ref: 59247bdd26db2f47b7a7723359fc129546941af5
dir: /host.c/
#include "quakedef.h" /* A server can always be started, even if the system started out as a client to a remote system. A client can NOT be started if the system started as a dedicated server. Memory is cleared / released when a server or client begins, not when they end. */ int dedicated; bool host_initialized; // true if into command execution double host_frametime; double host_time; double realtime; // without any filtering or bounding int host_framecount; static double oldrealtime; // last frame run static void *host_hunklevel; client_t *host_client; // current client jmp_buf host_abortserver; byte *host_basepal; byte *host_colormap; static cvar_t host_framerate = {"host_framerate","0"}; // set for slow motion static cvar_t host_speeds = {"host_speeds","0"}; // set for running times static cvar_t serverprofile = {"serverprofile","0"}; static cvar_t samelevel = {"samelevel","0"}; static cvar_t noexit = {"noexit","0",false,true}; static cvar_t temp1 = {"temp1","0"}; cvar_t sys_ticrate = {"sys_ticrate","0.05"}; cvar_t fraglimit = {"fraglimit","0",false,true}; cvar_t timelimit = {"timelimit","0",false,true}; cvar_t teamplay = {"teamplay","0",false,true}; cvar_t skill = {"skill","1"}; // 0 - 3 cvar_t deathmatch = {"deathmatch","0"}; // 0, 1, or 2 cvar_t coop = {"coop","0"}; // 0 or 1 cvar_t pausable = {"pausable","1"}; /* ================ Host_EndGame ================ */ void Host_EndGame (char *fmt, ...) { va_list arg; char s[1024]; va_start(arg, fmt); vsnprint(s, sizeof s, fmt, arg); va_end(arg); Con_DPrintf("Host_EndGame: %s\n", s); if(sv.active) Host_ShutdownServer(false); if(cls.state == ca_dedicated) fatal("Host_EndGame: %s\n", s); // dedicated servers exit if(!CL_NextDemo()) CL_Disconnect(); longjmp(host_abortserver, 1); } /* ================ Host_Error This shuts down both the client and server ================ */ _Noreturn void Host_Error (char *fmt, ...) { va_list arg; char s[1024]; static bool inerror = false; va_start(arg, fmt); vsnprint(s, sizeof s, fmt, arg); va_end(arg); if(inerror){ assert(nil); fatal("Host_Error: recursively entered: %s", s); } inerror = true; SCR_EndLoadingPlaque(); // reenable screen updates Con_Printf("Host_Error: %s\n", s); if(sv.active) Host_ShutdownServer(false); if(cls.state == ca_dedicated) fatal("Host_Error: %s\n", s); // dedicated servers exit CL_Disconnect(); cls.demonum = -1; inerror = false; longjmp(host_abortserver, 1); } /* ================ Host_FindMaxClients ================ */ static void Host_FindMaxClients(void) { svs.maxclients = 1; cls.state = ca_disconnected; if(dedicated){ cls.state = ca_dedicated; svs.maxclients = MAX_SCOREBOARD; } if (svs.maxclients < 1) svs.maxclients = 8; else if (svs.maxclients > MAX_SCOREBOARD) svs.maxclients = MAX_SCOREBOARD; svs.maxclientslimit = svs.maxclients; if (svs.maxclientslimit < 4) svs.maxclientslimit = 4; svs.clients = Hunk_Alloc(svs.maxclientslimit * sizeof *svs.clients); if (svs.maxclients > 1) setcvarv ("deathmatch", 1.0); else setcvarv ("deathmatch", 0.0); } /* ======================= Host_InitLocal ====================== */ static void Host_InitLocal(void) { Host_InitCommands (); Cvar_RegisterVariable (&host_framerate); Cvar_RegisterVariable (&host_speeds); Cvar_RegisterVariable (&sys_ticrate); Cvar_RegisterVariable (&serverprofile); Cvar_RegisterVariable (&fraglimit); Cvar_RegisterVariable (&timelimit); Cvar_RegisterVariable (&teamplay); Cvar_RegisterVariable (&samelevel); Cvar_RegisterVariable (&noexit); Cvar_RegisterVariable (&skill); Cvar_RegisterVariable (&deathmatch); Cvar_RegisterVariable (&coop); Cvar_RegisterVariable (&pausable); Cvar_RegisterVariable (&temp1); Host_FindMaxClients (); host_time = 1.0; // so a think at time 0 won't get called } /* ================= SV_ClientPrintf Sends text across to be displayed FIXME: make this just a stuffed echo? ================= */ void SV_ClientPrintf (char *fmt, ...) { va_list arg; char s[1024]; va_start(arg, fmt); vsnprint(s, sizeof s, fmt, arg); va_end(arg); MSG_WriteByte(&host_client->message, svc_print); MSG_WriteString(&host_client->message, s); } /* ================= SV_BroadcastPrintf Sends text to all active clients ================= */ void SV_BroadcastPrintf (char *fmt, ...) { va_list arg; char s[1024]; int i; va_start(arg, fmt); vsnprint(s, sizeof s, fmt, arg); va_end(arg); for(i=0; i<svs.maxclients; i++) if(svs.clients[i].active && svs.clients[i].spawned){ MSG_WriteByte(&svs.clients[i].message, svc_print); MSG_WriteString(&svs.clients[i].message, s); } } /* ================= Host_ClientCommands Send text over to the client to be executed ================= */ void Host_ClientCommands (char *fmt, ...) { va_list arg; char s[1024]; va_start(arg, fmt); vsnprint(s, sizeof s, fmt, arg); va_end(arg); MSG_WriteByte(&host_client->message, svc_stufftext); MSG_WriteString(&host_client->message, s); } /* ===================== SV_DropClient Called when the player is getting totally kicked off the host if (crash = true), don't bother sending signofs ===================== */ void SV_DropClient (bool crash) { int saveSelf; int i; client_t *client; if (!crash) { // send any final messages (don't check for errors) if (NET_CanSendMessage (host_client->netconnection)) { MSG_WriteByte (&host_client->message, svc_disconnect); NET_SendMessage (host_client->netconnection, &host_client->message); } if (host_client->edict && host_client->spawned) { // call the prog function for removing a client // this will set the body to a dead frame, among other things saveSelf = sv.pr->global_struct->self; sv.pr->global_struct->self = EDICT_TO_PROG(sv.pr, host_client->edict); PR_ExecuteProgram(sv.pr, sv.pr->global_struct->ClientDisconnect); sv.pr->global_struct->self = saveSelf; } Con_DPrintf("client %s removed\n", host_client->name); } // break the net connection NET_Close (host_client->netconnection); host_client->netconnection = nil; // free the client (the body stays around) host_client->active = false; host_client->name[0] = 0; host_client->old_frags = Q_MININT; net_activeconnections--; // send notification to all clients for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++) { if (!client->active) continue; MSG_WriteByte (&client->message, svc_updatename); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteString (&client->message, ""); MSG_WriteByte (&client->message, svc_updatefrags); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteShort (&client->message, 0); MSG_WriteByte (&client->message, svc_updatecolors); MSG_WriteByte (&client->message, host_client - svs.clients); MSG_WriteByte (&client->message, 0); } } /* ================== Host_ShutdownServer This only happens at the end of a game, not between levels ================== */ void Host_ShutdownServer(bool crash) { int i; int count; sizebuf_t buf; char message[4]; double start; if (!sv.active) return; UDP_Listen(0); sv.active = false; // stop all client sounds immediately if (cls.state == ca_connected) CL_Disconnect (); // flush any pending messages - like the score!!! start = dtime(); do { count = 0; for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) { if (host_client->active && host_client->message.cursize) { if (NET_CanSendMessage (host_client->netconnection)) { NET_SendMessage(host_client->netconnection, &host_client->message); SZ_Clear (&host_client->message); } else { NET_GetMessage(host_client->netconnection); count++; } } } if ((dtime() - start) > 3.0f) break; } while (count); // make sure all the clients know we're disconnecting buf.data = (byte *)message; buf.maxsize = 4; buf.cursize = 0; MSG_WriteByte(&buf, svc_disconnect); count = NET_SendToAll(&buf, 5); if (count) Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %d clients\n", count); for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++) if (host_client->active) SV_DropClient(crash); // clear structures memset(&sv, 0, sizeof sv); memset(svs.clients, 0, svs.maxclientslimit * sizeof *svs.clients); } /* ================ Host_ClearMemory This clears all the memory used by both the client and server, but does not reinitialize anything. ================ */ void Host_ClearMemory (void) { Con_DPrintf("Clearing memory\n"); D_FlushCaches (); Mod_ClearAll (); if (host_hunklevel) Hunk_FreeToMark (host_hunklevel); cls.signon = 0; memset(&sv, 0, sizeof sv); memset(&cl, 0, sizeof cl); } /* ================== Host_ServerFrame ================== */ void Host_ServerFrame (void) { // run the world state sv.pr->global_struct->frametime = host_frametime; // set the time and clear the general datagram SV_ClearDatagram (); // check for new clients SV_CheckForNewClients (); // read client messages SV_RunClients (); // move things around and think // always pause in single player if in console or menus if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) ) SV_Physics (); // send all messages to the clients SV_SendClientMessages (); } static int boundfps(float t) { realtime += t; if(!cls.timedemo && realtime - oldrealtime < 1.0 / Fpsmax) return -1; host_frametime = realtime - oldrealtime; oldrealtime = realtime; if(host_framerate.value > 0) host_frametime = host_framerate.value; else if(host_frametime > 1.0 / Fpsmin) host_frametime = 1.0 / Fpsmin; return 0; } static void _Host_Frame(float time) { static double time1 = 0; static double time2 = 0; static double time3 = 0; int pass1, pass2, pass3; if (setjmp (host_abortserver) ) return; // something bad happened, or the server disconnected // keep the random time dependent rand (); if(boundfps(time) < 0) return; // get new key events Sys_SendKeyEvents (); // allow mice or other external controllers to add commands IN_Commands (); // process console commands Cbuf_Execute (); // if running the server locally, make intentions now if (sv.active) CL_SendCmd (); //------------------- // // server operations // //------------------- // check for commands typed to the host conscmd(); if (sv.active) Host_ServerFrame (); //------------------- // // client operations // //------------------- // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) CL_SendCmd (); host_time += host_frametime; // fetch results from server if (cls.state == ca_connected) { CL_ReadFromServer (); } // update video if (host_speeds.value) time1 = dtime (); SCR_UpdateScreen (false); if (host_speeds.value) time2 = dtime (); // update audio if (cls.signon == SIGNONS) { stepsnd(&r_refdef.view); CL_DecayLights (); }else{ static const view_t originview = { 0 }; stepsnd(&originview); } stepcd(); if (host_speeds.value) { pass1 = (time1 - time3)*1000; time3 = dtime (); pass2 = (time2 - time1)*1000; pass3 = (time3 - time2)*1000; Con_Printf ("%3d tot %3d server %3d gfx %3d snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } host_framecount++; } void Host_Frame (float time) { double time1, time2; static double timetotal; static int timecount; int i, c, m; if (!serverprofile.value) { _Host_Frame (time); return; } time1 = dtime (); _Host_Frame (time); time2 = dtime (); timetotal += time2 - time1; timecount++; if (timecount < 1000) return; m = timetotal*1000/timecount; timecount = 0; timetotal = 0; c = 0; for (i=0 ; i<svs.maxclients ; i++) { if (svs.clients[i].active) c++; } Con_Printf ("serverprofile: %2d clients %2d msec\n", c, m); } /* ==================== Host_Init ==================== */ void Host_Init (int argc, char **argv, char **paths) { int i; Memory_Init(); Cbuf_Init (); Cmd_Init (); V_Init (); Chase_Init (); initfs(paths); Host_InitLocal (); extern Wad *wad_gfx; wad_gfx = W_OpenWad("gfx.wad"); Key_Init (); Con_Init (); M_Init (); PR_Init (); Mod_Init (); NET_Init (); SV_Init (); R_InitTextures (); // needed even for dedicated servers if (cls.state != ca_dedicated) { host_basepal = loadhunklmp("gfx/palette.lmp", nil); if(host_basepal == nil) fatal("Host_Init: %s", lerr()); setpal(host_basepal); host_colormap = loadhunklmp("gfx/colormap.lmp", nil); if(host_colormap == nil) fatal("Host_Init: %s", lerr()); initfb(); Draw_Init (); SCR_Init (); R_Init (); if(initsnd() < 0) Con_DPrintf("initsnd: %s\n", lerr()); if(initcd() < 0) Con_DPrintf("initcd: %s\n", lerr()); Sbar_Init (); CL_Init (); } IN_Init (); Cbuf_InsertText ("+mlook\n"); Cbuf_InsertText ("exec quake.rc\n"); host_hunklevel = Hunk_Mark (); host_initialized = true; if(argc < 1 || **argv != '+') return; for(i = 0; i < argc;){ Cbuf_AddText(argv[i++]+1); while(i < argc && argv[i][0] != '+'){ Cbuf_AddText(" "); Cbuf_AddText(argv[i++]); } Cbuf_AddText("\n"); } } /* =============== Host_Shutdown FIXME: this is a callback from shutdown and fatal. It would be better to run quit through here before the final handoff to the sys code. =============== */ void Host_Shutdown(void) { static bool isdown = false; if (isdown) { Con_DPrintf("Host_Shutdown: recursive shutdown\n"); return; } isdown = true; // keep Con_Printf from trying to update the screen scr_disabled_for_loading = true; dumpcfg(); NET_Shutdown (); shutcd(); sndclose(); IN_Shutdown (); }