable (&host_speeds);
213         Cvar_RegisterVariable (&cl_minfps);
214         Cvar_RegisterVariable (&cl_minfps_fade);
215         Cvar_RegisterVariable (&cl_minfps_qualitymax);
216         Cvar_RegisterVariable (&cl_minfps_qualitymin);
217         Cvar_RegisterVariable (&cl_minfps_qualitypower);
218         Cvar_RegisterVariable (&cl_minfps_qualityscale);
219         Cvar_RegisterVariable (&cl_maxfps);
220         Cvar_RegisterVariable (&cl_maxidlefps);
221         Cvar_RegisterVariable (&cl_alwayssleep);
222
223         Cvar_RegisterVariable (&developer);
224         Cvar_RegisterVariable (&developer_loadfile);
225         Cvar_RegisterVariable (&developer_loading);
226         Cvar_RegisterVariable (&developer_entityparsing);
227
228         Cvar_RegisterVariable (&timestamps);
229         Cvar_RegisterVariable (&timeformat);
230 }
231
232
233 /*
234 ===============
235 Host_SaveConfig_f
236
237 Writes key bindings and archived cvars to config.cfg
238 ===============
239 */
240 void Host_SaveConfig_to(const char *file)
241 {
242         qfile_t *f;
243
244 // dedicated servers initialize the host but don't parse and set the
245 // config.cfg cvars
246         // LordHavoc: don't save a config if it crashed in startup
247         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
248         {
249                 f = FS_Open (file, "wb", false, false);
250                 if (!f)
251                 {
252                         Con_Printf("Couldn't write %s.\n", file);
253                         return;
254                 }
255
256                 Key_WriteBindings (f);
257                 Cvar_WriteVariables (f);
258
259                 FS_Close (f);
260         }
261 }
262 void Host_SaveConfig(void)
263 {
264         Host_SaveConfig_to("config.cfg");
265 }
266 void Host_SaveConfig_f(void)
267 {
268         const char *file = "config.cfg";
269
270         if(Cmd_Argc() >= 2) {
271                 file = Cmd_Argv(1);
272                 Con_Printf("Saving to %s\n", file);
273         }
274
275         Host_SaveConfig_to(file);
276 }
277
278 /*
279 ===============
280 Host_LoadConfig_f
281
282 Resets key bindings and cvars to defaults and then reloads scripts
283 ===============
284 */
285 void Host_LoadConfig_f(void)
286 {
287         // unlock the cvar default strings so they can be updated by the new default.cfg
288         Cvar_UnlockDefaults();
289         // reset cvars to their defaults, and then exec startup scripts again
290         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
291 }
292
293 /*
294 =================
295 SV_ClientPrint
296
297 Sends text across to be displayed
298 FIXME: make this just a stuffed echo?
299 =================
300 */
301 void SV_ClientPrint(const char *msg)
302 {
303         if (host_client->netconnection)
304         {
305                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
306                 MSG_WriteString(&host_client->netconnection->message, msg);
307         }
308 }
309
310 /*
311 =================
312 SV_ClientPrintf
313
314 Sends text across to be displayed
315 FIXME: make this just a stuffed echo?
316 =================
317 */
318 void SV_ClientPrintf(const char *fmt, ...)
319 {
320         va_list argptr;
321         char msg[MAX_INPUTLINE];
322
323         va_start(argptr,fmt);
324         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
325         va_end(argptr);
326
327         SV_ClientPrint(msg);
328 }
329
330 /*
331 =================
332 SV_BroadcastPrint
333
334 Sends text to all active clients
335 =================
336 */
337 void SV_BroadcastPrint(const char *msg)
338 {
339         int i;
340         client_t *client;
341
342         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
343         {
344                 if (client->active && client->netconnection)
345                 {
346                         MSG_WriteByte(&client->netconnection->message, svc_print);
347                         MSG_WriteString(&client->netconnection->message, msg);
348                 }
349         }
350
351         if (sv_echobprint.integer && cls.state == ca_dedicated)
352                 Con_Print(msg);
353 }
354
355 /*
356 =================
357 SV_BroadcastPrintf
358
359 Sends text to all active clients
360 =================
361 */
362 void SV_BroadcastPrintf(const char *fmt, ...)
363 {
364         va_list argptr;
365         char msg[MAX_INPUTLINE];
366
367         va_start(argptr,fmt);
368         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
369         va_end(argptr);
370
371         SV_BroadcastPrint(msg);
372 }
373
374 /*
375 =================
376 Host_ClientCommands
377
378 Send text over to the client to be executed
379 =================
380 */
381 void Host_ClientCommands(const char *fmt, ...)
382 {
383         va_list argptr;
384         char string[MAX_INPUTLINE];
385
386         if (!host_client->netconnection)
387                 return;
388
389         va_start(argptr,fmt);
390         dpvsnprintf(string, sizeof(string), fmt, argptr);
391         va_end(argptr);
392
393         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
394         MSG_WriteString(&host_client->netconnection->message, string);
395 }
396
397 /*
398 =====================
399 SV_DropClient
400
401 Called when the player is getting totally kicked off the host
402 if (crash = true), don't bother sending signofs
403 =====================
404 */
405 void SV_DropClient(qboolean crash)
406 {
407         int i;
408         Con_Printf("Client \"%s\" dropped\n", host_client->name);
409
410         SV_StopDemoRecording(host_client);
411
412         // make sure edict is not corrupt (from a level change for example)
413         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
414
415         if (host_client->netconnection)
416         {
417                 // free the client (the body stays around)
418                 if (!crash)
419                 {
420                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
421                         unsigned char bufdata[8];
422                         sizebuf_t buf;
423                         memset(&buf, 0, sizeof(buf));
424                         buf.data = bufdata;
425                         buf.maxsize = sizeof(bufdata);
426                         MSG_WriteByte(&buf, svc_disconnect);
427                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
428                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
429                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
430                 }
431                 // break the net connection
432                 NetConn_Close(host_client->netconnection);
433                 host_client->netconnection = NULL;
434         }
435
436         // call qc ClientDisconnect function
437         // LordHavoc: don't call QC if server is dead (avoids recursive
438         // Host_Error in some mods when they run out of edicts)
439         if (host_client->clientconnectcalled && sv.active && host_client->edict)
440         {
441                 // call the prog function for removing a client
442                 // this will set the body to a dead frame, among other things
443                 int saveSelf = prog->globals.server->self;
444                 host_client->clientconnectcalled = false;
445                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
446                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
447                 prog->globals.server->self = saveSelf;
448         }
449
450         // if a download is active, close it
451         if (host_client->download_file)
452         {
453                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
454                 FS_Close(host_client->download_file);
455                 host_client->download_file = NULL;
456                 host_client->download_name[0] = 0;
457                 host_client->download_expectedposition = 0;
458                 host_client->download_started = false;
459         }
460
461         // remove leaving player from scoreboard
462         host_client->name[0] = 0;
463         host_client->colors = 0;
464         host_client->frags = 0;
465         // send notification to all clients
466         // get number of client manually just to make sure we get it right...
467         i = host_client - svs.clients;
468         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
469         MSG_WriteByte (&sv.reliable_datagram, i);
470         MSG_WriteString (&sv.reliable_datagram, host_client->name);
471         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
472         MSG_WriteByte (&sv.reliable_datagram, i);
473         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
474         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
475         MSG_WriteByte (&sv.reliable_datagram, i);
476         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
477
478         // free the client now
479         if (host_client->entitydatabase)
480                 EntityFrame_FreeDatabase(host_client->entitydatabase);
481         if (host_client->entitydatabase4)
482                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
483         if (host_client->entitydatabase5)
484                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
485
486         if (sv.active)
487         {
488                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
489                 PRVM_ED_ClearEdict(host_client->edict);
490         }
491
492         // clear the client struct (this sets active to false)
493         memset(host_client, 0, sizeof(*host_client));
494
495         // update server listing on the master because player count changed
496         // (which the master uses for filtering empty/full servers)
497         NetConn_Heartbeat(1);
498
499         if (sv.loadgame)
500         {
501                 for (i = 0;i < svs.maxclients;i++)
502                         if (svs.clients[i].active && !svs.clients[i].spawned)
503                                 break;
504                 if (i == svs.maxclients)
505                 {
506                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
507                         sv.paused = sv.loadgame = false; // we're basically done with loading now
508                 }
509         }
510 }
511
512 /*
513 ==================
514 Host_ShutdownServer
515
516 This only happens at the end of a game, not between levels
517 ==================
518 */
519 void Host_ShutdownServer(void)
520 {
521         int i;
522
523         Con_DPrintf("Host_ShutdownServer\n");
524
525         if (!sv.active)
526                 return;
527
528         NetConn_Heartbeat(2);
529         NetConn_Heartbeat(2);
530
531 // make sure all the clients know we're disconnecting
532         SV_VM_Begin();
533         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
534                 if (host_client->active)
535                         SV_DropClient(false); // server shutdown
536         if(prog->loaded)
537                 if(prog->funcoffsets.SV_Shutdown)
538                 {
539                         func_t s = prog->funcoffsets.SV_Shutdown;
540                         prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
541                         PRVM_ExecuteProgram(s,"SV_Shutdown() required");
542                 }
543         SV_VM_End();
544
545         NetConn_CloseServerPorts();
546
547         sv.active = false;
548 //
549 // clear structures
550 //
551         memset(&sv, 0, sizeof(sv));
552         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
553 }
554
555
556 //============================================================================
557
558 /*
559 ===================
560 Host_GetConsoleCommands
561
562 Add them exactly as if they had been typed at the console
563 ===================
564 */
565 void Host_GetConsoleCommands (void)
566 {
567         char *cmd;
568
569         while (1)
570         {
571                 cmd = Sys_ConsoleInput ();
572                 if (!cmd)
573                         break;
574                 Cbuf_AddText (cmd);
575         }
576 }
577
578 /*
579 ==================
580 Host_TimeReport
581
582 Returns a time report string, for example for
583 ==================
584 */
585 const char *Host_TimingReport()
586 {
587         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);
588 }
589
590 /*
591 ==================
592 Host_Frame
593
594 Runs all active servers
595 ==================
596 */
597 static void Host_Init(void);
598 void Host_Main(void)
599 {
600         double time1 = 0;
601         double time2 = 0;
602         double time3 = 0;
603         double cl_timer, sv_timer;
604         double clframetime, deltarealtime, oldrealtime;
605         double wait;
606         int pass1, pass2, pass3, i;
607
608         Host_Init();
609
610         cl_timer = 0;
611         sv_timer = 0;
612
613         realtime = Sys_DoubleTime();
614         for (;;)
615         {
616                 if (setjmp(host_abortframe))
617                         continue;                       // something bad happened, or the server disconnected
618
619                 oldrealtime = realtime;
620                 realtime = Sys_DoubleTime();
621
622                 deltarealtime = realtime - oldrealtime;
623                 cl_timer += deltarealtime;
624                 sv_timer += deltarealtime;
625
626                 svs.perf_acc_realtime += deltarealtime;
627
628                 // Look for clients who have spawned
629                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
630                         if(host_client->spawned)
631                                 if(host_client->netconnection)
632                                         break;
633                 if(i == svs.maxclients)
634                 {
635                         // Nobody is looking? Then we won't do timing...
636                         // Instead, reset it to zero
637                         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;
638                 }
639                 else if(svs.perf_acc_realtime > 5)
640                 {
641                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
642                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
643                         if(svs.perf_acc_offset_samples > 0)
644                         {
645                                 svs.perf_offset_max = svs.perf_acc_offset_max;
646                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
647                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
648                         }
649                         if(svs.perf_lost > 0)
650                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
651                         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;
652                 }
653
654                 if (slowmo.value < 0.00001 && slowmo.value != 0)
655                         Cvar_SetValue("slowmo", 0);
656                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
657                         Cvar_SetValue("host_framerate", 0);
658
659                 // keep the random time dependent, but not when playing demos/benchmarking
660                 if(!*sv_random_seed.string && !cls.demoplayback)
661                         rand();
662
663                 cl.islocalgame = NetConn_IsLocalGame();
664
665                 // get new key events
666                 Sys_SendKeyEvents();
667
668                 NetConn_UpdateSockets();
669
670                 Log_DestBuffer_Flush();
671
672                 // receive packets on each main loop iteration, as the main loop may
673                 // be undersleeping due to select() detecting a new packet
674                 if (sv.active)
675                         NetConn_ServerFrame();
676
677                 Curl_Run();
678
679                 // check for commands typed to the host
680                 Host_GetConsoleCommands();
681
682                 // when a server is running we only execute console commands on server frames
683                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
684                 // otherwise we execute them on all frames
685                 if (sv_timer > 0 || !sv.active)
686                 {
687                         // process console commands
688                         Cbuf_Execute();
689                 }
690
691                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
692
693                 // if the accumulators haven't become positive yet, wait a while
694                 if (cls.state == ca_dedicated)
695                         wait = sv_timer * -1000000.0;
696                 else if (!sv.active)
697                         wait = cl_timer * -1000000.0;
698                 else
699                         wait = max(cl_timer, sv_timer) * -1000000.0;
700                 wait = bound(0, wait, 100000);
701
702                 if (!cls.timedemo && wait > 0)
703                 {
704                         double time0 = Sys_DoubleTime();
705                         if (sv_checkforpacketsduringsleep.integer)
706                                 NetConn_SleepMicroseconds((int)wait);
707                         else
708                                 Sys_Sleep((int)wait);
709                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
710                         continue;
711                 }
712
713         //-------------------
714         //
715         // server operations
716         //
717         //-------------------
718
719                 // limit the frametime steps to no more than 100ms each
720                 if (cl_timer > 0.1)
721                         cl_timer = 0.1;
722                 if (sv_timer > 0.1)
723                 {
724                         svs.perf_acc_lost += (sv_timer - 0.1);
725                         sv_timer = 0.1;
726                 }
727
728                 if (sv.active && sv_timer > 0)
729                 {
730                         // execute one or more server frames, with an upper limit on how much
731                         // execution time to spend on server frames to avoid freezing the game if
732                         // the server is overloaded, this execution time limit means the game will
733                         // slow down if the server is taking too long.
734                         int framecount, framelimit = 1;
735                         double advancetime, aborttime = 0;
736                         float offset;
737
738                         // run the world state
739                         // don't allow simulation to run too fast or too slow or logic glitches can occur
740
741                         // stop running server frames if the wall time reaches this value
742                         if (sys_ticrate.value <= 0)
743                                 advancetime = sv_timer;
744                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
745                         {
746                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
747                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
748                                 framelimit = 10;
749                                 aborttime = realtime + 0.1;
750                         }
751                         else
752                         {
753                                 advancetime = sys_ticrate.value;
754                                 // listen servers can run multiple server frames per client frame
755                                 if (cls.state == ca_connected)
756                                 {
757                                         framelimit = 10;
758                                         aborttime = realtime + 0.1;
759                                 }
760                         }
761                         advancetime = min(advancetime, 0.1);
762
763                         if(advancetime > 0)
764                         {
765                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
766                                 ++svs.perf_acc_offset_samples;
767                                 svs.perf_acc_offset += offset;
768                                 svs.perf_acc_offset_squared += offset * offset;
769                                 if(svs.perf_acc_offset_max < offset)
770                                         svs.perf_acc_offset_max = offset;
771                         }
772
773                         // only advance time if not paused
774                         // the game also pauses in singleplayer when menu or console is used
775                         sv.frametime = advancetime * slowmo.value;
776                         if (host_framerate.value)
777                                 sv.frametime = host_framerate.value;
778                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
779                                 sv.frametime = 0;
780
781                         // setup the VM frame
782                         SV_VM_Begin();
783
784                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
785                         {
786                                 sv_timer -= advancetime;
787
788                                 // move things around and think unless paused
789                                 if (sv.frametime)
790                                         SV_Physics();
791
792                                 // if this server frame took too long, break out of the loop
793                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
794                                         break;
795                         }
796
797                         // send all messages to the clients
798                         SV_SendClientMessages();
799
800                         // end the server VM frame
801                         SV_VM_End();
802
803                         // send an heartbeat if enough time has passed since the last one
804                         NetConn_Heartbeat(0);
805                 }
806
807         //-------------------
808         //
809         // client operations
810         //
811         //-------------------
812
813                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
814                 {
815                         // decide the simulation time
816                         if (cls.capturevideo.active)
817                         {
818                                 if (cls.capturevideo.realtime)
819                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
820                                 else
821                                 {
822                                         clframetime = 1.0 / cls.capturevideo.framerate;
823                                         cl.realframetime = max(cl_timer, clframetime);
824                                 }
825                         }
826                         else if (vid_activewindow)
827                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
828                         else
829                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
830
831                         // apply slowmo scaling
832                         clframetime *= cl.movevars_timescale;
833                         // scale playback speed of demos by slowmo cvar
834                         if (cls.demoplayback)
835                         {
836                                 clframetime *= slowmo.value;
837                                 // if demo playback is paused, don't advance time at all
838                                 if (cls.demopaused)
839                                         clframetime = 0;
840                         }
841
842                         // host_framerate overrides all else
843                         if (host_framerate.value)
844                                 clframetime = host_framerate.value;
845
846                         if (cls.timedemo)
847                                 clframetime = cl.realframetime = cl_timer;
848
849                         // deduct the frame time from the accumulator
850                         cl_timer -= cl.realframetime;
851
852                         cl.oldtime = cl.time;
853                         cl.time += clframetime;
854
855                         // Collect input into cmd
856                         CL_Input();
857
858                         // check for new packets
859                         NetConn_ClientFrame();
860
861                         // read a new frame from a demo if needed
862                         CL_ReadDemoMessage();
863
864                         // now that packets have been read, send input to server
865                         CL_SendMove();
866
867                         // update client world (interpolate entities, create trails, etc)
868                         CL_UpdateWorld();
869
870                         // update video
871                         if (host_speeds.integer)
872                                 time1 = Sys_DoubleTime();
873
874                         //ui_update();
875
876                         CL_Video_Frame();
877                         CL_Gecko_Frame();
878
879                         CL_UpdateScreen();
880
881                         if (host_speeds.integer)
882                                 time2 = Sys_DoubleTime();
883
884                         // update audio
885                         if(cl.csqc_usecsqclistener)
886                         {
887                                 S_Update(&cl.csqc_listenermatrix);
888                                 cl.csqc_usecsqclistener = false;
889                         }
890                         else
891                                 S_Update(&r_refdef.view.matrix);
892
893                         CDAudio_Update();
894
895                         if (host_speeds.integer)
896                         {
897                                 pass1 = (int)((time1 - time3)*1000000);
898                                 time3 = Sys_DoubleTime();
899                                 pass2 = (int)((time2 - time1)*1000000);
900                                 pass3 = (int)((time3 - time2)*1000000);
901                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
902                                                         pass1+pass2+pass3, pass1, pass2, pass3);
903                         }
904                 }
905
906                 // if there is some time remaining from this frame, reset the timers
907                 if (cl_timer >= 0)
908                         cl_timer = 0;
909                 if (sv_timer >= 0)
910                 {
911                         svs.perf_acc_lost += sv_timer;
912                         sv_timer = 0;
913                 }
914
915                 host_framecount++;
916
917                 if (cl_alwayssleep.integer)
918                         Sys_Sleep(0);
919         }
920 }
921
922 //============================================================================
923
924 qboolean vid_opened = false;
925 void Host_StartVideo(void)
926 {
927         if (!vid_opened && cls.state != ca_dedicated)
928         {
929                 vid_opened = true;
930                 VID_Start();
931                 CDAudio_Startup();
932         }
933 }
934
935 char engineversion[128];
936
937 qboolean sys_nostdout = false;
938
939 extern void Render_Init(void);
940 extern void Mathlib_Init(void);
941 extern void FS_Init(void);
942 extern void FS_Shutdown(void);
943 extern void PR_Cmd_Init(void);
944 extern void COM_Init_Commands(void);
945 extern void FS_Init_Commands(void);
946 extern qboolean host_stuffcmdsrun;
947
948 /*
949 ====================
950 Host_Init
951 ====================
952 */
953 static void Host_Init (void)
954 {
955         int i;
956         const char* os;
957
958         if (COM_CheckParm("-profilegameonly"))
959                 Sys_AllowProfiling(false);
960
961         // LordHavoc: quake never seeded the random number generator before... heh
962         if (COM_CheckParm("-benchmark"))
963                 srand(0); // predictable random sequence for -benchmark
964         else
965                 srand(time(NULL));
966
967         // FIXME: this is evil, but possibly temporary
968 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
969         if (COM_CheckParm("-developer"))
970         {
971                 developer.value = developer.integer = 1;
972                 developer.string = "1";
973         }
974
975         if (COM_CheckParm("-developer2"))
976         {
977                 developer.value = developer.integer = 100;
978                 developer.string = "100";
979                 developer_memory.value = developer_memory.integer = 100;
980                 developer.string = "100";
981                 developer_memorydebug.value = developer_memorydebug.integer = 100;
982                 developer_memorydebug.string = "100";
983         }
984
985 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
986         if (COM_CheckParm("-nostdout"))
987                 sys_nostdout = 1;
988
989         // used by everything
990         Memory_Init();
991
992         // initialize console command/cvar/alias/command execution systems
993         Cmd_Init();
994
995         // initialize memory subsystem cvars/commands
996         Memory_Init_Commands();
997
998         // initialize console and logging and its cvars/commands
999         Con_Init();
1000
1001         // initialize various cvars that could not be initialized earlier
1002         Curl_Init_Commands();
1003         Cmd_Init_Commands();
1004         Sys_Init_Commands();
1005         COM_Init_Commands();
1006         FS_Init_Commands();
1007
1008         // initialize console window (only used by sys_win.c)
1009         Sys_InitConsole();
1010
1011         // detect gamemode from commandline options or executable name
1012         COM_InitGameType();
1013
1014         // construct a version string for the corner of the console
1015         os = DP_OS_NAME;
1016         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1017         Con_Printf("%s\n", engineversion);
1018
1019         // initialize ixtable
1020         Mathlib_Init();
1021
1022         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1023         FS_Init();
1024
1025         NetConn_Init();
1026         Curl_Init();
1027         //PR_Init();
1028         //PR_Cmd_Init();
1029         PRVM_Init();
1030         Mod_Init();
1031         World_Init();
1032         SV_Init();
1033         Host_InitCommands();
1034         Host_InitLocal();
1035         Host_ServerOptions();
1036
1037         if (cls.state != ca_dedicated)
1038         {
1039                 Con_DPrintf("Initializing client\n");
1040
1041                 R_Modules_Init();
1042                 Palette_Init();
1043                 MR_Init_Commands();
1044                 VID_Shared_Init();
1045                 VID_Init();
1046                 Render_Init();
1047                 S_Init();
1048                 CDAudio_Init();
1049                 Key_Init();
1050                 V_Init();
1051                 CL_Init();
1052         }
1053
1054         // set up the default startmap_sp and startmap_dm aliases (mods can
1055         // override these) and then execute the quake.rc startup script
1056         if (gamemode == GAME_NEHAHRA)
1057                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1058         else if (gamemode == GAME_TRANSFUSION)
1059                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1060         else if (gamemode == GAME_TEU)
1061                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1062         else
1063                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1064         Cbuf_Execute();
1065
1066         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1067         if (!host_stuffcmdsrun)
1068         {
1069                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1070                 Cbuf_Execute();
1071         }
1072
1073         // put up the loading image so the user doesn't stare at a black screen...
1074         SCR_BeginLoadingPlaque();
1075
1076         // FIXME: put this into some neat design, but the menu should be allowed to crash
1077         // without crashing the whole game, so this should just be a short-time solution
1078
1079         // here comes the not so critical stuff
1080         if (setjmp(host_abortframe)) {
1081                 return;
1082         }
1083
1084         if (cls.state != ca_dedicated)
1085         {
1086                 MR_Init();
1087         }
1088
1089         // check for special benchmark mode
1090 // 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)
1091         i = COM_CheckParm("-benchmark");
1092         if (i && i + 1 < com_argc)
1093         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1094         {
1095                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1096                 Cbuf_Execute();
1097         }
1098
1099         // check for special demo mode
1100 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1101         i = COM_CheckParm("-demo");
1102         if (i && i + 1 < com_argc)
1103         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1104         {
1105                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1106                 Cbuf_Execute();
1107         }
1108
1109 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1110         i = COM_CheckParm("-capturedemo");
1111         if (i && i + 1 < com_argc)
1112         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1113         {
1114                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1115                 Cbuf_Execute();
1116         }
1117
1118         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1119         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1120         {
1121                 Cbuf_AddText("startmap_dm\n");
1122                 Cbuf_Execute();
1123         }
1124
1125         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1126         {
1127                 Cbuf_AddText("togglemenu\n");
1128                 Cbuf_Execute();
1129         }
1130
1131         Con_DPrint("========Initialized=========\n");
1132
1133         //Host_StartVideo();
1134 }
1135
1136
1137 /*
1138 ===============
1139 Host_Shutdown
1140
1141 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1142 to run quit through here before the final handoff to the sys code.
1143 ===============
1144 */
1145 void Host_Shutdown(void)
1146 {
1147         static qboolean isdown = false;
1148
1149         if (isdown)
1150         {
1151                 Con_Print("recursive shutdown\n");
1152                 return;
1153         }
1154         if (setjmp(host_abortframe))
1155         {
1156                 Con_Print("aborted the quitting frame?!?\n");
1157                 return;
1158         }
1159         isdown = true;
1160
1161         // be quiet while shutting down
1162         S_StopAllSounds();
1163
1164         // disconnect client from server if active
1165         CL_Disconnect();
1166
1167         // shut down local server if active
1168         Host_ShutdownServer ();
1169
1170         // Shutdown menu
1171         if(MR_Shutdown)
1172                 MR_Shutdown();
1173
1174         // AK shutdown PRVM
1175         // AK hmm, no PRVM_Shutdown(); yet
1176
1177         CL_Gecko_Shutdown();
1178         CL_Video_Shutdown();
1179
1180         Host_SaveConfig();
1181
1182         CDAudio_Shutdown ();
1183         S_Terminate ();
1184         Curl_Shutdown ();
1185         NetConn_Shutdown ();
1186         //PR_Shutdown ();
1187
1188         if (cls.state != ca_dedicated)
1189         {
1190                 R_Modules_Shutdown();
1191                 VID_Shutdown();
1192         }
1193
1194         Cmd_Shutdown();
1195         CL_Shutdown();
1196         Sys_Shutdown();
1197         Log_Close();
1198         FS_Shutdown();
1199         Memory_Shutdown();
1200 }
1201