experimental new persistent console history (uses same buffer as console output)...
[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 double host_starttime = 0;
58
59 // pretend frames take this amount of time (in seconds), 0 = realtime
60 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"};
61 // shows time used by certain subsystems
62 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
63 cvar_t host_sleep = {0, "host_sleep","0", "gives up some processing time to other applications each frame, value in milliseconds"};
64 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"};
65 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
66 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
67 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
68 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"};
69 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
70 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
71 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"};
72
73 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
74 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)"};
75 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
76 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
77
78 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
79 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
80
81 /*
82 ================
83 Host_AbortCurrentFrame
84
85 aborts the current host frame and goes on with the next one
86 ================
87 */
88 void Host_AbortCurrentFrame(void)
89 {
90         longjmp (host_abortframe, 1);
91 }
92
93 /*
94 ================
95 Host_Error
96
97 This shuts down both the client and server
98 ================
99 */
100 void Host_Error (const char *error, ...)
101 {
102         static char hosterrorstring1[MAX_INPUTLINE];
103         static char hosterrorstring2[MAX_INPUTLINE];
104         static qboolean hosterror = false;
105         va_list argptr;
106
107         // turn off rcon redirect if it was active when the crash occurred
108         // to prevent loops when it is a networking problem
109         Con_Rcon_Redirect_Abort();
110
111         va_start (argptr,error);
112         dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
113         va_end (argptr);
114
115         Con_Printf("Host_Error: %s\n", hosterrorstring1);
116
117         // LordHavoc: if crashing very early, or currently shutting down, do
118         // Sys_Error instead
119         if (host_framecount < 3 || host_shuttingdown)
120                 Sys_Error ("Host_Error: %s", hosterrorstring1);
121
122         if (hosterror)
123                 Sys_Error ("Host_Error: recursively entered (original error was: %s    new error is: %s)", hosterrorstring2, hosterrorstring1);
124         hosterror = true;
125
126         strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
127
128         CL_Parse_DumpPacket();
129
130         CL_Parse_ErrorCleanUp();
131
132         //PR_Crash();
133
134         // print out where the crash happened, if it was caused by QC (and do a cleanup)
135         PRVM_Crash();
136
137
138         Host_ShutdownServer ();
139
140         if (cls.state == ca_dedicated)
141                 Sys_Error ("Host_Error: %s",hosterrorstring2);  // dedicated servers exit
142
143         CL_Disconnect ();
144         cls.demonum = -1;
145
146         hosterror = false;
147
148         Host_AbortCurrentFrame();
149 }
150
151 void Host_ServerOptions (void)
152 {
153         int i;
154
155         // general default
156         svs.maxclients = 8;
157
158 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
159 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
160         // if no client is in the executable or -dedicated is specified on
161         // commandline, start a dedicated server
162         i = COM_CheckParm ("-dedicated");
163         if (i || !cl_available)
164         {
165                 cls.state = ca_dedicated;
166                 // check for -dedicated specifying how many players
167                 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
168                         svs.maxclients = atoi (com_argv[i+1]);
169                 if (COM_CheckParm ("-listen"))
170                         Con_Printf ("Only one of -dedicated or -listen can be specified\n");
171                 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
172                 Cvar_SetValue("sv_public", 1);
173         }
174         else if (cl_available)
175         {
176                 // client exists and not dedicated, check if -listen is specified
177                 cls.state = ca_disconnected;
178                 i = COM_CheckParm ("-listen");
179                 if (i)
180                 {
181                         // default players unless specified
182                         if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
183                                 svs.maxclients = atoi (com_argv[i+1]);
184                 }
185                 else
186                 {
187                         // default players in some games, singleplayer in most
188                         if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
189                                 svs.maxclients = 1;
190                 }
191         }
192
193         svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
194
195         svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
196
197         if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
198                 Cvar_SetValueQuick(&deathmatch, 1);
199 }
200
201 /*
202 =======================
203 Host_InitLocal
204 ======================
205 */
206 void Host_SaveConfig_f(void);
207 void Host_LoadConfig_f(void);
208 extern cvar_t sv_writepicture_quality;
209 static void Host_InitLocal (void)
210 {
211         Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
212         Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
213
214         Cvar_RegisterVariable (&host_framerate);
215         Cvar_RegisterVariable (&host_speeds);
216         Cvar_RegisterVariable (&host_sleep);
217         Cvar_RegisterVariable (&cl_minfps);
218         Cvar_RegisterVariable (&cl_minfps_fade);
219         Cvar_RegisterVariable (&cl_minfps_qualitymax);
220         Cvar_RegisterVariable (&cl_minfps_qualitymin);
221         Cvar_RegisterVariable (&cl_minfps_qualitypower);
222         Cvar_RegisterVariable (&cl_minfps_qualityscale);
223         Cvar_RegisterVariable (&cl_maxfps);
224         Cvar_RegisterVariable (&cl_maxidlefps);
225
226         Cvar_RegisterVariable (&developer);
227         Cvar_RegisterVariable (&developer_loadfile);
228         Cvar_RegisterVariable (&developer_loading);
229         Cvar_RegisterVariable (&developer_entityparsing);
230
231         Cvar_RegisterVariable (&timestamps);
232         Cvar_RegisterVariable (&timeformat);
233
234         Cvar_RegisterVariable (&sv_writepicture_quality);
235 }
236
237
238 /*
239 ===============
240 Host_SaveConfig_f
241
242 Writes key bindings and archived cvars to config.cfg
243 ===============
244 */
245 void Host_SaveConfig_to(const char *file)
246 {
247         qfile_t *f;
248
249 // dedicated servers initialize the host but don't parse and set the
250 // config.cfg cvars
251         // LordHavoc: don't save a config if it crashed in startup
252         if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
253         {
254                 f = FS_OpenRealFile(file, "wb", false);
255                 if (!f)
256                 {
257                         Con_Printf("Couldn't write %s.\n", file);
258                         return;
259                 }
260
261                 Key_WriteBindings (f);
262                 Cvar_WriteVariables (f);
263
264                 FS_Close (f);
265         }
266 }
267 void Host_SaveConfig(void)
268 {
269         Host_SaveConfig_to("config.cfg");
270 }
271 void Host_SaveConfig_f(void)
272 {
273         const char *file = "config.cfg";
274
275         if(Cmd_Argc() >= 2) {
276                 file = Cmd_Argv(1);
277                 Con_Printf("Saving to %s\n", file);
278         }
279
280         Host_SaveConfig_to(file);
281 }
282
283 /*
284 ===============
285 Host_LoadConfig_f
286
287 Resets key bindings and cvars to defaults and then reloads scripts
288 ===============
289 */
290 void Host_LoadConfig_f(void)
291 {
292         // unlock the cvar default strings so they can be updated by the new default.cfg
293         Cvar_UnlockDefaults();
294         // reset cvars to their defaults, and then exec startup scripts again
295         Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
296 }
297
298 /*
299 =================
300 SV_ClientPrint
301
302 Sends text across to be displayed
303 FIXME: make this just a stuffed echo?
304 =================
305 */
306 void SV_ClientPrint(const char *msg)
307 {
308         if (host_client->netconnection)
309         {
310                 MSG_WriteByte(&host_client->netconnection->message, svc_print);
311                 MSG_WriteString(&host_client->netconnection->message, msg);
312         }
313 }
314
315 /*
316 =================
317 SV_ClientPrintf
318
319 Sends text across to be displayed
320 FIXME: make this just a stuffed echo?
321 =================
322 */
323 void SV_ClientPrintf(const char *fmt, ...)
324 {
325         va_list argptr;
326         char msg[MAX_INPUTLINE];
327
328         va_start(argptr,fmt);
329         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
330         va_end(argptr);
331
332         SV_ClientPrint(msg);
333 }
334
335 /*
336 =================
337 SV_BroadcastPrint
338
339 Sends text to all active clients
340 =================
341 */
342 void SV_BroadcastPrint(const char *msg)
343 {
344         int i;
345         client_t *client;
346
347         for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
348         {
349                 if (client->active && client->netconnection)
350                 {
351                         MSG_WriteByte(&client->netconnection->message, svc_print);
352                         MSG_WriteString(&client->netconnection->message, msg);
353                 }
354         }
355
356         if (sv_echobprint.integer && cls.state == ca_dedicated)
357                 Con_Print(msg);
358 }
359
360 /*
361 =================
362 SV_BroadcastPrintf
363
364 Sends text to all active clients
365 =================
366 */
367 void SV_BroadcastPrintf(const char *fmt, ...)
368 {
369         va_list argptr;
370         char msg[MAX_INPUTLINE];
371
372         va_start(argptr,fmt);
373         dpvsnprintf(msg,sizeof(msg),fmt,argptr);
374         va_end(argptr);
375
376         SV_BroadcastPrint(msg);
377 }
378
379 /*
380 =================
381 Host_ClientCommands
382
383 Send text over to the client to be executed
384 =================
385 */
386 void Host_ClientCommands(const char *fmt, ...)
387 {
388         va_list argptr;
389         char string[MAX_INPUTLINE];
390
391         if (!host_client->netconnection)
392                 return;
393
394         va_start(argptr,fmt);
395         dpvsnprintf(string, sizeof(string), fmt, argptr);
396         va_end(argptr);
397
398         MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
399         MSG_WriteString(&host_client->netconnection->message, string);
400 }
401
402 /*
403 =====================
404 SV_DropClient
405
406 Called when the player is getting totally kicked off the host
407 if (crash = true), don't bother sending signofs
408 =====================
409 */
410 void SV_DropClient(qboolean crash)
411 {
412         int i;
413         Con_Printf("Client \"%s\" dropped\n", host_client->name);
414
415         SV_StopDemoRecording(host_client);
416
417         // make sure edict is not corrupt (from a level change for example)
418         host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
419
420         if (host_client->netconnection)
421         {
422                 // free the client (the body stays around)
423                 if (!crash)
424                 {
425                         // LordHavoc: no opportunity for resending, so use unreliable 3 times
426                         unsigned char bufdata[8];
427                         sizebuf_t buf;
428                         memset(&buf, 0, sizeof(buf));
429                         buf.data = bufdata;
430                         buf.maxsize = sizeof(bufdata);
431                         MSG_WriteByte(&buf, svc_disconnect);
432                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
433                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
434                         NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
435                 }
436                 // break the net connection
437                 NetConn_Close(host_client->netconnection);
438                 host_client->netconnection = NULL;
439         }
440
441         // call qc ClientDisconnect function
442         // LordHavoc: don't call QC if server is dead (avoids recursive
443         // Host_Error in some mods when they run out of edicts)
444         if (host_client->clientconnectcalled && sv.active && host_client->edict)
445         {
446                 // call the prog function for removing a client
447                 // this will set the body to a dead frame, among other things
448                 int saveSelf = prog->globals.server->self;
449                 host_client->clientconnectcalled = false;
450                 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
451                 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
452                 prog->globals.server->self = saveSelf;
453         }
454
455         // if a download is active, close it
456         if (host_client->download_file)
457         {
458                 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
459                 FS_Close(host_client->download_file);
460                 host_client->download_file = NULL;
461                 host_client->download_name[0] = 0;
462                 host_client->download_expectedposition = 0;
463                 host_client->download_started = false;
464         }
465
466         // remove leaving player from scoreboard
467         host_client->name[0] = 0;
468         host_client->colors = 0;
469         host_client->frags = 0;
470         // send notification to all clients
471         // get number of client manually just to make sure we get it right...
472         i = host_client - svs.clients;
473         MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
474         MSG_WriteByte (&sv.reliable_datagram, i);
475         MSG_WriteString (&sv.reliable_datagram, host_client->name);
476         MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
477         MSG_WriteByte (&sv.reliable_datagram, i);
478         MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
479         MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
480         MSG_WriteByte (&sv.reliable_datagram, i);
481         MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
482
483         // free the client now
484         if (host_client->entitydatabase)
485                 EntityFrame_FreeDatabase(host_client->entitydatabase);
486         if (host_client->entitydatabase4)
487                 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
488         if (host_client->entitydatabase5)
489                 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
490
491         if (sv.active)
492         {
493                 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
494                 PRVM_ED_ClearEdict(host_client->edict);
495         }
496
497         // clear the client struct (this sets active to false)
498         memset(host_client, 0, sizeof(*host_client));
499
500         // update server listing on the master because player count changed
501         // (which the master uses for filtering empty/full servers)
502         NetConn_Heartbeat(1);
503
504         if (sv.loadgame)
505         {
506                 for (i = 0;i < svs.maxclients;i++)
507                         if (svs.clients[i].active && !svs.clients[i].spawned)
508                                 break;
509                 if (i == svs.maxclients)
510                 {
511                         Con_Printf("Loaded game, everyone rejoined - unpausing\n");
512                         sv.paused = sv.loadgame = false; // we're basically done with loading now
513                 }
514         }
515 }
516
517 /*
518 ==================
519 Host_ShutdownServer
520
521 This only happens at the end of a game, not between levels
522 ==================
523 */
524 void Host_ShutdownServer(void)
525 {
526         int i;
527
528         Con_DPrintf("Host_ShutdownServer\n");
529
530         if (!sv.active)
531                 return;
532
533         NetConn_Heartbeat(2);
534         NetConn_Heartbeat(2);
535
536 // make sure all the clients know we're disconnecting
537         SV_VM_Begin();
538         if(prog->loaded)
539                 if(prog->funcoffsets.SV_Shutdown)
540                 {
541                         func_t s = prog->funcoffsets.SV_Shutdown;
542                         prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
543                         PRVM_ExecuteProgram(s,"SV_Shutdown() required");
544                 }
545         for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
546                 if (host_client->active)
547                         SV_DropClient(false); // server shutdown
548         SV_VM_End();
549
550         NetConn_CloseServerPorts();
551
552         sv.active = false;
553 //
554 // clear structures
555 //
556         memset(&sv, 0, sizeof(sv));
557         memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
558 }
559
560
561 //============================================================================
562
563 /*
564 ===================
565 Host_GetConsoleCommands
566
567 Add them exactly as if they had been typed at the console
568 ===================
569 */
570 void Host_GetConsoleCommands (void)
571 {
572         char *cmd;
573
574         while (1)
575         {
576                 cmd = Sys_ConsoleInput ();
577                 if (!cmd)
578                         break;
579                 Cbuf_AddText (cmd);
580         }
581 }
582
583 /*
584 ==================
585 Host_TimeReport
586
587 Returns a time report string, for example for
588 ==================
589 */
590 const char *Host_TimingReport()
591 {
592         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);
593 }
594
595 /*
596 ==================
597 Host_Frame
598
599 Runs all active servers
600 ==================
601 */
602 static void Host_Init(void);
603 void Host_Main(void)
604 {
605         double time1 = 0;
606         double time2 = 0;
607         double time3 = 0;
608         double cl_timer, sv_timer;
609         double clframetime, deltarealtime, oldrealtime;
610         double wait;
611         int pass1, pass2, pass3, i;
612
613         Host_Init();
614
615         cl_timer = 0;
616         sv_timer = 0;
617
618         realtime = host_starttime = Sys_DoubleTime();
619         for (;;)
620         {
621                 if (setjmp(host_abortframe))
622                 {
623                         SCR_ClearLoadingScreen(false);
624                         continue;                       // something bad happened, or the server disconnected
625                 }
626
627                 oldrealtime = realtime;
628                 realtime = Sys_DoubleTime();
629
630                 deltarealtime = realtime - oldrealtime;
631                 cl_timer += deltarealtime;
632                 sv_timer += deltarealtime;
633
634                 svs.perf_acc_realtime += deltarealtime;
635
636                 // Look for clients who have spawned
637                 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
638                         if(host_client->spawned)
639                                 if(host_client->netconnection)
640                                         break;
641                 if(i == svs.maxclients)
642                 {
643                         // Nobody is looking? Then we won't do timing...
644                         // Instead, reset it to zero
645                         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;
646                 }
647                 else if(svs.perf_acc_realtime > 5)
648                 {
649                         svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
650                         svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
651                         if(svs.perf_acc_offset_samples > 0)
652                         {
653                                 svs.perf_offset_max = svs.perf_acc_offset_max;
654                                 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
655                                 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
656                         }
657                         if(svs.perf_lost > 0)
658                                 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
659                         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;
660                 }
661
662                 if (slowmo.value < 0.00001 && slowmo.value != 0)
663                         Cvar_SetValue("slowmo", 0);
664                 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
665                         Cvar_SetValue("host_framerate", 0);
666
667                 // keep the random time dependent, but not when playing demos/benchmarking
668                 if(!*sv_random_seed.string && !cls.demoplayback)
669                         rand();
670
671                 cl.islocalgame = NetConn_IsLocalGame();
672
673                 // get new key events
674                 Sys_SendKeyEvents();
675
676                 NetConn_UpdateSockets();
677
678                 Log_DestBuffer_Flush();
679
680                 // receive packets on each main loop iteration, as the main loop may
681                 // be undersleeping due to select() detecting a new packet
682                 if (sv.active)
683                         NetConn_ServerFrame();
684
685                 Curl_Run();
686
687                 // check for commands typed to the host
688                 Host_GetConsoleCommands();
689
690                 // when a server is running we only execute console commands on server frames
691                 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
692                 // otherwise we execute them on client frames
693                 if (sv.active ? sv_timer > 0 : cl_timer > 0)
694                 {
695                         // process console commands
696                         Cbuf_Execute();
697                 }
698
699                 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
700
701                 // if the accumulators haven't become positive yet, wait a while
702                 if (cls.state == ca_dedicated)
703                         wait = sv_timer * -1000000.0;
704                 else if (!sv.active)
705                         wait = cl_timer * -1000000.0;
706                 else
707                         wait = max(cl_timer, sv_timer) * -1000000.0;
708                 wait = bound(0, wait, 100000);
709
710                 if (!cls.timedemo && wait >= 1)
711                 {
712                         double time0 = Sys_DoubleTime();
713                         if (sv_checkforpacketsduringsleep.integer)
714                                 NetConn_SleepMicroseconds((int)wait);
715                         else
716                                 Sys_Sleep((int)wait);
717                         svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
718                         continue;
719                 }
720
721         //-------------------
722         //
723         // server operations
724         //
725         //-------------------
726
727                 // limit the frametime steps to no more than 100ms each
728                 if (cl_timer > 0.1)
729                         cl_timer = 0.1;
730                 if (sv_timer > 0.1)
731                 {
732                         svs.perf_acc_lost += (sv_timer - 0.1);
733                         sv_timer = 0.1;
734                 }
735
736                 if (sv.active && sv_timer > 0)
737                 {
738                         // execute one or more server frames, with an upper limit on how much
739                         // execution time to spend on server frames to avoid freezing the game if
740                         // the server is overloaded, this execution time limit means the game will
741                         // slow down if the server is taking too long.
742                         int framecount, framelimit = 1;
743                         double advancetime, aborttime = 0;
744                         float offset;
745
746                         // run the world state
747                         // don't allow simulation to run too fast or too slow or logic glitches can occur
748
749                         // stop running server frames if the wall time reaches this value
750                         if (sys_ticrate.value <= 0)
751                                 advancetime = sv_timer;
752                         else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
753                         {
754                                 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
755                                 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
756                                 framelimit = 10;
757                                 aborttime = realtime + 0.1;
758                         }
759                         else
760                         {
761                                 advancetime = sys_ticrate.value;
762                                 // listen servers can run multiple server frames per client frame
763                                 if (cls.state == ca_connected)
764                                 {
765                                         framelimit = 10;
766                                         aborttime = realtime + 0.1;
767                                 }
768                         }
769                         advancetime = min(advancetime, 0.1);
770
771                         if(advancetime > 0)
772                         {
773                                 offset = sv_timer + (Sys_DoubleTime() - realtime);
774                                 ++svs.perf_acc_offset_samples;
775                                 svs.perf_acc_offset += offset;
776                                 svs.perf_acc_offset_squared += offset * offset;
777                                 if(svs.perf_acc_offset_max < offset)
778                                         svs.perf_acc_offset_max = offset;
779                         }
780
781                         // only advance time if not paused
782                         // the game also pauses in singleplayer when menu or console is used
783                         sv.frametime = advancetime * slowmo.value;
784                         if (host_framerate.value)
785                                 sv.frametime = host_framerate.value;
786                         if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
787                                 sv.frametime = 0;
788
789                         // setup the VM frame
790                         SV_VM_Begin();
791
792                         for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
793                         {
794                                 sv_timer -= advancetime;
795
796                                 // move things around and think unless paused
797                                 if (sv.frametime)
798                                         SV_Physics();
799
800                                 // if this server frame took too long, break out of the loop
801                                 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
802                                         break;
803                         }
804
805                         // send all messages to the clients
806                         SV_SendClientMessages();
807                         
808                         if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
809                                 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
810                                 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
811                         }
812
813                         // end the server VM frame
814                         SV_VM_End();
815
816                         // send an heartbeat if enough time has passed since the last one
817                         NetConn_Heartbeat(0);
818                 }
819
820         //-------------------
821         //
822         // client operations
823         //
824         //-------------------
825
826                 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
827                 {
828                         // decide the simulation time
829                         if (cls.capturevideo.active)
830                         {
831                                 if (cls.capturevideo.realtime)
832                                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
833                                 else
834                                 {
835                                         clframetime = 1.0 / cls.capturevideo.framerate;
836                                         cl.realframetime = max(cl_timer, clframetime);
837                                 }
838                         }
839                         else if (vid_activewindow && cl_maxfps.value >= 1)
840                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
841                         else if (!vid_activewindow && cl_maxidlefps.value >= 1)
842                                 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
843                         else
844                                 clframetime = cl.realframetime = cl_timer;
845
846                         // apply slowmo scaling
847                         clframetime *= cl.movevars_timescale;
848                         // scale playback speed of demos by slowmo cvar
849                         if (cls.demoplayback)
850                         {
851                                 clframetime *= slowmo.value;
852                                 // if demo playback is paused, don't advance time at all
853                                 if (cls.demopaused)
854                                         clframetime = 0;
855                         }
856
857                         // host_framerate overrides all else
858                         if (host_framerate.value)
859                                 clframetime = host_framerate.value;
860
861                         if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
862                                 clframetime = 0;
863
864                         if (cls.timedemo)
865                                 clframetime = cl.realframetime = cl_timer;
866
867                         // deduct the frame time from the accumulator
868                         cl_timer -= cl.realframetime;
869
870                         cl.oldtime = cl.time;
871                         cl.time += clframetime;
872
873                         // Collect input into cmd
874                         CL_Input();
875
876                         // check for new packets
877                         NetConn_ClientFrame();
878
879                         // read a new frame from a demo if needed
880                         CL_ReadDemoMessage();
881
882                         // now that packets have been read, send input to server
883                         CL_SendMove();
884
885                         // update client world (interpolate entities, create trails, etc)
886                         CL_UpdateWorld();
887
888                         // update video
889                         if (host_speeds.integer)
890                                 time1 = Sys_DoubleTime();
891
892                         CL_Video_Frame();
893                         CL_Gecko_Frame();
894
895                         CL_UpdateScreen();
896
897                         if (host_speeds.integer)
898                                 time2 = Sys_DoubleTime();
899
900                         // update audio
901                         if(cl.csqc_usecsqclistener)
902                         {
903                                 S_Update(&cl.csqc_listenermatrix);
904                                 cl.csqc_usecsqclistener = false;
905                         }
906                         else
907                                 S_Update(&r_refdef.view.matrix);
908
909                         CDAudio_Update();
910
911                         // reset gathering of mouse input
912                         in_mouse_x = in_mouse_y = 0;
913
914                         if (host_speeds.integer)
915                         {
916                                 pass1 = (int)((time1 - time3)*1000000);
917                                 time3 = Sys_DoubleTime();
918                                 pass2 = (int)((time2 - time1)*1000000);
919                                 pass3 = (int)((time3 - time2)*1000000);
920                                 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
921                                                         pass1+pass2+pass3, pass1, pass2, pass3);
922                         }
923                         wait = bound(0, host_sleep.value * 1000, 100000);
924                         if (!cls.timedemo && wait >= 1)
925                                 Sys_Sleep((int)wait);
926                 }
927
928                 // if there is some time remaining from this frame, reset the timers
929                 if (cl_timer >= 0)
930                         cl_timer = 0;
931                 if (sv_timer >= 0)
932                 {
933                         svs.perf_acc_lost += sv_timer;
934                         sv_timer = 0;
935                 }
936
937                 host_framecount++;
938         }
939 }
940
941 //============================================================================
942
943 qboolean vid_opened = false;
944 void Host_StartVideo(void)
945 {
946         if (!vid_opened && cls.state != ca_dedicated)
947         {
948                 vid_opened = true;
949                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
950                 NetConn_UpdateSockets();
951                 VID_Start();
952                 CDAudio_Startup();
953         }
954 }
955
956 char engineversion[128];
957
958 qboolean sys_nostdout = false;
959
960 extern void Render_Init(void);
961 extern void Mathlib_Init(void);
962 extern void FS_Init(void);
963 extern void FS_Shutdown(void);
964 extern void PR_Cmd_Init(void);
965 extern void COM_Init_Commands(void);
966 extern void FS_Init_Commands(void);
967 extern qboolean host_stuffcmdsrun;
968
969 /*
970 ====================
971 Host_Init
972 ====================
973 */
974 static void Host_Init (void)
975 {
976         int i;
977         const char* os;
978
979         if (COM_CheckParm("-profilegameonly"))
980                 Sys_AllowProfiling(false);
981
982         // LordHavoc: quake never seeded the random number generator before... heh
983         if (COM_CheckParm("-benchmark"))
984                 srand(0); // predictable random sequence for -benchmark
985         else
986                 srand(time(NULL));
987
988         // FIXME: this is evil, but possibly temporary
989 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
990         if (COM_CheckParm("-developer"))
991         {
992                 developer.value = developer.integer = 1;
993                 developer.string = "1";
994         }
995
996         if (COM_CheckParm("-developer2"))
997         {
998                 developer.value = developer.integer = 100;
999                 developer.string = "100";
1000                 developer_memory.value = developer_memory.integer = 100;
1001                 developer.string = "100";
1002                 developer_memorydebug.value = developer_memorydebug.integer = 100;
1003                 developer_memorydebug.string = "100";
1004         }
1005
1006 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1007         if (COM_CheckParm("-nostdout"))
1008                 sys_nostdout = 1;
1009
1010         // used by everything
1011         Memory_Init();
1012
1013         // initialize console command/cvar/alias/command execution systems
1014         Cmd_Init();
1015
1016         // initialize memory subsystem cvars/commands
1017         Memory_Init_Commands();
1018
1019         // initialize console and logging and its cvars/commands
1020         Con_Init();
1021
1022         // initialize various cvars that could not be initialized earlier
1023         Curl_Init_Commands();
1024         Cmd_Init_Commands();
1025         Sys_Init_Commands();
1026         COM_Init_Commands();
1027         FS_Init_Commands();
1028
1029         // initialize console window (only used by sys_win.c)
1030         Sys_InitConsole();
1031
1032         // detect gamemode from commandline options or executable name
1033         COM_InitGameType();
1034
1035         // construct a version string for the corner of the console
1036         os = DP_OS_NAME;
1037         dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1038         Con_Printf("%s\n", engineversion);
1039
1040         // initialize ixtable
1041         Mathlib_Init();
1042
1043         // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1044         FS_Init();
1045
1046         NetConn_Init();
1047         Curl_Init();
1048         //PR_Init();
1049         //PR_Cmd_Init();
1050         PRVM_Init();
1051         Mod_Init();
1052         World_Init();
1053         SV_Init();
1054         Host_InitCommands();
1055         Host_InitLocal();
1056         Host_ServerOptions();
1057
1058         if (cls.state == ca_dedicated)
1059                 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1060         else
1061         {
1062                 Con_DPrintf("Initializing client\n");
1063
1064                 R_Modules_Init();
1065                 Palette_Init();
1066                 MR_Init_Commands();
1067                 VID_Shared_Init();
1068                 VID_Init();
1069                 Render_Init();
1070                 S_Init();
1071                 CDAudio_Init();
1072                 Key_Init();
1073                 V_Init();
1074                 CL_Init();
1075         }
1076
1077         // set up the default startmap_sp and startmap_dm aliases (mods can
1078         // override these) and then execute the quake.rc startup script
1079         if (gamemode == GAME_NEHAHRA)
1080                 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1081         else if (gamemode == GAME_TRANSFUSION)
1082                 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1083         else if (gamemode == GAME_TEU)
1084                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1085         else
1086                 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1087         Cbuf_Execute();
1088
1089         // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1090         if (!host_stuffcmdsrun)
1091         {
1092                 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1093                 Cbuf_Execute();
1094         }
1095
1096         // put up the loading image so the user doesn't stare at a black screen...
1097         SCR_BeginLoadingPlaque();
1098
1099         // FIXME: put this into some neat design, but the menu should be allowed to crash
1100         // without crashing the whole game, so this should just be a short-time solution
1101
1102         // here comes the not so critical stuff
1103         if (setjmp(host_abortframe)) {
1104                 return;
1105         }
1106
1107         if (cls.state != ca_dedicated)
1108         {
1109                 MR_Init();
1110         }
1111
1112         // check for special benchmark mode
1113 // 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)
1114         i = COM_CheckParm("-benchmark");
1115         if (i && i + 1 < com_argc)
1116         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1117         {
1118                 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1119                 Cbuf_Execute();
1120         }
1121
1122         // check for special demo mode
1123 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1124         i = COM_CheckParm("-demo");
1125         if (i && i + 1 < com_argc)
1126         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1127         {
1128                 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1129                 Cbuf_Execute();
1130         }
1131
1132 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1133         i = COM_CheckParm("-capturedemo");
1134         if (i && i + 1 < com_argc)
1135         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1136         {
1137                 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1138                 Cbuf_Execute();
1139         }
1140
1141         if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1142         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1143         {
1144                 Cbuf_AddText("startmap_dm\n");
1145                 Cbuf_Execute();
1146         }
1147
1148         if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1149         {
1150                 Cbuf_AddText("togglemenu\n");
1151                 Cbuf_Execute();
1152         }
1153
1154         Con_DPrint("========Initialized=========\n");
1155
1156         //Host_StartVideo();
1157 }
1158
1159
1160 /*
1161 ===============
1162 Host_Shutdown
1163
1164 FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
1165 to run quit through here before the final handoff to the sys code.
1166 ===============
1167 */
1168 void Host_Shutdown(void)
1169 {
1170         static qboolean isdown = false;
1171
1172         if (isdown)
1173         {
1174                 Con_Print("recursive shutdown\n");
1175                 return;
1176         }
1177         if (setjmp(host_abortframe))
1178         {
1179                 Con_Print("aborted the quitting frame?!?\n");
1180                 return;
1181         }
1182         isdown = true;
1183
1184         // be quiet while shutting down
1185         S_StopAllSounds();
1186
1187         // disconnect client from server if active
1188         CL_Disconnect();
1189
1190         // shut down local server if active
1191         Host_ShutdownServer ();
1192
1193         // Shutdown menu
1194         if(MR_Shutdown)
1195                 MR_Shutdown();
1196
1197         // AK shutdown PRVM
1198         // AK hmm, no PRVM_Shutdown(); yet
1199
1200         CL_Gecko_Shutdown();
1201         CL_Video_Shutdown();
1202
1203         Host_SaveConfig();
1204
1205         CDAudio_Shutdown ();
1206         S_Terminate ();
1207         Curl_Shutdown ();
1208         NetConn_Shutdown ();
1209         //PR_Shutdown ();
1210
1211         if (cls.state != ca_dedicated)
1212         {
1213                 R_Modules_Shutdown();
1214                 VID_Shutdown();
1215         }
1216
1217         Cmd_Shutdown();
1218         Key_Shutdown();
1219         CL_Shutdown();
1220         Sys_Shutdown();
1221         Log_Close();
1222         FS_Shutdown();
1223         Memory_Shutdown();
1224 }
1225