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
34 A server can always be started, even if the system started out as a client
37 A client can NOT be started if the system started as a dedicated server.
39 Memory is cleared / released when a server or client begins, not when they end.
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;
49 // the real time since application started, without any slowmo or clamping
53 client_t *host_client;
55 jmp_buf host_abortframe;
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"};
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"};
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"};
73 Host_AbortCurrentFrame
75 aborts the current host frame and goes on with the next one
78 void Host_AbortCurrentFrame(void)
80 longjmp (host_abortframe, 1);
87 This shuts down both the client and server
90 void Host_Error (const char *error, ...)
92 static char hosterrorstring1[MAX_INPUTLINE];
93 static char hosterrorstring2[MAX_INPUTLINE];
94 static qboolean hosterror = false;
97 // turn off rcon redirect if it was active when the crash occurred
98 rcon_redirect = false;
100 va_start (argptr,error);
101 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
104 Con_Printf("Host_Error: %s\n", hosterrorstring1);
106 // LordHavoc: if crashing very early, or currently shutting down, do
108 if (host_framecount < 3 || host_shuttingdown)
109 Sys_Error ("Host_Error: %s", hosterrorstring1);
112 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
115 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
117 CL_Parse_DumpPacket();
119 CL_Parse_ErrorCleanUp();
123 // print out where the crash happened, if it was caused by QC (and do a cleanup)
127 Host_ShutdownServer ();
129 if (cls.state == ca_dedicated)
130 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
137 Host_AbortCurrentFrame();
140 void Host_ServerOptions (void)
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)
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);
163 else if (cl_available)
165 // client exists and not dedicated, check if -listen is specified
166 cls.state = ca_disconnected;
167 i = COM_CheckParm ("-listen");
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]);
176 // default players in some games, singleplayer in most
177 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
182 svs.maxclients = bound(1, svs.maxclients, MAX_SCOREBOARD);
184 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
186 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
187 Cvar_SetValueQuick(&deathmatch, 1);
191 =======================
193 ======================
195 void Host_SaveConfig_f(void);
196 void Host_LoadConfig_f(void);
197 static void Host_InitLocal (void)
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");
202 Cvar_RegisterVariable (&host_framerate);
203 Cvar_RegisterVariable (&host_speeds);
204 Cvar_RegisterVariable (&cl_maxfps);
205 Cvar_RegisterVariable (&cl_maxidlefps);
207 Cvar_RegisterVariable (&developer);
208 Cvar_RegisterVariable (&developer_entityparsing);
210 Cvar_RegisterVariable (×tamps);
211 Cvar_RegisterVariable (&timeformat);
219 Writes key bindings and archived cvars to config.cfg
222 void Host_SaveConfig_f(void)
226 // dedicated servers initialize the host but don't parse and set the
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"))
231 f = FS_Open ("config.cfg", "wb", false, false);
234 Con_Print("Couldn't write config.cfg.\n");
238 Key_WriteBindings (f);
239 Cvar_WriteVariables (f);
250 Resets key bindings and cvars to defaults and then reloads scripts
253 void Host_LoadConfig_f(void)
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");
265 Sends text across to be displayed
266 FIXME: make this just a stuffed echo?
269 void SV_ClientPrint(const char *msg)
271 if (host_client->netconnection)
273 MSG_WriteByte(&host_client->netconnection->message, svc_print);
274 MSG_WriteString(&host_client->netconnection->message, msg);
282 Sends text across to be displayed
283 FIXME: make this just a stuffed echo?
286 void SV_ClientPrintf(const char *fmt, ...)
289 char msg[MAX_INPUTLINE];
291 va_start(argptr,fmt);
292 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
302 Sends text to all active clients
305 void SV_BroadcastPrint(const char *msg)
310 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
312 if (client->active && client->netconnection)
314 MSG_WriteByte(&client->netconnection->message, svc_print);
315 MSG_WriteString(&client->netconnection->message, msg);
319 if (sv_echobprint.integer && cls.state == ca_dedicated)
327 Sends text to all active clients
330 void SV_BroadcastPrintf(const char *fmt, ...)
333 char msg[MAX_INPUTLINE];
335 va_start(argptr,fmt);
336 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
339 SV_BroadcastPrint(msg);
346 Send text over to the client to be executed
349 void Host_ClientCommands(const char *fmt, ...)
352 char string[MAX_INPUTLINE];
354 if (!host_client->netconnection)
357 va_start(argptr,fmt);
358 dpvsnprintf(string, sizeof(string), fmt, argptr);
361 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
362 MSG_WriteString(&host_client->netconnection->message, string);
366 =====================
369 Called when the player is getting totally kicked off the host
370 if (crash = true), don't bother sending signofs
371 =====================
373 void SV_DropClient(qboolean crash)
376 Con_Printf("Client \"%s\" dropped\n", host_client->name);
378 SV_StopDemoRecording(host_client);
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);
383 if (host_client->netconnection)
385 // free the client (the body stays around)
388 // LordHavoc: no opportunity for resending, so use unreliable 3 times
389 unsigned char bufdata[8];
391 memset(&buf, 0, sizeof(buf));
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);
399 // break the net connection
400 NetConn_Close(host_client->netconnection);
401 host_client->netconnection = NULL;
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)
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;
418 // if a download is active, close it
419 if (host_client->download_file)
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;
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);
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);
456 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
457 PRVM_ED_ClearEdict(host_client->edict);
460 // clear the client struct (this sets active to false)
461 memset(host_client, 0, sizeof(*host_client));
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);
469 for (i = 0;i < svs.maxclients;i++)
470 if (svs.clients[i].active && !svs.clients[i].spawned)
472 if (i == svs.maxclients)
474 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
475 sv.paused = sv.loadgame = false; // we're basically done with loading now
484 This only happens at the end of a game, not between levels
487 void Host_ShutdownServer(void)
491 Con_DPrintf("Host_ShutdownServer\n");
496 NetConn_Heartbeat(2);
497 NetConn_Heartbeat(2);
499 // make sure all the clients know we're disconnecting
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
506 NetConn_CloseServerPorts();
512 memset(&sv, 0, sizeof(sv));
513 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
517 //============================================================================
521 Host_GetConsoleCommands
523 Add them exactly as if they had been typed at the console
526 void Host_GetConsoleCommands (void)
532 cmd = Sys_ConsoleInput ();
543 Returns a time report string, for example for
546 const char *Host_TimingReport()
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);
555 Runs all active servers
558 static void Host_Init(void);
564 double cl_timer, sv_timer;
565 double clframetime, deltarealtime, oldrealtime;
567 int pass1, pass2, pass3, i;
574 realtime = Sys_DoubleTime();
577 if (setjmp(host_abortframe))
578 continue; // something bad happened, or the server disconnected
580 oldrealtime = realtime;
581 realtime = Sys_DoubleTime();
583 deltarealtime = realtime - oldrealtime;
584 cl_timer += deltarealtime;
585 sv_timer += deltarealtime;
587 svs.perf_acc_realtime += deltarealtime;
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)
594 if(i == svs.maxclients)
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;
600 else if(svs.perf_acc_realtime > 5)
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)
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);
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;
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);
620 // keep the random time dependent, but not when playing demos/benchmarking
621 if(!*sv_random_seed.string && !cls.demoplayback)
624 cl.islocalgame = NetConn_IsLocalGame();
626 // get new key events
629 NetConn_UpdateSockets();
631 Log_DestBuffer_Flush();
633 // receive packets on each main loop iteration, as the main loop may
634 // be undersleeping due to select() detecting a new packet
636 NetConn_ServerFrame();
640 // check for commands typed to the host
641 Host_GetConsoleCommands();
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)
648 // process console commands
652 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
654 // if the accumulators haven't become positive yet, wait a while
655 if (cls.state == ca_dedicated)
656 wait = sv_timer * -1000000.0;
658 wait = cl_timer * -1000000.0;
660 wait = max(cl_timer, sv_timer) * -1000000.0;
664 if (!cls.timedemo && wait > 0)
666 double time0 = Sys_DoubleTime();
667 if (sv_checkforpacketsduringsleep.integer)
670 NetConn_SleepMicroseconds((int)wait);
675 Sys_Sleep((int)wait / 1000);
677 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
681 //-------------------
685 //-------------------
687 // limit the frametime steps to no more than 100ms each
692 svs.perf_acc_lost += (sv_timer - 0.1);
696 if (sv.active && sv_timer > 0)
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;
706 // run the world state
707 // don't allow simulation to run too fast or too slow or logic glitches can occur
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)
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);
717 aborttime = realtime + 0.1;
721 advancetime = sys_ticrate.value;
722 // listen servers can run multiple server frames per client frame
723 if (cls.state == ca_connected)
726 aborttime = realtime + 0.1;
729 advancetime = min(advancetime, 0.1);
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;
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)))
749 // setup the VM frame
752 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
754 sv_timer -= advancetime;
756 // move things around and think unless paused
760 // if this server frame took too long, break out of the loop
761 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
765 // send all messages to the clients
766 SV_SendClientMessages();
768 // end the server VM frame
771 // send an heartbeat if enough time has passed since the last one
772 NetConn_Heartbeat(0);
775 //-------------------
779 //-------------------
781 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
783 // decide the simulation time
784 if (cls.capturevideo.active)
786 if (cls.capturevideo.realtime)
787 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
790 clframetime = 1.0 / cls.capturevideo.framerate;
791 cl.realframetime = max(cl_timer, clframetime);
794 else if (vid_activewindow)
795 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxfps.value));
797 clframetime = cl.realframetime = max(cl_timer, 1.0 / max(5.0f, cl_maxidlefps.value));
799 // apply slowmo scaling
800 clframetime *= cl.movevars_timescale;
801 // scale playback speed of demos by slowmo cvar
802 if (cls.demoplayback)
804 clframetime *= slowmo.value;
805 // if demo playback is paused, don't advance time at all
810 // host_framerate overrides all else
811 if (host_framerate.value)
812 clframetime = host_framerate.value;
815 clframetime = cl.realframetime = cl_timer;
817 // deduct the frame time from the accumulator
818 cl_timer -= cl.realframetime;
820 cl.oldtime = cl.time;
821 cl.time += clframetime;
823 // Collect input into cmd
826 // check for new packets
827 NetConn_ClientFrame();
829 // read a new frame from a demo if needed
830 CL_ReadDemoMessage();
832 // now that packets have been read, send input to server
835 // update client world (interpolate entities, create trails, etc)
839 if (host_speeds.integer)
840 time1 = Sys_DoubleTime();
848 if (host_speeds.integer)
849 time2 = Sys_DoubleTime();
852 if(cl.csqc_usecsqclistener)
854 S_Update(&cl.csqc_listenermatrix);
855 cl.csqc_usecsqclistener = false;
858 S_Update(&r_view.matrix);
862 if (host_speeds.integer)
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);
873 // if there is some time remaining from this frame, reset the timers
878 svs.perf_acc_lost += sv_timer;
886 //============================================================================
888 qboolean vid_opened = false;
889 void Host_StartVideo(void)
891 if (!vid_opened && cls.state != ca_dedicated)
899 char engineversion[128];
901 qboolean sys_nostdout = false;
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;
917 static void Host_Init (void)
922 if (COM_CheckParm("-profilegameonly"))
923 Sys_AllowProfiling(false);
925 // LordHavoc: quake never seeded the random number generator before... heh
926 if (COM_CheckParm("-benchmark"))
927 srand(0); // predictable random sequence for -benchmark
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"))
935 developer.value = developer.integer = 100;
936 developer.string = "100";
939 if (COM_CheckParm("-developer2"))
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";
949 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
950 if (COM_CheckParm("-nostdout"))
953 // used by everything
956 // initialize console command/cvar/alias/command execution systems
959 // initialize memory subsystem cvars/commands
960 Memory_Init_Commands();
962 // initialize console and logging and its cvars/commands
965 // initialize various cvars that could not be initialized earlier
966 Curl_Init_Commands();
972 // initialize console window (only used by sys_win.c)
975 // detect gamemode from commandline options or executable name
978 // construct a version string for the corner of the console
979 #if defined(__linux__)
983 #elif defined(__FreeBSD__)
985 #elif defined(__NetBSD__)
987 #elif defined(__OpenBSD__)
989 #elif defined(MACOSX)
991 #elif defined(__MORPHOS__)
996 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
997 Con_Printf("%s\n", engineversion);
999 // initialize ixtable
1002 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1013 Host_InitCommands();
1015 Host_ServerOptions();
1017 if (cls.state != ca_dedicated)
1019 Con_Printf("Initializing client\n");
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");
1043 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1046 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1047 if (!host_stuffcmdsrun)
1049 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1053 // put up the loading image so the user doesn't stare at a black screen...
1054 SCR_BeginLoadingPlaque();
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
1059 // here comes the not so critical stuff
1060 if (setjmp(host_abortframe)) {
1064 if (cls.state != ca_dedicated)
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)
1075 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
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)
1085 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
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)
1094 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1098 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1099 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1101 Cbuf_AddText("startmap_dm\n");
1105 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1107 if (gamemode == GAME_NEXUIZ)
1108 Cbuf_AddText("togglemenu\nplayvideo logo\ncd loop 1\n");
1110 Cbuf_AddText("togglemenu\n");
1114 Con_DPrint("========Initialized=========\n");
1116 //Host_StartVideo();
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.
1128 void Host_Shutdown(void)
1130 static qboolean isdown = false;
1134 Con_Print("recursive shutdown\n");
1137 if (setjmp(host_abortframe))
1139 Con_Print("aborted the quitting frame?!?\n");
1144 // be quiet while shutting down
1147 // disconnect client from server if active
1150 // shut down local server if active
1151 Host_ShutdownServer ();
1158 // AK hmm, no PRVM_Shutdown(); yet
1160 CL_Video_Shutdown();
1162 Host_SaveConfig_f();
1164 CDAudio_Shutdown ();
1167 NetConn_Shutdown ();
1170 if (cls.state != ca_dedicated)
1172 R_Modules_Shutdown();