move two #defined to quakedef.h, and always include quakedef.h first before any other...
[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_video.h"
28 #include "progsvm.h"
29 #include "csprogs.h"
30 #include "sv_demo.h"
31
32 /*
33
34 A server can always be started, even if the system started out as a client
35 to a remote system.
36
37 A client can NOT be started if the system started as a dedicated server.
38
39 Memory is cleared / released when a server or client begins, not when they end.
40
41 */
42
43 // how many frames have occurred
44 // (checked by Host_Error and Host_SaveConfig_f)
45 int host_framecount = 0;
46 // LordHavoc: set when quit is executed
47 qboolean host_shuttingdown = false;
48
49 // the real time since application started, without any slowmo or clamping
50 double realtime;
51
52 // current client
53 client_t *host_client;
54
55 jmp_buf host_abortframe;
56
57 // pretend frames take this amount of time (in seconds), 0 = realtime
58 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"};
59 // shows time used by certain subsystems
60 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
61 // LordHavoc: framerate upper cap
62 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)"};
63 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"};
64
65 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
66 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
67
68 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
69 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
70
71 /*
72 ================
73 Host_AbortCurrentFrame
74
75 aborts the current host frame and goes on with the next one
76 ================
77 */
78 void Host_AbortCurrentFrame(void)
79 {
80         longjmp (host_abortframe, 1);
81 }
82
83 /*
84 ================
85 Host_Error
86
87 This shuts down both the client and server
88 ================
89 */
90 void Host_Error (const char *error, ...)
91 {
92         static char hosterrorstring1[MAX_INPUTLINE];
93         static char hosterrorstring2[MAX_INPUTLINE];
94         static qboolean hosterror = false;
95         va_list argptr;
96
97         // turn off rcon redirect if it was active when the crash occurred
98         rcon_redirect = false;
99
100         va_start (argptr,error);
101         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
102         va_end (argptr);
103
104         Con_Printf("Host_Error: %s\n", hosterrorstring1);
105
106         // LordHavoc: if crashing very early, or currently shutting down, do
107         // Sys_Error instead
108         if (host_framecount < 3 || host_shuttingdown)
109                 Sys_Error ("Host_Error: %s", hosterrorstring1);
110
111         if (hosterror)
112                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
113         hosterror = true;
114
115         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
116
117         CL_Parse_DumpPacket();
118
119         CL_Parse_ErrorCleanUp();
120
121         //PR_Crash();
122
123         // print out where the crash happened, if it was caused by QC (and do a cleanup)
124         PRVM_Crash();
125
126
127         Host_ShutdownServer ();
128
129         if (cls.state == ca_dedicated)
130                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
131
132         CL_Disconnect ();
133         cls.demonum = -1;
134
135         hosterror = false;
136
137         Host_AbortCurrentFrame();
138 }
139
140 void Host_ServerOptions (void)
141 {
142         int i;
143
144         // general default
145         svs.maxclients = 8;
146
147 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
148 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
149         // if no client is in the executable or -dedicated is specified on
150         // commandline, start a dedicated server
151         i = COM_CheckParm ("-dedicated");
152         if (i || !cl_available)
153         {
154                 cls.state = ca_dedicated;
155                 // check for -dedicated specifying how many players
156                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
157                         svs.maxclients = atoi (com_argv[i+1]);
158                 if (COM_CheckParm ("-listen"))
159                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
160                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
161                 Cvar_SetValue("sv_public", 1);
162         }
163         else if (cl_available)
164         {
165                 // client exists and not dedicated, check if -listen is specified
166                 cls.state = ca_disconnected;
167                 i = COM_CheckParm ("-listen");
168                 if (i)
169                 {
170                         // default players unless specified
171                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
172                                 svs.maxclients = atoi (com_argv[i+1]);
173                 }
174                 else
175                 {
176                         // default players in some games, singleplayer in most
177                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
178                                 svs.maxclients = 1;
179                 }
180         }
181
182         svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
183
184         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
185
186         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
187                 Cvar_SetValueQuick(&deathmatch, 1);
188 }
189
190 /*
191 =======================
192 Host_InitLocal
193 ======================
194 */
195 void Host_SaveConfig_f(void);
196 void Host_LoadConfig_f(void);
197 static void Host_InitLocal (void)
198 {
199         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
200         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
201
202         Cvar_RegisterVariable (&host_framerate);
203         Cvar_RegisterVariable (&host_speeds);
204         Cvar_RegisterVariable (&cl_maxfps);
205         Cvar_RegisterVariable (&cl_maxidlefps);
206
207         Cvar_RegisterVariable (&developer);
208         Cvar_RegisterVariable (&developer_entityparsing);
209
210         Cvar_RegisterVariable (&timestamps);
211         Cvar_RegisterVariable (&timeformat);
212 }
213
214
215 /*
216 ===============
217 Host_SaveConfig_f
218
219 Writes key bindings and archived cvars to config.cfg
220 ===============
221 */
222 void Host_SaveConfig_f(void)
223 {
224         qfile_t *f;
225
226 // dedicated servers initialize the host but don't parse and set the
227 // config.cfg cvars
228         // LordHavoc: don't save a config if it crashed in startup
229         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
230         {
231                 f = FS_Open ("config.cfg", "wb", false, false);
232                 if (!f)
233                 {
234                         Con_Print("Couldn't write config.cfg.\n");
235                         return;
236                 }
237
238                 Key_WriteBindings (f);
239                 Cvar_WriteVariables (f);
240
241                 FS_Close (f);
242         }
243 }
244
245
246 /*
247 ===============
248 Host_LoadConfig_f
249
250 Resets key bindings and cvars to defaults and then reloads scripts
251 ===============
252 */
253 void Host_LoadConfig_f(void)
254 {
255         // unlock the cvar default strings so they can be updated by the new default.cfg
256         Cvar_UnlockDefaults();
257         // reset cvars to their defaults, and then exec startup scripts again
258         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
259 }
260
261 /*
262 =================
263 SV_ClientPrint
264
265 Sends text across to be displayed
266 FIXME: make this just a stuffed echo?
267 =================
268 */
269 void SV_ClientPrint(const char *msg)
270 {
271         if (host_client->netconnection)
272         {
273                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
274                 MSG_WriteString(&host_client->netconnection->message, msg);
275         }
276 }
277
278 /*
279 =================
280 SV_ClientPrintf
281
282 Sends text across to be displayed
283 FIXME: make this just a stuffed echo?
284 =================
285 */
286 void SV_ClientPrintf(const char *fmt, ...)
287 {
288         va_list argptr;
289         char msg[MAX_INPUTLINE];
290
291         va_start(argptr,fmt);
292         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
293         va_end(argptr);
294
295         SV_ClientPrint(msg);
296 }
297
298 /*
299 =================
300 SV_BroadcastPrint
301
302 Sends text to all active clients
303 =================
304 */
305 void SV_BroadcastPrint(const char *msg)
306 {
307         int i;
308         client_t *client;
309
310         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
311         {
312                 if (client->active && client->netconnection)
313                 {
314                         MSG_WriteByte(&client->netconnection->message, svc_print);
315                         MSG_WriteString(&client->netconnection->message, msg);
316                 }
317         }
318
319         if (sv_echobprint.integer && cls.state == ca_dedicated)
320                 Con_Print(msg);
321 }
322
323 /*
324 =================
325 SV_BroadcastPrintf
326
327 Sends text to all active clients
328 =================
329 */
330 void SV_BroadcastPrintf(const char *fmt, ...)
331 {
332         va_list argptr;
333         char msg[MAX_INPUTLINE];
334
335         va_start(argptr,fmt);
336         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
337         va_end(argptr);
338
339         SV_BroadcastPrint(msg);
340 }
341
342 /*
343 =================
344 Host_ClientCommands
345
346 Send text over to the client to be executed
347 =================
348 */
349 void Host_ClientCommands(const char *fmt, ...)
350 {
351         va_list argptr;
352         char string[MAX_INPUTLINE];
353
354         if (!host_client->netconnection)
355                 return;
356
357         va_start(argptr,fmt);
358         dpvsnprintf(string, sizeof(string), fmt, argptr);
359         va_end(argptr);
360
361         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
362         MSG_WriteString(&host_client->netconnection->message, string);
363 }
364
365 /*
366 =====================
367 SV_DropClient
368
369 Called when the player is getting totally kicked off the host
370 if (crash = true), don't bother sending signofs
371 =====================
372 */
373 void SV_DropClient(qboolean crash)
374 {
375         int i;
376         Con_Printf("Client \"%s\" dropped\n", host_client->name);
377
378         SV_StopDemoRecording(host_client);
379
380         // make sure edict is not corrupt (from a level change for example)
381         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
382
383         if (host_client->netconnection)
384         {
385                 // free the client (the body stays around)
386                 if (!crash)
387                 {
388                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
389                         unsigned char bufdata[8];
390                         sizebuf_t buf;
391                         memset(&buf, 0, sizeof(buf));
392                         buf.data = bufdata;
393                         buf.maxsize = sizeof(bufdata);
394                         MSG_WriteByte(&buf, svc_disconnect);
395                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
396                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
397                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
398                 }
399                 // break the net connection
400                 NetConn_Close(host_client->netconnection);
401                 host_client->netconnection = NULL;
402         }
403
404         // call qc ClientDisconnect function
405         // LordHavoc: don't call QC if server is dead (avoids recursive
406         // Host_Error in some mods when they run out of edicts)
407         if (host_client->clientconnectcalled && sv.active && host_client->edict)
408         {
409                 // call the prog function for removing a client
410                 // this will set the body to a dead frame, among other things
411                 int saveSelf = prog->globals.server->self;
412                 host_client->clientconnectcalled = false;
413                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
414                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
415                 prog->globals.server->self = saveSelf;
416         }
417
418         // if a download is active, close it
419         if (host_client->download_file)
420         {
421                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
422                 FS_Close(host_client->download_file);
423                 host_client->download_file = NULL;
424                 host_client->download_name[0] = 0;
425                 host_client->download_expectedposition = 0;
426                 host_client->download_started = false;
427         }
428
429         // remove leaving player from scoreboard
430         host_client->name[0] = 0;
431         host_client->colors = 0;
432         host_client->frags = 0;
433         // send notification to all clients
434         // get number of client manually just to make sure we get it right...
435         i = host_client - svs.clients;
436         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
437         MSG_WriteByte (&sv.reliable_datagram, i);
438         MSG_WriteString (&sv.reliable_datagram, host_client->name);
439         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
440         MSG_WriteByte (&sv.reliable_datagram, i);
441         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
442         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
443         MSG_WriteByte (&sv.reliable_datagram, i);
444         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
445
446         // free the client now
447         if (host_client->entitydatabase)
448                 EntityFrame_FreeDatabase(host_client->entitydatabase);
449         if (host_client->entitydatabase4)
450                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
451         if (host_client->entitydatabase5)
452                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
453
454         if (sv.active)
455         {
456                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
457                 PRVM_ED_ClearEdict(host_client->edict);
458         }
459
460         // clear the client struct (this sets active to false)
461         memset(host_client, 0, sizeof(*host_client));
462
463         // update server listing on the master because player count changed
464         // (which the master uses for filtering empty/full servers)
465         NetConn_Heartbeat(1);
466
467         if (sv.loadgame)
468         {
469                 for (i = 0;i < svs.maxclients;i++)
470                         if (svs.clients[i].active && !svs.clients[i].spawned)
471                                 break;
472                 if (i == svs.maxclients)
473                 {
474                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
475                         sv.paused = sv.loadgame = false; // we're basically done with loading now
476                 }
477         }
478 }
479
480 /*
481 ==================
482 Host_ShutdownServer
483
484 This only happens at the end of a game, not between levels
485 ==================
486 */
487 void Host_ShutdownServer(void)
488 {
489         int i;
490
491         Con_DPrintf("Host_ShutdownServer\n");
492
493         if (!sv.active)
494                 return;
495
496         NetConn_Heartbeat(2);
497         NetConn_Heartbeat(2);
498
499 // make sure all the clients know we're disconnecting
500         SV_VM_Begin();
501         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
502                 if (host_client->active)
503                         SV_DropClient(false); // server shutdown
504         SV_VM_End();
505
506         NetConn_CloseServerPorts();
507
508         sv.active = false;
509 //
510 // clear structures
511 //
512         memset(&sv, 0, sizeof(sv));
513         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
514 }
515
516
517 //============================================================================
518
519 /*
520 ===================
521 Host_GetConsoleCommands
522
523 Add them exactly as if they had been typed at the console
524 ===================
525 */
526 void Host_GetConsoleCommands (void)
527 {
528         char *cmd;
529
530         while (1)
531         {
532                 cmd = Sys_ConsoleInput ();
533                 if (!cmd)
534                         break;
535                 Cbuf_AddText (cmd);
536         }
537 }
538
539 /*
540 ==================
541 Host_TimeReport
542
543 Returns a time report string, for example for
544 ==================
545 */
546 const char *Host_TimingReport()
547 {
548         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);
549 }
550
551 /*
552 ==================
553 Host_Frame
554
555 Runs all active servers
556 ==================
557 */
558 static void Host_Init(void);
559 void Host_Main(void)
560 {
561         double time1 = 0;
562         double time2 = 0;
563         double time3 = 0;
564         double cl_timer, sv_timer;
565         double clframetime, deltarealtime, oldrealtime;
566         double wait;
567         int pass1, pass2, pass3, i;
568
569         Host_Init();
570
571         cl_timer = 0;
572         sv_timer = 0;
573
574         realtime = Sys_DoubleTime();
575         for (;;)
576         {
577                 if (setjmp(host_abortframe))
578                         continue;                       // something bad happened, or the server disconnected
579
580                 oldrealtime = realtime;
581                 realtime = Sys_DoubleTime();
582
583                 deltarealtime = realtime - oldrealtime;
584                 cl_timer += deltarealtime;
585                 sv_timer += deltarealtime;
586
587                 svs.perf_acc_realtime += deltarealtime;
588
589                 // Look for clients who have spawned
590                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
591                         if(host_client->spawned)
592                                 if(host_client->netconnection)
593                                         break;
594                 if(i == svs.maxclients)
595                 {
596                         // Nobody is looking? Then we won't do timing...
597                         // Instead, reset it to zero
598                         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;
599                 }
600                 else if(svs.perf_acc_realtime > 5)
601                 {
602                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
603                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
604                         if(svs.perf_acc_offset_samples > 0)
605                         {
606                                 svs.perf_offset_max = svs.perf_acc_offset_max;
607                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
608                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
609                         }
610                         if(svs.perf_lost > 0)
611                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
612                         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;
613                 }
614
615                 if (slowmo.value < 0.00001 && slowmo.value != 0)
616                         Cvar_SetValue("slowmo", 0);
617                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
618                         Cvar_SetValue("host_framerate", 0);
619
620                 // keep the random time dependent, but not when playing demos/benchmarking
621                 if(!*sv_random_seed.string && !cls.demoplayback)
622                         rand();
623
624                 cl.islocalgame = NetConn_IsLocalGame();
625
626                 // get new key events
627                 Sys_SendKeyEvents();
628
629                 NetConn_UpdateSockets();
630
631                 Log_DestBuffer_Flush();
632
633                 // receive packets on each main loop iteration, as the main loop may
634                 // be undersleeping due to select() detecting a new packet
635                 if (sv.active)
636                         NetConn_ServerFrame();
637
638                 Curl_Run();
639
640                 // check for commands typed to the host
641                 Host_GetConsoleCommands();
642
643                 // when a server is running we only execute console commands on server frames
644                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
645                 // otherwise we execute them on all frames
646                 if (sv_timer > 0 || !sv.active)
647                 {
648                         // process console commands
649                         Cbuf_Execute();
650                 }
651
652                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
653
654                 // if the accumulators haven't become positive yet, wait a while
655                 if (cls.state == ca_dedicated)
656                         wait = sv_timer * -1000000.0;
657                 else if (!sv.active)
658                         wait = cl_timer * -1000000.0;
659                 else
660                         wait = max(cl_timer, sv_timer) * -1000000.0;
661                 if (wait > 100000)
662                         wait = 100000;
663
664                 if (!cls.timedemo && wait > 0)
665                 {
666                         double time0 = Sys_DoubleTime();
667                         if (sv_checkforpacketsduringsleep.integer)
668                         {
669                                 if (wait >= 1)
670                                         NetConn_SleepMicroseconds((int)wait);
671                         }
672                         else
673                         {
674                                 if (wait >= 1000)
675                                         Sys_Sleep((int)wait / 1000);
676                         }
677                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
678                         continue;
679                 }
680
681         //-------------------
682         //
683         // server operations
684         //
685         //-------------------
686
687                 // limit the frametime steps to no more than 100ms each
688                 if (cl_timer > 0.1)
689                         cl_timer = 0.1;
690                 if (sv_timer > 0.1)
691                 {
692                         svs.perf_acc_lost += (sv_timer - 0.1);
693                         sv_timer = 0.1;
694                 }
695
696                 if (sv.active && sv_timer > 0)
697                 {
698                         // execute one or more server frames, with an upper limit on how much
699                         // execution time to spend on server frames to avoid freezing the game if
700                         // the server is overloaded, this execution time limit means the game will
701                         // slow down if the server is taking too long.
702                         int framecount, framelimit = 1;
703                         double advancetime, aborttime = 0;
704                         float offset;
705
706                         // run the world state
707                         // don't allow simulation to run too fast or too slow or logic glitches can occur
708
709                         // stop running server frames if the wall time reaches this value
710                         if (sys_ticrate.value <= 0)
711                                 advancetime = sv_timer;
712                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
713                         {
714                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
715                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
716                                 framelimit = 10;
717                                 aborttime = realtime + 0.1;
718                         }
719                         else
720                         {
721                                 advancetime = sys_ticrate.value;
722                                 // listen servers can run multiple server frames per client frame
723                                 if (cls.state == ca_connected)
724                                 {
725                                         framelimit = 10;
726                                         aborttime = realtime + 0.1;
727                                 }
728                         }
729                         advancetime = min(advancetime, 0.1);
730
731                         if(advancetime > 0)
732                         {
733                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
734                                 ++svs.perf_acc_offset_samples;
735                                 svs.perf_acc_offset += offset;
736                                 svs.perf_acc_offset_squared += offset * offset;
737                                 if(svs.perf_acc_offset_max < offset)
738                                         svs.perf_acc_offset_max = offset;
739                         }
740
741                         // only advance time if not paused
742                         // the game also pauses in singleplayer when menu or console is used
743                         sv.frametime = advancetime * slowmo.value;
744                         if (host_framerate.value)
745                                 sv.frametime = host_framerate.value;
746                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
747                                 sv.frametime = 0;
748
749                         // setup the VM frame
750                         SV_VM_Begin();
751
752                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
753                         {
754                                 sv_timer -= advancetime;
755
756                                 // move things around and think unless paused
757                                 if (sv.frametime)
758                                         SV_Physics();
759
760                                 // if this server frame took too long, break out of the loop
761                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
762                                         break;
763                         }
764
765                         // send all messages to the clients
766                         SV_SendClientMessages();
767
768                         // end the server VM frame
769                         SV_VM_End();
770
771                         // send an heartbeat if enough time has passed since the last one
772                         NetConn_Heartbeat(0);
773                 }
774
775         //-------------------
776         //
777         // client operations
778         //
779         //-------------------
780
781                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
782                 {
783                         // decide the simulation time
784                         if (cls.capturevideo.active)
785                         {
786                                 if (cls.capturevideo.realtime)
787                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
788                                 else
789                                 {
790                                         clframetime = 1.0 / cls.capturevideo.framerate;
791                                         cl.realframetime = max(cl_timer, clframetime);
792                                 }
793                         }
794                         else if (vid_activewindow)
795                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
796                         else
797                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
798
799                         // apply slowmo scaling
800                         clframetime *= cl.movevars_timescale;
801                         // scale playback speed of demos by slowmo cvar
802                         if (cls.demoplayback)
803                         {
804                                 clframetime *= slowmo.value;
805                                 // if demo playback is paused, don't advance time at all
806                                 if (cls.demopaused)
807                                         clframetime = 0;
808                         }
809
810                         // host_framerate overrides all else
811                         if (host_framerate.value)
812                                 clframetime = host_framerate.value;
813
814                         if (cls.timedemo)
815                                 clframetime = cl.realframetime = cl_timer;
816
817                         // deduct the frame time from the accumulator
818                         cl_timer -= cl.realframetime;
819
820                         cl.oldtime = cl.time;
821                         cl.time += clframetime;
822
823                         // Collect input into cmd
824                         CL_Input();
825
826                         // check for new packets
827                         NetConn_ClientFrame();
828
829                         // read a new frame from a demo if needed
830                         CL_ReadDemoMessage();
831
832                         // now that packets have been read, send input to server
833                         CL_SendMove();
834
835                         // update client world (interpolate entities, create trails, etc)
836                         CL_UpdateWorld();
837
838                         // update video
839                         if (host_speeds.integer)
840                                 time1 = Sys_DoubleTime();
841
842                         //ui_update();
843
844                         CL_VideoFrame();
845
846                         CL_UpdateScreen();
847
848                         if (host_speeds.integer)
849                                 time2 = Sys_DoubleTime();
850
851                         // update audio
852                         if(cl.csqc_usecsqclistener)
853                         {
854                                 S_Update(&cl.csqc_listenermatrix);
855                                 cl.csqc_usecsqclistener = false;
856                         }
857                         else
858                                 S_Update(&r_view.matrix);
859
860                         CDAudio_Update();
861
862                         if (host_speeds.integer)
863                         {
864                                 pass1 = (int)((time1 - time3)*1000000);
865                                 time3 = Sys_DoubleTime();
866                                 pass2 = (int)((time2 - time1)*1000000);
867                                 pass3 = (int)((time3 - time2)*1000000);
868                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
869                                                         pass1+pass2+pass3, pass1, pass2, pass3);
870                         }
871                 }
872
873                 // if there is some time remaining from this frame, reset the timers
874                 if (cl_timer >= 0)
875                         cl_timer = 0;
876                 if (sv_timer >= 0)
877                 {
878                         svs.perf_acc_lost += sv_timer;
879                         sv_timer = 0;
880                 }
881
882                 host_framecount++;
883         }
884 }
885
886 //============================================================================
887
888 qboolean vid_opened = false;
889 void Host_StartVideo(void)
890 {
891         if (!vid_opened && cls.state != ca_dedicated)
892         {
893                 vid_opened = true;
894                 VID_Start();
895                 CDAudio_Startup();
896         }
897 }
898
899 char engineversion[128];
900
901 qboolean sys_nostdout = false;
902
903 extern void Render_Init(void);
904 extern void Mathlib_Init(void);
905 extern void FS_Init(void);
906 extern void FS_Shutdown(void);
907 extern void PR_Cmd_Init(void);
908 extern void COM_Init_Commands(void);
909 extern void FS_Init_Commands(void);
910 extern qboolean host_stuffcmdsrun;
911
912 /*
913 ====================
914 Host_Init
915 ====================
916 */
917 static void Host_Init (void)
918 {
919         int i;
920         const char* os;
921
922         if (COM_CheckParm("-profilegameonly"))
923                 Sys_AllowProfiling(false);
924
925         // LordHavoc: quake never seeded the random number generator before... heh
926         if (COM_CheckParm("-benchmark"))
927                 srand(0); // predictable random sequence for -benchmark
928         else
929                 srand(time(NULL));
930
931         // FIXME: this is evil, but possibly temporary
932 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
933         if (COM_CheckParm("-developer"))
934         {
935                 developer.value = developer.integer = 100;
936                 developer.string = "100";
937         }
938
939         if (COM_CheckParm("-developer2"))
940         {
941                 developer.value = developer.integer = 100;
942                 developer.string = "100";
943                 developer_memory.value = developer_memory.integer = 100;
944                 developer.string = "100";
945                 developer_memorydebug.value = developer_memorydebug.integer = 100;
946                 developer_memorydebug.string = "100";
947         }
948
949 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
950         if (COM_CheckParm("-nostdout"))
951                 sys_nostdout = 1;
952
953         // used by everything
954         Memory_Init();
955
956         // initialize console command/cvar/alias/command execution systems
957         Cmd_Init();
958
959         // initialize memory subsystem cvars/commands
960         Memory_Init_Commands();
961
962         // initialize console and logging and its cvars/commands
963         Con_Init();
964
965         // initialize various cvars that could not be initialized earlier
966         Curl_Init_Commands();
967         Cmd_Init_Commands();
968         Sys_Init_Commands();
969         COM_Init_Commands();
970         FS_Init_Commands();
971
972         // initialize console window (only used by sys_win.c)
973         Sys_InitConsole();
974
975         // detect gamemode from commandline options or executable name
976         COM_InitGameType();
977
978         // construct a version string for the corner of the console
979 #if defined(__linux__)
980         os = "Linux";
981 #elif defined(WIN32)
982         os = "Windows";
983 #elif defined(__FreeBSD__)
984         os = "FreeBSD";
985 #elif defined(__NetBSD__)
986         os = "NetBSD";
987 #elif defined(__OpenBSD__)
988         os = "OpenBSD";
989 #elif defined(MACOSX)
990         os = "Mac OS X";
991 #elif defined(__MORPHOS__)
992         os = "MorphOS";
993 #else
994         os = "Unknown";
995 #endif
996         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
997         Con_Printf("%s\n", engineversion);
998
999         // initialize ixtable
1000         Mathlib_Init();
1001
1002         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1003         FS_Init();
1004
1005         NetConn_Init();
1006         Curl_Init();
1007         //PR_Init();
1008         //PR_Cmd_Init();
1009         PRVM_Init();
1010         Mod_Init();
1011         World_Init();
1012         SV_Init();
1013         Host_InitCommands();
1014         Host_InitLocal();
1015         Host_ServerOptions();
1016
1017         if (cls.state != ca_dedicated)
1018         {
1019                 Con_Printf("Initializing client\n");
1020
1021                 R_Modules_Init();
1022                 Palette_Init();
1023                 MR_Init_Commands();
1024                 VID_Shared_Init();
1025                 VID_Init();
1026                 Render_Init();
1027                 S_Init();
1028                 CDAudio_Init();
1029                 Key_Init();
1030                 V_Init();
1031                 CL_Init();
1032         }
1033
1034         // set up the default startmap_sp and startmap_dm aliases (mods can
1035         // override these) and then execute the quake.rc startup script
1036         if (gamemode == GAME_NEHAHRA)
1037                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1038         else if (gamemode == GAME_TRANSFUSION)
1039                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1040         else if (gamemode == GAME_TEU)
1041                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1042         else
1043                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1044         Cbuf_Execute();
1045
1046         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1047         if (!host_stuffcmdsrun)
1048         {
1049                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1050                 Cbuf_Execute();
1051         }
1052
1053         // put up the loading image so the user doesn't stare at a black screen...
1054         SCR_BeginLoadingPlaque();
1055
1056         // FIXME: put this into some neat design, but the menu should be allowed to crash
1057         // without crashing the whole game, so this should just be a short-time solution
1058
1059         // here comes the not so critical stuff
1060         if (setjmp(host_abortframe)) {
1061                 return;
1062         }
1063
1064         if (cls.state != ca_dedicated)
1065         {
1066                 MR_Init();
1067         }
1068
1069         // check for special benchmark mode
1070 // 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)
1071         i = COM_CheckParm("-benchmark");
1072         if (i && i + 1 < com_argc)
1073         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1074         {
1075                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1076                 Cbuf_Execute();
1077         }
1078
1079         // check for special demo mode
1080 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1081         i = COM_CheckParm("-demo");
1082         if (i && i + 1 < com_argc)
1083         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1084         {
1085                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1086                 Cbuf_Execute();
1087         }
1088
1089 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1090         i = COM_CheckParm("-capturedemo");
1091         if (i && i + 1 < com_argc)
1092         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1093         {
1094                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1095                 Cbuf_Execute();
1096         }
1097
1098         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1099         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1100         {
1101                 Cbuf_AddText("startmap_dm\n");
1102                 Cbuf_Execute();
1103         }
1104
1105         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1106         {
1107                 if (gamemode == GAME_NEXUIZ)
1108                         Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1109                 else
1110                         Cbuf_AddText("togglemenu\n");
1111                 Cbuf_Execute();
1112         }
1113
1114         Con_DPrint("========Initialized=========\n");
1115
1116         //Host_StartVideo();
1117 }
1118
1119
1120 /*
1121 ===============
1122 Host_Shutdown
1123
1124 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1125 to run quit through here before the final handoff to the sys code.
1126 ===============
1127 */
1128 void Host_Shutdown(void)
1129 {
1130         static qboolean isdown = false;
1131
1132         if (isdown)
1133         {
1134                 Con_Print("recursive shutdown\n");
1135                 return;
1136         }
1137         if (setjmp(host_abortframe))
1138         {
1139                 Con_Print("aborted the quitting frame?!?\n");
1140                 return;
1141         }
1142         isdown = true;
1143
1144         // be quiet while shutting down
1145         S_StopAllSounds();
1146
1147         // disconnect client from server if active
1148         CL_Disconnect();
1149
1150         // shut down local server if active
1151         Host_ShutdownServer ();
1152
1153         // Shutdown menu
1154         if(MR_Shutdown)
1155                 MR_Shutdown();
1156
1157         // AK shutdown PRVM
1158         // AK hmm, no PRVM_Shutdown(); yet
1159
1160         CL_Video_Shutdown();
1161
1162         Host_SaveConfig_f();
1163
1164         CDAudio_Shutdown ();
1165         S_Terminate ();
1166         Curl_Shutdown ();
1167         NetConn_Shutdown ();
1168         //PR_Shutdown ();
1169
1170         if (cls.state != ca_dedicated)
1171         {
1172                 R_Modules_Shutdown();
1173                 VID_Shutdown();
1174         }
1175
1176         Cmd_Shutdown();
1177         CL_Shutdown();
1178         Sys_Shutdown();
1179         Log_Close();
1180         FS_Shutdown();
1181         Memory_Shutdown();
1182 }
1183