2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // host.c -- coordinates spawning and killing of local servers
28 A server can always be started, even if the system started out as a client
31 A client can NOT be started if the system started as a dedicated server.
33 Memory is cleared / released when a server or client begins, not when they end.
37 // true if into command execution
38 qboolean host_initialized;
39 // LordHavoc: used to turn Host_Error into Sys_Error if starting up or shutting down
40 qboolean host_loopactive = false;
41 // LordHavoc: set when quit is executed
42 qboolean host_shuttingdown = false;
44 double host_frametime;
45 // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
46 double host_realframetime;
47 // the real time, without any slowmo or clamping
49 // realtime from previous frame
51 // how many frames have occurred
54 // used for -developer commandline parameter, hacky hacky
58 client_t *host_client;
60 jmp_buf host_abortserver;
62 // pretend frames take this amount of time (in seconds), 0 = realtime
63 cvar_t host_framerate = {0, "host_framerate","0"};
64 // shows time used by certain subsystems
65 cvar_t host_speeds = {0, "host_speeds","0"};
66 // LordHavoc: framerate independent slowmo
67 cvar_t slowmo = {0, "slowmo", "1.0"};
68 // LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
69 cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
70 // LordHavoc: framerate upper cap
71 cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
73 // print broadcast messages in dedicated mode
74 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
76 cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05"};
77 cvar_t serverprofile = {0, "serverprofile","0"};
79 cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0"};
80 cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0"};
81 cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0"};
83 cvar_t samelevel = {0, "samelevel","0"};
84 cvar_t noexit = {CVAR_NOTIFY, "noexit","0"};
86 cvar_t developer = {0, "developer","0"};
88 cvar_t skill = {0, "skill","1"};
89 cvar_t deathmatch = {0, "deathmatch","0"};
90 cvar_t coop = {0, "coop","0"};
92 cvar_t pausable = {0, "pausable","1"};
94 cvar_t temp1 = {0, "temp1","0"};
96 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0"};
97 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] "};
104 void Host_EndGame (const char *format, ...)
109 va_start (argptr,format);
110 vsprintf (string,format,argptr);
112 Con_DPrintf ("Host_EndGame: %s\n",string);
115 Host_ShutdownServer (false);
117 if (cls.state == ca_dedicated)
118 Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
120 if (cls.demonum != -1)
125 longjmp (host_abortserver, 1);
132 This shuts down both the client and server
135 void PRVM_ProcessError(void);
136 static char hosterrorstring1[4096];
137 static char hosterrorstring2[4096];
138 static qboolean hosterror = false;
139 void Host_Error (const char *error, ...)
143 va_start (argptr,error);
144 vsprintf (hosterrorstring1,error,argptr);
147 Con_Printf ("Host_Error: %s\n", hosterrorstring1);
149 // LordHavoc: if first frame has not been shown, or currently shutting
150 // down, do Sys_Error instead
151 if (!host_loopactive || host_shuttingdown)
152 Sys_Error ("Host_Error: %s", hosterrorstring1);
155 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
158 strcpy(hosterrorstring2, hosterrorstring1);
160 CL_Parse_DumpPacket();
164 //PRVM_Crash(); // crash current prog
166 // crash all prvm progs
172 Host_ShutdownServer (false);
174 if (cls.state == ca_dedicated)
175 Sys_Error ("Host_Error: %s\n",hosterrorstring2); // dedicated servers exit
182 longjmp (host_abortserver, 1);
185 mempool_t *sv_clients_mempool = NULL;
187 void Host_ServerOptions (void)
196 // client exists, check what mode the user wants
197 i = COM_CheckParm ("-dedicated");
200 cls.state = ca_dedicated;
201 // default players unless specified
202 if (i != (com_argc - 1))
203 numplayers = atoi (com_argv[i+1]);
204 if (COM_CheckParm ("-listen"))
205 Sys_Error ("Only one of -dedicated or -listen can be specified");
209 cls.state = ca_disconnected;
210 i = COM_CheckParm ("-listen");
213 // default players unless specified
214 if (i != (com_argc - 1))
215 numplayers = atoi (com_argv[i+1]);
219 // default players in some games, singleplayer in most
220 if (gamemode != GAME_TRANSFUSION && gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
227 // no client in the executable, always start dedicated server
228 if (COM_CheckParm ("-listen"))
229 Sys_Error ("-listen not available in a dedicated server executable");
230 cls.state = ca_dedicated;
231 // check for -dedicated specifying how many players
232 i = COM_CheckParm ("-dedicated");
233 // default players unless specified
234 if (i && i != (com_argc - 1))
235 numplayers = atoi (com_argv[i+1]);
241 numplayers = bound(1, numplayers, MAX_SCOREBOARD);
243 if (numplayers > 1 && !deathmatch.integer)
244 Cvar_SetValueQuick(&deathmatch, 1);
246 svs.maxclients = numplayers;
247 sv_clients_mempool = Mem_AllocPool("server clients");
248 svs.clients = Mem_Alloc(sv_clients_mempool, sizeof(client_t) * svs.maxclients);
252 =======================
254 ======================
256 void Host_SaveConfig_f(void);
257 void Host_InitLocal (void)
259 Host_InitCommands ();
261 Cmd_AddCommand("saveconfig", Host_SaveConfig_f);
263 Cvar_RegisterVariable (&host_framerate);
264 Cvar_RegisterVariable (&host_speeds);
265 Cvar_RegisterVariable (&slowmo);
266 Cvar_RegisterVariable (&host_minfps);
267 Cvar_RegisterVariable (&host_maxfps);
269 Cvar_RegisterVariable (&sv_echobprint);
271 Cvar_RegisterVariable (&sys_ticrate);
272 Cvar_RegisterVariable (&serverprofile);
274 Cvar_RegisterVariable (&fraglimit);
275 Cvar_RegisterVariable (&timelimit);
276 Cvar_RegisterVariable (&teamplay);
277 Cvar_RegisterVariable (&samelevel);
278 Cvar_RegisterVariable (&noexit);
279 Cvar_RegisterVariable (&skill);
280 Cvar_RegisterVariable (&developer);
281 if (forcedeveloper) // make it real now that the cvar is registered
282 Cvar_SetValue("developer", 1);
283 Cvar_RegisterVariable (&deathmatch);
284 Cvar_RegisterVariable (&coop);
286 Cvar_RegisterVariable (&pausable);
288 Cvar_RegisterVariable (&temp1);
290 Cvar_RegisterVariable (×tamps);
291 Cvar_RegisterVariable (&timeformat);
293 Host_ServerOptions ();
301 Writes key bindings and archived cvars to config.cfg
304 void Host_SaveConfig_f(void)
308 // dedicated servers initialize the host but don't parse and set the
310 if (host_initialized && cls.state != ca_dedicated)
312 f = FS_Open ("config.cfg", "w", false);
315 Con_Printf ("Couldn't write config.cfg.\n");
319 Key_WriteBindings (f);
320 Cvar_WriteVariables (f);
331 Sends text across to be displayed
332 FIXME: make this just a stuffed echo?
335 void SV_ClientPrintf(const char *fmt, ...)
340 va_start (argptr,fmt);
341 vsprintf (string, fmt,argptr);
344 MSG_WriteByte (&host_client->message, svc_print);
345 MSG_WriteString (&host_client->message, string);
352 Sends text to all active clients
355 void SV_BroadcastPrintf(const char *fmt, ...)
362 va_start(argptr,fmt);
363 vsnprintf(string, sizeof(string), fmt,argptr);
366 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
370 MSG_WriteByte(&client->message, svc_print);
371 MSG_WriteString(&client->message, string);
375 if (sv_echobprint.integer && cls.state == ca_dedicated)
376 Sys_Printf("%s", string);
383 Send text over to the client to be executed
386 void Host_ClientCommands(const char *fmt, ...)
391 va_start(argptr,fmt);
392 vsprintf(string, fmt,argptr);
395 MSG_WriteByte(&host_client->message, svc_stufftext);
396 MSG_WriteString(&host_client->message, string);
400 =====================
403 Called when the player is getting totally kicked off the host
404 if (crash = true), don't bother sending signofs
405 =====================
407 void SV_DropClient(qboolean crash)
413 Con_Printf("Client \"%s\" dropped\n", host_client->name);
415 // send any final messages (don't check for errors)
416 if (host_client->netconnection)
418 // free the client (the body stays around)
421 // LordHavoc: no opportunity for resending, so use unreliable
422 MSG_WriteByte(&host_client->message, svc_disconnect);
423 NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
426 // break the net connection
427 NetConn_Close(host_client->netconnection);
428 host_client->netconnection = NULL;
430 // LordHavoc: don't call QC if server is dead (avoids recursive
431 // Host_Error in some mods when they run out of edicts)
432 if (sv.active && host_client->edict && host_client->spawned)
434 // call the prog function for removing a client
435 // this will set the body to a dead frame, among other things
436 saveSelf = pr_global_struct->self;
437 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
438 PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
439 pr_global_struct->self = saveSelf;
443 // send notification to all clients
444 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
448 MSG_WriteByte(&client->message, svc_updatename);
449 MSG_WriteByte(&client->message, host_client->number);
450 MSG_WriteString(&client->message, "");
451 MSG_WriteByte(&client->message, svc_updatefrags);
452 MSG_WriteByte(&client->message, host_client->number);
453 MSG_WriteShort(&client->message, 0);
454 MSG_WriteByte(&client->message, svc_updatecolors);
455 MSG_WriteByte(&client->message, host_client->number);
456 MSG_WriteByte(&client->message, 0);
459 NetConn_Heartbeat(1);
461 // free the client now
462 if (host_client->entitydatabase4)
463 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
464 // clear the client struct (this sets active to false)
465 memset(host_client, 0, sizeof(*host_client));
472 This only happens at the end of a game, not between levels
475 void Host_ShutdownServer(qboolean crash)
484 // print out where the crash happened, if it was caused by QC
489 // stop all client sounds immediately
492 NetConn_Heartbeat(2);
493 NetConn_Heartbeat(2);
495 // make sure all the clients know we're disconnecting
499 MSG_WriteByte(&buf, svc_disconnect);
500 count = NetConn_SendToAll(&buf, 5);
502 Con_Printf("Host_ShutdownServer: NetConn_SendToAll failed for %u clients\n", count);
504 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
505 if (host_client->active)
506 SV_DropClient(crash); // server shutdown
508 NetConn_CloseServerPorts();
513 memset(&sv, 0, sizeof(sv));
514 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
522 This clears all the memory used by both the client and server, but does
523 not reinitialize anything.
526 void Host_ClearMemory (void)
528 Con_DPrintf ("Clearing memory\n");
532 memset (&sv, 0, sizeof(sv));
533 memset (&cl, 0, sizeof(cl));
537 //============================================================================
543 Returns false if the time is too short to run a frame
546 extern cvar_t cl_avidemo;
547 qboolean Host_FilterTime (double time)
549 double timecap, timeleft;
552 if (slowmo.value < 0.0f)
553 Cvar_SetValue("slowmo", 0.0f);
554 if (host_minfps.value < 10.0f)
555 Cvar_SetValue("host_minfps", 10.0f);
556 if (host_maxfps.value < host_minfps.value)
557 Cvar_SetValue("host_maxfps", host_minfps.value);
558 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
559 Cvar_SetValue("cl_avidemo", 0.0f);
561 // check if framerate is too high
564 // default to sys_ticrate (server framerate - presumably low) unless we
565 // have a good reason to run faster
566 timecap = sys_ticrate.value;
567 if (cls.state != ca_dedicated)
569 if (cl_avidemo.value >= 0.1f)
570 timecap = 1.0 / (double)cl_avidemo.value;
571 else if (vid_activewindow)
572 timecap = 1.0 / host_maxfps.value;
575 timeleft = oldrealtime + timecap - realtime;
578 // don't totally hog the CPU
579 if (timeleft >= 0.02)
580 Sys_Sleep(timeleft * 1000 - 5);
585 // LordHavoc: copy into host_realframetime as well
586 host_realframetime = host_frametime = realtime - oldrealtime;
587 oldrealtime = realtime;
591 // disable time effects
592 cl.frametime = host_frametime;
596 if (host_framerate.value > 0)
597 host_frametime = host_framerate.value;
598 else if (cl_avidemo.value >= 0.1f)
599 host_frametime = (1.0 / cl_avidemo.value);
602 // don't allow really short frames
603 if (host_frametime > (1.0 / host_minfps.value))
604 host_frametime = (1.0 / host_minfps.value);
607 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
615 Host_GetConsoleCommands
617 Add them exactly as if they had been typed at the console
620 void Host_GetConsoleCommands (void)
626 cmd = Sys_ConsoleInput ();
640 void Host_ServerFrame (void)
642 static double frametimetotal = 0, lastservertime = 0;
643 frametimetotal += host_frametime;
644 // LordHavoc: cap server at sys_ticrate in networked games
645 if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
648 NetConn_ServerFrame();
650 // run the world state
651 if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
652 sv.frametime = pr_global_struct->frametime = frametimetotal;
656 lastservertime = realtime;
658 // set the time and clear the general datagram
661 // read client messages
664 // move things around and think
665 // always pause in single player if in console or menus
669 // send all messages to the clients
670 SV_SendClientMessages();
672 // send an heartbeat if enough time has passed since the last one
673 NetConn_Heartbeat(0);
681 Runs all active servers
684 void _Host_Frame (float time)
686 static double time1 = 0;
687 static double time2 = 0;
688 static double time3 = 0;
689 int pass1, pass2, pass3;
690 usercmd_t cmd; // Used for receiving input
692 if (setjmp(host_abortserver))
693 return; // something bad happened, or the server disconnected
695 // keep the random time dependent
698 // decide the simulation time
699 if (!Host_FilterTime(time))
702 cl.islocalgame = NetConn_IsLocalGame();
704 // get new key events
707 // allow mice or other external controllers to add commands
710 // Collect input into cmd
711 IN_ProcessMove(&cmd);
713 // process console commands
716 // if running the server locally, make intentions now
717 if (cls.state == ca_connected && sv.active)
720 //-------------------
724 //-------------------
726 // check for commands typed to the host
727 Host_GetConsoleCommands();
732 //-------------------
736 //-------------------
738 cl.oldtime = cl.time;
739 cl.time += cl.frametime;
741 NetConn_ClientFrame();
743 if (cls.state == ca_connected)
745 // if running the server remotely, send intentions now after
746 // the incoming messages have been read
757 if (host_speeds.integer)
758 time1 = Sys_DoubleTime();
762 if (host_speeds.integer)
763 time2 = Sys_DoubleTime();
766 if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
768 // LordHavoc: this used to use renderer variables (eww)
769 vec3_t forward, left, up, origin;
770 Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, left, up, origin);
771 S_Update(origin, forward, left, up);
774 S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
778 if (host_speeds.integer)
780 pass1 = (time1 - time3)*1000000;
781 time3 = Sys_DoubleTime();
782 pass2 = (time2 - time1)*1000000;
783 pass3 = (time3 - time2)*1000000;
784 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
785 pass1+pass2+pass3, pass1, pass2, pass3);
789 host_loopactive = true;
793 void Host_Frame (float time)
796 static double timetotal;
797 static int timecount;
800 if (!serverprofile.integer)
806 time1 = Sys_DoubleTime ();
808 time2 = Sys_DoubleTime ();
810 timetotal += time2 - time1;
813 if (timecount < 1000)
816 m = timetotal*1000/timecount;
820 for (i=0 ; i<svs.maxclients ; i++)
822 if (svs.clients[i].active)
826 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
829 //============================================================================
831 void Render_Init(void);
838 void Host_Init (void)
840 // LordHavoc: quake never seeded the random number generator before... heh
843 // FIXME: this is evil, but possibly temporary
844 if (COM_CheckParm("-developer"))
846 forcedeveloper = true;
847 developer.integer = 1;
852 Memory_Init_Commands();
866 Con_Printf ("Builddate: %s\n", buildstring);
868 if (cls.state != ca_dedicated)
880 // only cvars are executed when host_initialized == false
881 Cbuf_InsertText("exec quake.rc\n");
884 host_initialized = true;
886 Con_DPrintf ("========Initialized=========\n");
888 if (cls.state != ca_dedicated)
891 SCR_BeginLoadingPlaque();
895 // stuff it again so the first host frame will execute it again, this time
897 Cbuf_InsertText("exec quake.rc\n");
906 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
907 to run quit through here before the final handoff to the sys code.
910 void Host_Shutdown(void)
912 static qboolean isdown = false;
916 Con_Printf ("recursive shutdown\n");
926 // AK hmm, no PRVM_Shutdown(); yet
934 if (cls.state != ca_dedicated)
936 R_Modules_Shutdown();