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 char hosterrorstring[4096];
136 void Host_Error (const char *error, ...)
139 static qboolean inerror = false;
141 // LordHavoc: if first frame has not been shown, or currently shutting
142 // down, do Sys_Error instead
143 if (!host_loopactive || host_shuttingdown)
146 va_start (argptr,error);
147 vsprintf (string,error,argptr);
149 Sys_Error ("%s", string);
155 va_start (argptr,error);
156 vsprintf (string,error,argptr);
158 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring, string);
162 va_start (argptr,error);
163 vsprintf (hosterrorstring,error,argptr);
165 Con_Printf ("Host_Error: %s\n",hosterrorstring);
170 Host_ShutdownServer (false);
172 if (cls.state == ca_dedicated)
173 Sys_Error ("Host_Error: %s\n",hosterrorstring); // dedicated servers exit
180 longjmp (host_abortserver, 1);
183 void Host_ServerOptions (void)
189 // client exists, check what mode the user wants
190 i = COM_CheckParm ("-dedicated");
193 cls.state = ca_dedicated;
195 if (i != (com_argc - 1))
196 numplayers = atoi (com_argv[i+1]);
197 if (COM_CheckParm ("-listen"))
198 Sys_Error ("Only one of -dedicated or -listen can be specified");
203 cls.state = ca_disconnected;
204 i = COM_CheckParm ("-listen");
208 if (i != (com_argc - 1))
209 numplayers = atoi (com_argv[i+1]);
215 // no client in the executable, start dedicated server
216 if (COM_CheckParm ("-listen"))
217 Sys_Error ("-listen not available in a dedicated server executable");
219 cls.state = ca_dedicated;
220 // check for -dedicated specifying how many players
221 i = COM_CheckParm ("-dedicated");
222 if (i && i != (com_argc - 1))
223 numplayers = atoi (com_argv[i+1]);
228 if (numplayers > MAX_SCOREBOARD)
229 numplayers = MAX_SCOREBOARD;
231 // Transfusion doesn't support single player games
232 if (gamemode == GAME_TRANSFUSION && numplayers < 4)
236 Cvar_SetValueQuick (&deathmatch, 1);
238 Cvar_SetValueQuick (&deathmatch, 0);
241 SV_SetMaxClients(numplayers);
244 static mempool_t *clients_mempool;
245 void SV_SetMaxClients(int n)
249 n = bound(1, n, MAX_SCOREBOARD);
250 if (svs.maxclients == n)
253 if (!clients_mempool)
254 clients_mempool = Mem_AllocPool("clients");
256 Mem_Free(svs.clients);
257 svs.clients = Mem_Alloc(clients_mempool, svs.maxclients*sizeof(client_t));
262 =======================
264 ======================
266 void Host_InitLocal (void)
268 Host_InitCommands ();
270 Cvar_RegisterVariable (&host_framerate);
271 Cvar_RegisterVariable (&host_speeds);
272 Cvar_RegisterVariable (&slowmo);
273 Cvar_RegisterVariable (&host_minfps);
274 Cvar_RegisterVariable (&host_maxfps);
276 Cvar_RegisterVariable (&sv_echobprint);
278 Cvar_RegisterVariable (&sys_ticrate);
279 Cvar_RegisterVariable (&serverprofile);
281 Cvar_RegisterVariable (&fraglimit);
282 Cvar_RegisterVariable (&timelimit);
283 Cvar_RegisterVariable (&teamplay);
284 Cvar_RegisterVariable (&samelevel);
285 Cvar_RegisterVariable (&noexit);
286 Cvar_RegisterVariable (&skill);
287 Cvar_RegisterVariable (&developer);
288 if (forcedeveloper) // make it real now that the cvar is registered
289 Cvar_SetValue("developer", 1);
290 Cvar_RegisterVariable (&deathmatch);
291 Cvar_RegisterVariable (&coop);
293 Cvar_RegisterVariable (&pausable);
295 Cvar_RegisterVariable (&temp1);
297 Cvar_RegisterVariable (×tamps);
298 Cvar_RegisterVariable (&timeformat);
300 Host_ServerOptions ();
306 Host_WriteConfiguration
308 Writes key bindings and archived cvars to config.cfg
311 void Host_WriteConfiguration (void)
315 // dedicated servers initialize the host but don't parse and set the
317 if (host_initialized && cls.state != ca_dedicated)
319 f = Qopen (va("%s/config.cfg",com_gamedir), "w");
322 Con_Printf ("Couldn't write config.cfg.\n");
326 Key_WriteBindings (f);
327 Cvar_WriteVariables (f);
338 Sends text across to be displayed
339 FIXME: make this just a stuffed echo?
342 void SV_ClientPrintf (const char *fmt, ...)
347 va_start (argptr,fmt);
348 vsprintf (string, fmt,argptr);
351 MSG_WriteByte (&host_client->message, svc_print);
352 MSG_WriteString (&host_client->message, string);
359 Sends text to all active clients
362 void SV_BroadcastPrintf (const char *fmt, ...)
368 va_start (argptr,fmt);
369 vsprintf (string, fmt,argptr);
372 for (i=0 ; i<svs.maxclients ; i++)
373 if (svs.clients[i].active && svs.clients[i].spawned)
375 MSG_WriteByte (&svs.clients[i].message, svc_print);
376 MSG_WriteString (&svs.clients[i].message, string);
379 if (sv_echobprint.integer && cls.state == ca_dedicated)
380 Sys_Printf ("%s", string);
387 Send text over to the client to be executed
390 void Host_ClientCommands (const char *fmt, ...)
395 va_start (argptr,fmt);
396 vsprintf (string, fmt,argptr);
399 MSG_WriteByte (&host_client->message, svc_stufftext);
400 MSG_WriteString (&host_client->message, string);
404 =====================
407 Called when the player is getting totally kicked off the host
408 if (crash = true), don't bother sending signofs
409 =====================
411 void SV_DropClient (qboolean crash)
419 // send any final messages (don't check for errors)
420 if (NET_CanSendMessage (host_client->netconnection))
422 MSG_WriteByte (&host_client->message, svc_disconnect);
423 NET_SendMessage (host_client->netconnection, &host_client->message);
426 if (sv.active && host_client->edict && host_client->spawned) // LordHavoc: don't call QC if server is dead (avoids recursive Host_Error in some mods when they run out of edicts)
428 // call the prog function for removing a client
429 // this will set the body to a dead frame, among other things
430 saveSelf = pr_global_struct->self;
431 pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
432 PR_ExecuteProgram (pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
433 pr_global_struct->self = saveSelf;
436 Sys_Printf ("Client %s removed\n",host_client->name);
439 // break the net connection
440 NET_Close (host_client->netconnection);
441 host_client->netconnection = NULL;
443 // free the client (the body stays around)
444 host_client->active = false;
445 host_client->name[0] = 0;
446 host_client->old_frags = -999999;
447 net_activeconnections--;
449 // send notification to all clients
450 for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
454 MSG_WriteByte (&client->message, svc_updatename);
455 MSG_WriteByte (&client->message, host_client - svs.clients);
456 MSG_WriteString (&client->message, "");
457 MSG_WriteByte (&client->message, svc_updatefrags);
458 MSG_WriteByte (&client->message, host_client - svs.clients);
459 MSG_WriteShort (&client->message, 0);
460 MSG_WriteByte (&client->message, svc_updatecolors);
461 MSG_WriteByte (&client->message, host_client - svs.clients);
462 MSG_WriteByte (&client->message, 0);
472 This only happens at the end of a game, not between levels
475 void Host_ShutdownServer(qboolean crash)
485 // print out where the crash happened, if it was caused by QC
490 // stop all client sounds immediately
496 // flush any pending messages - like the score!!!
497 start = Sys_DoubleTime();
501 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
503 if (host_client->active && host_client->message.cursize)
505 if (NET_CanSendMessage (host_client->netconnection))
507 NET_SendMessage(host_client->netconnection, &host_client->message);
508 SZ_Clear (&host_client->message);
512 NET_GetMessage(host_client->netconnection);
517 if ((Sys_DoubleTime() - start) > 3.0)
522 // make sure all the clients know we're disconnecting
526 MSG_WriteByte(&buf, svc_disconnect);
527 count = NET_SendToAll(&buf, 5);
529 Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
531 for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
532 if (host_client->active)
533 SV_DropClient(crash);
538 memset (&sv, 0, sizeof(sv));
539 memset (svs.clients, 0, svs.maxclients * sizeof(client_t));
547 This clears all the memory used by both the client and server, but does
548 not reinitialize anything.
551 void Host_ClearMemory (void)
553 Con_DPrintf ("Clearing memory\n");
557 memset (&sv, 0, sizeof(sv));
558 memset (&cl, 0, sizeof(cl));
562 //============================================================================
568 Returns false if the time is too short to run a frame
571 extern cvar_t cl_avidemo;
572 qboolean Host_FilterTime (double time)
577 if (slowmo.value < 0.0f)
578 Cvar_SetValue("slowmo", 0.0f);
579 if (host_minfps.value < 10.0f)
580 Cvar_SetValue("host_minfps", 10.0f);
581 if (host_maxfps.value < host_minfps.value)
582 Cvar_SetValue("host_maxfps", host_minfps.value);
583 if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
584 Cvar_SetValue("cl_avidemo", 0.0f);
586 // check if framerate is too high
587 if (cl_avidemo.value >= 0.1f)
589 timecap = 1.0 / (double)cl_avidemo.value;
590 if ((realtime - oldrealtime) < timecap)
593 else if (!cls.timedemo)
595 // default to sys_ticrate (server framerate - presumably low) unless we're the active window and either connected to a server or playing a video
596 timecap = sys_ticrate.value;
597 if (vid_activewindow && (cls.state == ca_connected || cl_videoplaying))
598 timecap = 1.0 / host_maxfps.value;
600 if ((realtime - oldrealtime) < timecap)
604 // LordHavoc: copy into host_realframetime as well
605 host_realframetime = host_frametime = realtime - oldrealtime;
606 oldrealtime = realtime;
610 // disable time effects
611 cl.frametime = host_frametime;
615 if (host_framerate.value > 0)
616 host_frametime = host_framerate.value;
617 else if (cl_avidemo.value >= 0.1f)
618 host_frametime = (1.0 / cl_avidemo.value);
621 // don't allow really short frames
622 if (host_frametime > (1.0 / host_minfps.value))
623 host_frametime = (1.0 / host_minfps.value);
626 cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
634 Host_GetConsoleCommands
636 Add them exactly as if they had been typed at the console
639 void Host_GetConsoleCommands (void)
645 cmd = Sys_ConsoleInput ();
659 void Host_ServerFrame (void)
661 static double frametimetotal = 0, lastservertime = 0;
662 frametimetotal += host_frametime;
663 // LordHavoc: cap server at sys_ticrate in listen games
664 if (cls.state != ca_dedicated && svs.maxclients > 1 && ((realtime - lastservertime) < sys_ticrate.value))
666 // run the world state
667 if (!sv.paused && (svs.maxclients > 1 || (key_dest == key_game && !key_consoleactive)))
668 sv.frametime = pr_global_struct->frametime = frametimetotal;
672 lastservertime = realtime;
674 // set the time and clear the general datagram
677 // check for new clients
678 SV_CheckForNewClients ();
680 // read client messages
683 // move things around and think
684 // always pause in single player if in console or menus
688 // send all messages to the clients
689 SV_SendClientMessages ();
691 // send an heartbeat if enough time has passed since the last one
700 Runs all active servers
703 void _Host_Frame (float time)
705 static double time1 = 0;
706 static double time2 = 0;
707 static double time3 = 0;
708 int pass1, pass2, pass3;
710 if (setjmp (host_abortserver) )
711 return; // something bad happened, or the server disconnected
713 // keep the random time dependent
716 // decide the simulation time
717 if (!Host_FilterTime (time))
719 // if time was rejected, don't totally hog the CPU
724 // get new key events
725 Sys_SendKeyEvents ();
727 // allow mice or other external controllers to add commands
730 // process console commands
733 // LordHavoc: map and load are delayed until video is initialized
734 Host_PerformSpawnServerAndLoadGame();
738 // if running the server locally, make intentions now
742 //-------------------
746 //-------------------
748 // check for commands typed to the host
749 Host_GetConsoleCommands ();
754 //-------------------
758 //-------------------
760 // if running the server remotely, send intentions now after
761 // the incoming messages have been read
765 // fetch results from server
766 if (cls.state == ca_connected)
767 CL_ReadFromServer ();
774 if (host_speeds.integer)
775 time1 = Sys_DoubleTime ();
779 if (host_speeds.integer)
780 time2 = Sys_DoubleTime ();
783 if (cls.signon == SIGNONS)
785 // LordHavoc: this used to use renderer variables (eww)
786 vec3_t forward, right, up;
787 AngleVectors(cl.viewangles, forward, right, up);
788 S_Update (cl_entities[cl.viewentity].render.origin, forward, right, up);
791 S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
795 if (host_speeds.integer)
797 pass1 = (time1 - time3)*1000000;
798 time3 = Sys_DoubleTime ();
799 pass2 = (time2 - time1)*1000000;
800 pass3 = (time3 - time2)*1000000;
801 Con_Printf ("%6ius total %6ius server %6ius gfx %6ius snd\n",
802 pass1+pass2+pass3, pass1, pass2, pass3);
806 host_loopactive = true;
809 void Host_Frame (float time)
812 static double timetotal;
813 static int timecount;
816 if (!serverprofile.integer)
822 time1 = Sys_DoubleTime ();
824 time2 = Sys_DoubleTime ();
826 timetotal += time2 - time1;
829 if (timecount < 1000)
832 m = timetotal*1000/timecount;
836 for (i=0 ; i<svs.maxclients ; i++)
838 if (svs.clients[i].active)
842 Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
845 //============================================================================
847 void Render_Init(void);
848 void QuakeIO_Init(void);
855 void Host_Init (void)
857 // LordHavoc: quake never seeded the random number generator before... heh
860 // FIXME: this is evil, but possibly temporary
861 if (COM_CheckParm("-developer"))
863 forcedeveloper = true;
864 developer.integer = 1;
869 Memory_Init_Commands();
876 W_LoadWadFile ("gfx.wad");
886 Con_Printf ("Builddate: %s\n", buildstring);
888 if (cls.state != ca_dedicated)
901 Cbuf_InsertText ("exec quake.rc\n");
907 host_initialized = true;
909 Con_Printf ("========Quake Initialized=========\n");
911 if (cls.state != ca_dedicated)
920 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
921 to run quit through here before the final handoff to the sys code.
924 void Host_Shutdown(void)
926 static qboolean isdown = false;
930 printf ("recursive shutdown\n");
935 Host_WriteConfiguration ();
941 if (cls.state != ca_dedicated)
943 R_Modules_Shutdown();