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
35 A server can always be started, even if the system started out as a client
38 A client can NOT be started if the system started as a dedicated server.
40 Memory is cleared / released when a server or client begins, not when they end.
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;
50 // the real time since application started, without any slowmo or clamping
54 client_t *host_client;
56 jmp_buf host_abortframe;
58 // pretend frames take this amount of time (in seconds), 0 = realtime
59 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"};
60 // shows time used by certain subsystems
61 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
62 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"};
63 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
64 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
65 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
66 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"};
67 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
68 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)"};
69 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"};
71 cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
72 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)"};
73 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
74 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
76 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
77 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
81 Host_AbortCurrentFrame
83 aborts the current host frame and goes on with the next one
86 void Host_AbortCurrentFrame(void)
88 longjmp (host_abortframe, 1);
95 This shuts down both the client and server
98 void Host_Error (const char *error, ...)
100 static char hosterrorstring1[MAX_INPUTLINE];
101 static char hosterrorstring2[MAX_INPUTLINE];
102 static qboolean hosterror = false;
105 // turn off rcon redirect if it was active when the crash occurred
106 // to prevent loops when it is a networking problem
107 Con_Rcon_Redirect_Abort();
109 va_start (argptr,error);
110 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
113 Con_Printf("Host_Error: %s\n", hosterrorstring1);
115 // LordHavoc: if crashing very early, or currently shutting down, do
117 if (host_framecount < 3 || host_shuttingdown)
118 Sys_Error ("Host_Error: %s", hosterrorstring1);
121 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
124 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
126 CL_Parse_DumpPacket();
128 CL_Parse_ErrorCleanUp();
132 // print out where the crash happened, if it was caused by QC (and do a cleanup)
136 Host_ShutdownServer ();
138 if (cls.state == ca_dedicated)
139 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
146 Host_AbortCurrentFrame();
149 void Host_ServerOptions (void)
156 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
157 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
158 // if no client is in the executable or -dedicated is specified on
159 // commandline, start a dedicated server
160 i = COM_CheckParm ("-dedicated");
161 if (i || !cl_available)
163 cls.state = ca_dedicated;
164 // check for -dedicated specifying how many players
165 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
166 svs.maxclients = atoi (com_argv[i+1]);
167 if (COM_CheckParm ("-listen"))
168 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
169 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
170 Cvar_SetValue("sv_public", 1);
172 else if (cl_available)
174 // client exists and not dedicated, check if -listen is specified
175 cls.state = ca_disconnected;
176 i = COM_CheckParm ("-listen");
179 // default players unless specified
180 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
181 svs.maxclients = atoi (com_argv[i+1]);
185 // default players in some games, singleplayer in most
186 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
191 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
193 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
195 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
196 Cvar_SetValueQuick(&deathmatch, 1);
200 =======================
202 ======================
204 void Host_SaveConfig_f(void);
205 void Host_LoadConfig_f(void);
206 extern cvar_t sv_writepicture_quality;
207 static void Host_InitLocal (void)
209 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
210 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
212 Cvar_RegisterVariable (&host_framerate);
213 Cvar_RegisterVariable (&host_speeds);
214 Cvar_RegisterVariable (&cl_minfps);
215 Cvar_RegisterVariable (&cl_minfps_fade);
216 Cvar_RegisterVariable (&cl_minfps_qualitymax);
217 Cvar_RegisterVariable (&cl_minfps_qualitymin);
218 Cvar_RegisterVariable (&cl_minfps_qualitypower);
219 Cvar_RegisterVariable (&cl_minfps_qualityscale);
220 Cvar_RegisterVariable (&cl_maxfps);
221 Cvar_RegisterVariable (&cl_maxidlefps);
223 Cvar_RegisterVariable (&developer);
224 Cvar_RegisterVariable (&developer_loadfile);
225 Cvar_RegisterVariable (&developer_loading);
226 Cvar_RegisterVariable (&developer_entityparsing);
228 Cvar_RegisterVariable (×tamps);
229 Cvar_RegisterVariable (&timeformat);
231 Cvar_RegisterVariable (&sv_writepicture_quality);
239 Writes key bindings and archived cvars to config.cfg
242 void Host_SaveConfig_to(const char *file)
246 // dedicated servers initialize the host but don't parse and set the
248 // LordHavoc: don't save a config if it crashed in startup
249 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
251 f = FS_OpenRealFile(file, "wb", false);
254 Con_Printf("Couldn't write %s.\n", file);
258 Key_WriteBindings (f);
259 Cvar_WriteVariables (f);
264 void Host_SaveConfig(void)
266 Host_SaveConfig_to("config.cfg");
268 void Host_SaveConfig_f(void)
270 const char *file = "config.cfg";
272 if(Cmd_Argc() >= 2) {
274 Con_Printf("Saving to %s\n", file);
277 Host_SaveConfig_to(file);
284 Resets key bindings and cvars to defaults and then reloads scripts
287 void Host_LoadConfig_f(void)
289 // unlock the cvar default strings so they can be updated by the new default.cfg
290 Cvar_UnlockDefaults();
291 // reset cvars to their defaults, and then exec startup scripts again
292 Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
299 Sends text across to be displayed
300 FIXME: make this just a stuffed echo?
303 void SV_ClientPrint(const char *msg)
305 if (host_client->netconnection)
307 MSG_WriteByte(&host_client->netconnection->message, svc_print);
308 MSG_WriteString(&host_client->netconnection->message, msg);
316 Sends text across to be displayed
317 FIXME: make this just a stuffed echo?
320 void SV_ClientPrintf(const char *fmt, ...)
323 char msg[MAX_INPUTLINE];
325 va_start(argptr,fmt);
326 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
336 Sends text to all active clients
339 void SV_BroadcastPrint(const char *msg)
344 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
346 if (client->active && client->netconnection)
348 MSG_WriteByte(&client->netconnection->message, svc_print);
349 MSG_WriteString(&client->netconnection->message, msg);
353 if (sv_echobprint.integer && cls.state == ca_dedicated)
361 Sends text to all active clients
364 void SV_BroadcastPrintf(const char *fmt, ...)
367 char msg[MAX_INPUTLINE];
369 va_start(argptr,fmt);
370 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
373 SV_BroadcastPrint(msg);
380 Send text over to the client to be executed
383 void Host_ClientCommands(const char *fmt, ...)
386 char string[MAX_INPUTLINE];
388 if (!host_client->netconnection)
391 va_start(argptr,fmt);
392 dpvsnprintf(string, sizeof(string), fmt, argptr);
395 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
396 MSG_WriteString(&host_client->netconnection->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)
410 Con_Printf("Client \"%s\" dropped\n", host_client->name);
412 SV_StopDemoRecording(host_client);
414 // make sure edict is not corrupt (from a level change for example)
415 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
417 if (host_client->netconnection)
419 // free the client (the body stays around)
422 // LordHavoc: no opportunity for resending, so use unreliable 3 times
423 unsigned char bufdata[8];
425 memset(&buf, 0, sizeof(buf));
427 buf.maxsize = sizeof(bufdata);
428 MSG_WriteByte(&buf, svc_disconnect);
429 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
430 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
431 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
433 // break the net connection
434 NetConn_Close(host_client->netconnection);
435 host_client->netconnection = NULL;
438 // call qc ClientDisconnect function
439 // LordHavoc: don't call QC if server is dead (avoids recursive
440 // Host_Error in some mods when they run out of edicts)
441 if (host_client->clientconnectcalled && sv.active && host_client->edict)
443 // call the prog function for removing a client
444 // this will set the body to a dead frame, among other things
445 int saveSelf = prog->globals.server->self;
446 host_client->clientconnectcalled = false;
447 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
448 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
449 prog->globals.server->self = saveSelf;
452 // if a download is active, close it
453 if (host_client->download_file)
455 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
456 FS_Close(host_client->download_file);
457 host_client->download_file = NULL;
458 host_client->download_name[0] = 0;
459 host_client->download_expectedposition = 0;
460 host_client->download_started = false;
463 // remove leaving player from scoreboard
464 host_client->name[0] = 0;
465 host_client->colors = 0;
466 host_client->frags = 0;
467 // send notification to all clients
468 // get number of client manually just to make sure we get it right...
469 i = host_client - svs.clients;
470 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
471 MSG_WriteByte (&sv.reliable_datagram, i);
472 MSG_WriteString (&sv.reliable_datagram, host_client->name);
473 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
474 MSG_WriteByte (&sv.reliable_datagram, i);
475 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
476 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
477 MSG_WriteByte (&sv.reliable_datagram, i);
478 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
480 // free the client now
481 if (host_client->entitydatabase)
482 EntityFrame_FreeDatabase(host_client->entitydatabase);
483 if (host_client->entitydatabase4)
484 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
485 if (host_client->entitydatabase5)
486 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
490 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
491 PRVM_ED_ClearEdict(host_client->edict);
494 // clear the client struct (this sets active to false)
495 memset(host_client, 0, sizeof(*host_client));
497 // update server listing on the master because player count changed
498 // (which the master uses for filtering empty/full servers)
499 NetConn_Heartbeat(1);
503 for (i = 0;i < svs.maxclients;i++)
504 if (svs.clients[i].active && !svs.clients[i].spawned)
506 if (i == svs.maxclients)
508 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
509 sv.paused = sv.loadgame = false; // we're basically done with loading now
518 This only happens at the end of a game, not between levels
521 void Host_ShutdownServer(void)
525 Con_DPrintf("Host_ShutdownServer\n");
530 NetConn_Heartbeat(2);
531 NetConn_Heartbeat(2);
533 // make sure all the clients know we're disconnecting
536 if(prog->funcoffsets.SV_Shutdown)
538 func_t s = prog->funcoffsets.SV_Shutdown;
539 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
540 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
542 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
543 if (host_client->active)
544 SV_DropClient(false); // server shutdown
547 NetConn_CloseServerPorts();
553 memset(&sv, 0, sizeof(sv));
554 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
558 //============================================================================
562 Host_GetConsoleCommands
564 Add them exactly as if they had been typed at the console
567 void Host_GetConsoleCommands (void)
573 cmd = Sys_ConsoleInput ();
584 Returns a time report string, for example for
587 const char *Host_TimingReport()
589 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);
596 Runs all active servers
599 static void Host_Init(void);
605 double cl_timer, sv_timer;
606 double clframetime, deltarealtime, oldrealtime;
608 int pass1, pass2, pass3, i;
615 realtime = Sys_DoubleTime();
618 if (setjmp(host_abortframe))
619 continue; // something bad happened, or the server disconnected
621 oldrealtime = realtime;
622 realtime = Sys_DoubleTime();
624 deltarealtime = realtime - oldrealtime;
625 cl_timer += deltarealtime;
626 sv_timer += deltarealtime;
628 svs.perf_acc_realtime += deltarealtime;
630 // Look for clients who have spawned
631 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
632 if(host_client->spawned)
633 if(host_client->netconnection)
635 if(i == svs.maxclients)
637 // Nobody is looking? Then we won't do timing...
638 // Instead, reset it to zero
639 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;
641 else if(svs.perf_acc_realtime > 5)
643 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
644 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
645 if(svs.perf_acc_offset_samples > 0)
647 svs.perf_offset_max = svs.perf_acc_offset_max;
648 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
649 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
651 if(svs.perf_lost > 0)
652 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
653 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;
656 if (slowmo.value < 0.00001 && slowmo.value != 0)
657 Cvar_SetValue("slowmo", 0);
658 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
659 Cvar_SetValue("host_framerate", 0);
661 // keep the random time dependent, but not when playing demos/benchmarking
662 if(!*sv_random_seed.string && !cls.demoplayback)
665 cl.islocalgame = NetConn_IsLocalGame();
667 // begin gathering mouse input
668 in_mouse_x = in_mouse_y = 0;
670 // get new key events
673 NetConn_UpdateSockets();
675 Log_DestBuffer_Flush();
677 // receive packets on each main loop iteration, as the main loop may
678 // be undersleeping due to select() detecting a new packet
680 NetConn_ServerFrame();
684 // check for commands typed to the host
685 Host_GetConsoleCommands();
687 // when a server is running we only execute console commands on server frames
688 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
689 // otherwise we execute them on client frames
690 if (sv.active ? sv_timer > 0 : cl_timer > 0)
692 // process console commands
696 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
698 // if the accumulators haven't become positive yet, wait a while
699 if (cls.state == ca_dedicated)
700 wait = sv_timer * -1000000.0;
702 wait = cl_timer * -1000000.0;
704 wait = max(cl_timer, sv_timer) * -1000000.0;
705 wait = bound(0, wait, 100000);
707 if (!cls.timedemo && wait >= 1)
709 double time0 = Sys_DoubleTime();
710 if (sv_checkforpacketsduringsleep.integer)
711 NetConn_SleepMicroseconds((int)wait);
713 Sys_Sleep((int)wait);
714 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
718 //-------------------
722 //-------------------
724 // limit the frametime steps to no more than 100ms each
729 svs.perf_acc_lost += (sv_timer - 0.1);
733 if (sv.active && sv_timer > 0)
735 // execute one or more server frames, with an upper limit on how much
736 // execution time to spend on server frames to avoid freezing the game if
737 // the server is overloaded, this execution time limit means the game will
738 // slow down if the server is taking too long.
739 int framecount, framelimit = 1;
740 double advancetime, aborttime = 0;
743 // run the world state
744 // don't allow simulation to run too fast or too slow or logic glitches can occur
746 // stop running server frames if the wall time reaches this value
747 if (sys_ticrate.value <= 0)
748 advancetime = sv_timer;
749 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
751 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
752 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
754 aborttime = realtime + 0.1;
758 advancetime = sys_ticrate.value;
759 // listen servers can run multiple server frames per client frame
760 if (cls.state == ca_connected)
763 aborttime = realtime + 0.1;
766 advancetime = min(advancetime, 0.1);
770 offset = sv_timer + (Sys_DoubleTime() - realtime);
771 ++svs.perf_acc_offset_samples;
772 svs.perf_acc_offset += offset;
773 svs.perf_acc_offset_squared += offset * offset;
774 if(svs.perf_acc_offset_max < offset)
775 svs.perf_acc_offset_max = offset;
778 // only advance time if not paused
779 // the game also pauses in singleplayer when menu or console is used
780 sv.frametime = advancetime * slowmo.value;
781 if (host_framerate.value)
782 sv.frametime = host_framerate.value;
783 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
786 // setup the VM frame
789 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
791 sv_timer -= advancetime;
793 // move things around and think unless paused
797 // if this server frame took too long, break out of the loop
798 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
802 // send all messages to the clients
803 SV_SendClientMessages();
805 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
806 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
807 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
810 // end the server VM frame
813 // send an heartbeat if enough time has passed since the last one
814 NetConn_Heartbeat(0);
817 //-------------------
821 //-------------------
823 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
825 // decide the simulation time
826 if (cls.capturevideo.active)
828 if (cls.capturevideo.realtime)
829 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
832 clframetime = 1.0 / cls.capturevideo.framerate;
833 cl.realframetime = max(cl_timer, clframetime);
836 else if (vid_activewindow && cl_maxfps.value >= 1)
837 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
838 else if (!vid_activewindow && cl_maxidlefps.value >= 1)
839 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
841 clframetime = cl.realframetime = cl_timer;
843 // apply slowmo scaling
844 clframetime *= cl.movevars_timescale;
845 // scale playback speed of demos by slowmo cvar
846 if (cls.demoplayback)
848 clframetime *= slowmo.value;
849 // if demo playback is paused, don't advance time at all
854 // host_framerate overrides all else
855 if (host_framerate.value)
856 clframetime = host_framerate.value;
859 clframetime = cl.realframetime = cl_timer;
861 // deduct the frame time from the accumulator
862 cl_timer -= cl.realframetime;
864 cl.oldtime = cl.time;
865 cl.time += clframetime;
867 // Collect input into cmd
870 // check for new packets
871 NetConn_ClientFrame();
873 // read a new frame from a demo if needed
874 CL_ReadDemoMessage();
876 // now that packets have been read, send input to server
879 // update client world (interpolate entities, create trails, etc)
883 if (host_speeds.integer)
884 time1 = Sys_DoubleTime();
891 if (host_speeds.integer)
892 time2 = Sys_DoubleTime();
895 if(cl.csqc_usecsqclistener)
897 S_Update(&cl.csqc_listenermatrix);
898 cl.csqc_usecsqclistener = false;
901 S_Update(&r_refdef.view.matrix);
905 if (host_speeds.integer)
907 pass1 = (int)((time1 - time3)*1000000);
908 time3 = Sys_DoubleTime();
909 pass2 = (int)((time2 - time1)*1000000);
910 pass3 = (int)((time3 - time2)*1000000);
911 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
912 pass1+pass2+pass3, pass1, pass2, pass3);
916 // if there is some time remaining from this frame, reset the timers
921 svs.perf_acc_lost += sv_timer;
929 //============================================================================
931 qboolean vid_opened = false;
932 void Host_StartVideo(void)
934 if (!vid_opened && cls.state != ca_dedicated)
937 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
938 NetConn_UpdateSockets();
944 char engineversion[128];
946 qboolean sys_nostdout = false;
948 extern void Render_Init(void);
949 extern void Mathlib_Init(void);
950 extern void FS_Init(void);
951 extern void FS_Shutdown(void);
952 extern void PR_Cmd_Init(void);
953 extern void COM_Init_Commands(void);
954 extern void FS_Init_Commands(void);
955 extern qboolean host_stuffcmdsrun;
962 static void Host_Init (void)
967 if (COM_CheckParm("-profilegameonly"))
968 Sys_AllowProfiling(false);
970 // LordHavoc: quake never seeded the random number generator before... heh
971 if (COM_CheckParm("-benchmark"))
972 srand(0); // predictable random sequence for -benchmark
976 // FIXME: this is evil, but possibly temporary
977 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
978 if (COM_CheckParm("-developer"))
980 developer.value = developer.integer = 1;
981 developer.string = "1";
984 if (COM_CheckParm("-developer2"))
986 developer.value = developer.integer = 100;
987 developer.string = "100";
988 developer_memory.value = developer_memory.integer = 100;
989 developer.string = "100";
990 developer_memorydebug.value = developer_memorydebug.integer = 100;
991 developer_memorydebug.string = "100";
994 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
995 if (COM_CheckParm("-nostdout"))
998 // used by everything
1001 // initialize console command/cvar/alias/command execution systems
1004 // initialize memory subsystem cvars/commands
1005 Memory_Init_Commands();
1007 // initialize console and logging and its cvars/commands
1010 // initialize various cvars that could not be initialized earlier
1011 Curl_Init_Commands();
1012 Cmd_Init_Commands();
1013 Sys_Init_Commands();
1014 COM_Init_Commands();
1017 // initialize console window (only used by sys_win.c)
1020 // detect gamemode from commandline options or executable name
1023 // construct a version string for the corner of the console
1025 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1026 Con_Printf("%s\n", engineversion);
1028 // initialize ixtable
1031 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1042 Host_InitCommands();
1044 Host_ServerOptions();
1046 if (cls.state == ca_dedicated)
1047 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1050 Con_DPrintf("Initializing client\n");
1065 // set up the default startmap_sp and startmap_dm aliases (mods can
1066 // override these) and then execute the quake.rc startup script
1067 if (gamemode == GAME_NEHAHRA)
1068 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
1069 else if (gamemode == GAME_TRANSFUSION)
1070 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
1071 else if (gamemode == GAME_TEU)
1072 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1074 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec quake.rc\n");
1077 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1078 if (!host_stuffcmdsrun)
1080 Cbuf_AddText("exec default.cfg\nexec config.cfg\nexec autoexec.cfg\nstuffcmds\n");
1084 // put up the loading image so the user doesn't stare at a black screen...
1085 SCR_BeginLoadingPlaque();
1087 // FIXME: put this into some neat design, but the menu should be allowed to crash
1088 // without crashing the whole game, so this should just be a short-time solution
1090 // here comes the not so critical stuff
1091 if (setjmp(host_abortframe)) {
1095 if (cls.state != ca_dedicated)
1100 // check for special benchmark mode
1101 // 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)
1102 i = COM_CheckParm("-benchmark");
1103 if (i && i + 1 < com_argc)
1104 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1106 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1110 // check for special demo mode
1111 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1112 i = COM_CheckParm("-demo");
1113 if (i && i + 1 < com_argc)
1114 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1116 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1120 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1121 i = COM_CheckParm("-capturedemo");
1122 if (i && i + 1 < com_argc)
1123 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1125 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1129 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1130 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1132 Cbuf_AddText("startmap_dm\n");
1136 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1138 Cbuf_AddText("togglemenu\n");
1142 Con_DPrint("========Initialized=========\n");
1144 //Host_StartVideo();
1152 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1153 to run quit through here before the final handoff to the sys code.
1156 void Host_Shutdown(void)
1158 static qboolean isdown = false;
1162 Con_Print("recursive shutdown\n");
1165 if (setjmp(host_abortframe))
1167 Con_Print("aborted the quitting frame?!?\n");
1172 // be quiet while shutting down
1175 // disconnect client from server if active
1178 // shut down local server if active
1179 Host_ShutdownServer ();
1186 // AK hmm, no PRVM_Shutdown(); yet
1188 CL_Gecko_Shutdown();
1189 CL_Video_Shutdown();
1193 CDAudio_Shutdown ();
1196 NetConn_Shutdown ();
1199 if (cls.state != ca_dedicated)
1201 R_Modules_Shutdown();