Kevin Shanahan e4e756bb88 common: return void * from COM_Load*File
Remove unneccessary casts from callers.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2012-12-22 15:43:10 +10:30

905 lines
19 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// host.c -- coordinates spawning and killing of local servers
#include "cdaudio.h"
#include "cmd.h"
#include "console.h"
#include "draw.h"
#include "host.h"
#include "input.h"
#include "keys.h"
#include "menu.h"
#include "model.h"
#include "net.h"
#include "protocol.h"
#include "quakedef.h"
#include "sbar.h"
#include "screen.h"
#include "server.h"
#include "sound.h"
#include "sys.h"
#include "view.h"
#include "wad.h"
#ifdef GLQUAKE
#include "glquake.h"
#else
#include "r_local.h"
#include "render.h"
#endif
/*
* A server can allways 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.
*/
quakeparms_t host_parms;
qboolean host_initialized; // true if into command execution
double host_frametime;
double host_time;
double realtime; // without any filtering or bounding
static double oldrealtime; // last frame run
int host_framecount;
int host_hunklevel;
int minimum_memory;
client_t *host_client; // current client
int fps_count;
static jmp_buf host_abort;
byte *host_basepal;
byte *host_colormap;
cvar_t host_framerate = { "host_framerate", "0" }; // set for slow motion
cvar_t host_speeds = { "host_speeds", "0" }; // set for running times
cvar_t sys_ticrate = { "sys_ticrate", "0.05" };
cvar_t serverprofile = { "serverprofile", "0" };
cvar_t fraglimit = { "fraglimit", "0", false, true };
cvar_t timelimit = { "timelimit", "0", false, true };
cvar_t teamplay = { "teamplay", "0", false, true };
cvar_t samelevel = { "samelevel", "0" };
cvar_t noexit = { "noexit", "0", false, true };
cvar_t developer = { "developer", "0" };
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" };
cvar_t temp1 = { "temp1", "0" };
/*
================
Host_EndGame
================
*/
void
Host_EndGame(const char *message, ...)
{
va_list argptr;
char string[MAX_PRINTMSG];
va_start(argptr, message);
vsnprintf(string, sizeof(string), message, argptr);
va_end(argptr);
Con_DPrintf("%s: %s\n", __func__, string);
if (sv.active)
Host_ShutdownServer(false);
if (cls.state == ca_dedicated)
Sys_Error("%s: %s", __func__, string); // dedicated servers exit
if (cls.demonum != -1)
CL_NextDemo();
else
CL_Disconnect();
longjmp(host_abort, 1);
}
/*
================
Host_Error
This shuts down both the client and server
================
*/
void
Host_Error(const char *error, ...)
{
va_list argptr;
char string[MAX_PRINTMSG];
static qboolean inerror = false;
if (inerror)
Sys_Error("%s: recursively entered", __func__);
inerror = true;
SCR_EndLoadingPlaque(); // reenable screen updates
va_start(argptr, error);
vsnprintf(string, sizeof(string), error, argptr);
va_end(argptr);
Con_Printf("%s: %s\n", __func__, string);
if (sv.active)
Host_ShutdownServer(false);
if (cls.state == ca_dedicated)
Sys_Error("%s: %s", __func__, string); // dedicated servers exit
CL_Disconnect();
cls.demonum = -1;
inerror = false;
longjmp(host_abort, 1);
}
/*
================
Host_FindMaxClients
================
*/
void
Host_FindMaxClients(void)
{
int i;
svs.maxclients = 1;
i = COM_CheckParm("-dedicated");
if (i) {
cls.state = ca_dedicated;
if (i != (com_argc - 1)) {
svs.maxclients = Q_atoi(com_argv[i + 1]);
} else
svs.maxclients = 8;
} else
cls.state = ca_disconnected;
i = COM_CheckParm("-listen");
if (i) {
if (cls.state == ca_dedicated)
Sys_Error("Only one of -dedicated or -listen can be specified");
if (i != (com_argc - 1))
svs.maxclients = Q_atoi(com_argv[i + 1]);
else
svs.maxclients = 8;
}
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_AllocName(svs.maxclientslimit * sizeof(client_t), "clients");
if (svs.maxclients > 1)
Cvar_SetValue("deathmatch", 1.0);
else
Cvar_SetValue("deathmatch", 0.0);
}
/*
=======================
Host_InitLocal
======================
*/
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);
Cvar_RegisterVariable(&developer);
if (COM_CheckParm("-developer"))
Cvar_SetValue("developer", 1);
Host_FindMaxClients();
host_time = 1.0; // so a think at time 0 won't get called
}
/*
===============
Host_WriteConfiguration
Writes key bindings and archived cvars to config.cfg
===============
*/
void
Host_WriteConfiguration(void)
{
FILE *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if (host_initialized & !isDedicated) {
f = fopen(va("%s/config.cfg", com_gamedir), "w");
if (!f) {
Con_Printf("Couldn't write config.cfg.\n");
return;
}
Key_WriteBindings(f);
Cvar_WriteVariables(f);
/* Save the mlook state (rarely used as an actual key binding) */
if (in_mlook.state & 1)
fprintf(f, "+mlook\n");
fclose(f);
}
}
/*
=================
SV_ClientPrintf
Sends text across to be displayed
FIXME: make this just a stuffed echo?
=================
*/
void
SV_ClientPrintf(const char *fmt, ...)
{
va_list argptr;
MSG_WriteByte(&host_client->message, svc_print);
va_start(argptr, fmt);
MSG_WriteStringvf(&host_client->message, fmt, argptr);
va_end(argptr);
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
void
SV_BroadcastPrintf(const char *fmt, ...)
{
va_list argptr;
int i;
for (i = 0; i < svs.maxclients; i++)
if (svs.clients[i].active && svs.clients[i].spawned) {
MSG_WriteByte(&svs.clients[i].message, svc_print);
va_start(argptr, fmt);
MSG_WriteStringvf(&svs.clients[i].message, fmt, argptr);
va_end(argptr);
}
}
/*
=================
Host_ClientCommands
Send text over to the client to be executed
=================
*/
void
Host_ClientCommands(const char *fmt, ...)
{
va_list argptr;
MSG_WriteByte(&host_client->message, svc_stufftext);
va_start(argptr, fmt);
MSG_WriteStringvf(&host_client->message, fmt, argptr);
va_end(argptr);
}
/*
=====================
SV_DropClient
Called when the player is getting totally kicked off the host
if (crash = true), don't bother sending signofs
=====================
*/
void
SV_DropClient(qboolean 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 = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram(pr_global_struct->ClientDisconnect);
pr_global_struct->self = saveSelf;
}
Sys_Printf("Client %s removed\n", host_client->name);
}
// break the net connection
NET_Close(host_client->netconnection);
host_client->netconnection = NULL;
// free the client (the body stays around)
host_client->active = false;
host_client->name[0] = 0;
host_client->old_frags = -999999;
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(qboolean crash)
{
int i;
int count;
sizebuf_t buf;
byte message[4];
double start;
if (!sv.active)
return;
sv.active = false;
// stop all client sounds immediately
if (cls.state >= ca_connected)
CL_Disconnect();
// flush any pending messages - like the score!!!
start = Sys_DoubleTime();
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 ((Sys_DoubleTime() - start) > 3.0)
break;
} while (count);
// make sure all the clients know we're disconnecting
buf.data = message;
buf.maxsize = 4;
buf.cursize = 0;
MSG_WriteByte(&buf, svc_disconnect);
count = NET_SendToAll(&buf, 5);
if (count)
Con_Printf("%s: NET_SendToAll failed for %u clients\n", __func__,
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(client_t));
}
/*
================
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_FreeToLowMark(host_hunklevel);
cls.signon = 0;
memset(&sv, 0, sizeof(sv));
memset(&cl, 0, sizeof(cl));
}
//============================================================================
/*
===================
Host_FilterTime
Returns false if the time is too short to run a frame
===================
*/
qboolean
Host_FilterTime(float time)
{
realtime += time;
if (!cls.timedemo && realtime - oldrealtime < 1.0 / 72.0)
return false; // framerate is too high
host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
if (host_framerate.value > 0)
host_frametime = host_framerate.value;
else { // don't allow really long or short frames
if (host_frametime > 0.1)
host_frametime = 0.1;
if (host_frametime < 0.001)
host_frametime = 0.001;
}
return true;
}
/*
===================
Host_GetConsoleCommands
Add them exactly as if they had been typed at the console
===================
*/
void
Host_GetConsoleCommands(void)
{
char *cmd;
while (1) {
cmd = Sys_ConsoleInput();
if (!cmd)
break;
Cbuf_AddText("%s", cmd);
}
}
/*
==================
Host_ServerFrame
==================
*/
#ifdef FPS_20
void
_Host_ServerFrame(void)
{
// run the world state
pr_global_struct->frametime = host_frametime;
// 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();
}
void
Host_ServerFrame(void)
{
float save_host_frametime;
float temp_host_frametime;
// run the world state
pr_global_struct->frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram();
// check for new clients
SV_CheckForNewClients();
temp_host_frametime = save_host_frametime = host_frametime;
while (temp_host_frametime > (1.0 / 72.0)) {
if (temp_host_frametime > 0.05)
host_frametime = 0.05;
else
host_frametime = temp_host_frametime;
temp_host_frametime -= host_frametime;
_Host_ServerFrame();
}
host_frametime = save_host_frametime;
// send all messages to the clients
SV_SendClientMessages();
}
#else
void
Host_ServerFrame(void)
{
/* run the world state */
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();
}
#endif
/*
==================
Host_Frame
Runs all active servers
==================
*/
void
_Host_Frame(float time)
{
static double time1 = 0;
static double time2 = 0;
static double time3 = 0;
int pass1, pass2, pass3;
/* something bad happened, or the server disconnected */
if (setjmp(host_abort))
return;
/* keep the random time dependent */
rand();
/*
* Decide the simulation time. Don't run too fast, or packets will flood
* out.
*/
if (!Host_FilterTime(time))
return;
/* get new key events */
Sys_SendKeyEvents();
/* allow mice or other external controllers to add commands */
IN_Commands();
/* process console commands */
Cbuf_Execute();
NET_Poll();
/* if running the server locally, make intentions now */
if (sv.active)
CL_SendCmd();
//-------------------
//
// server operations
//
//-------------------
/* check for commands typed to the host */
Host_GetConsoleCommands();
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 = Sys_DoubleTime();
SCR_UpdateScreen();
CL_RunParticles();
if (host_speeds.value)
time2 = Sys_DoubleTime();
/* update audio */
if (cls.state == ca_active) {
S_Update(r_origin, vpn, vright, vup);
CL_DecayLights();
} else
S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);
CDAudio_Update();
if (host_speeds.value) {
pass1 = (time1 - time3) * 1000;
time3 = Sys_DoubleTime();
pass2 = (time2 - time1) * 1000;
pass3 = (time3 - time2) * 1000;
Con_Printf("%3i tot %3i server %3i gfx %3i snd\n",
pass1 + pass2 + pass3, pass1, pass2, pass3);
}
host_framecount++;
fps_count++;
}
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 = Sys_DoubleTime();
_Host_Frame(time);
time2 = Sys_DoubleTime();
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: %2i clients %2i msec\n", c, m);
}
/*
====================
Host_Init
====================
*/
void
Host_Init(quakeparms_t *parms)
{
if (standard_quake)
minimum_memory = MINIMUM_MEMORY;
else
minimum_memory = MINIMUM_MEMORY_LEVELPAK;
if (COM_CheckParm("-minmemory"))
parms->memsize = minimum_memory;
host_parms = *parms;
if (parms->memsize < minimum_memory)
Sys_Error("Only %4.1f megs of memory reported, can't execute game",
parms->memsize / (float)0x100000);
com_argc = parms->argc;
com_argv = parms->argv;
Memory_Init(parms->membase, parms->memsize);
Cbuf_Init();
Cmd_Init();
V_Init();
Chase_Init();
COM_Init();
Host_InitLocal();
W_LoadWadFile("gfx.wad");
Key_Init();
Con_Init();
M_Init();
PR_Init();
Mod_Init(R_ModelLoader());
NET_Init();
SV_Init();
Con_Printf("Exe: " __TIME__ " " __DATE__ "\n");
Con_Printf("%4.1f megabyte heap\n", parms->memsize / (1024 * 1024.0));
R_InitTextures(); // needed even for dedicated servers
if (cls.state != ca_dedicated) {
host_basepal = COM_LoadHunkFile("gfx/palette.lmp");
if (!host_basepal)
Sys_Error("Couldn't load gfx/palette.lmp");
host_colormap = COM_LoadHunkFile("gfx/colormap.lmp");
if (!host_colormap)
Sys_Error("Couldn't load gfx/colormap.lmp");
VID_Init(host_basepal);
Draw_Init();
SCR_Init();
R_Init();
S_Init();
CDAudio_Init();
Sbar_Init();
CL_Init();
IN_Init();
}
Hunk_AllocName(0, "-HOST_HUNKLEVEL-");
host_hunklevel = Hunk_LowMark();
host_initialized = true;
Sys_Printf("========Quake Initialized=========\n");
/* In case exec of quake.rc fails */
if (!setjmp(host_abort)) {
Cbuf_InsertText("exec quake.rc\n");
Cbuf_Execute();
}
}
/*
===============
Host_Shutdown
FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void
Host_Shutdown(void)
{
static qboolean isdown = false;
if (isdown) {
printf("recursive shutdown\n");
return;
}
isdown = true;
// keep Con_Printf from trying to update the screen
scr_disabled_for_loading = true;
Host_WriteConfiguration();
CDAudio_Shutdown();
NET_Shutdown();
S_Shutdown();
IN_Shutdown();
if (cls.state != ca_dedicated) {
VID_Shutdown();
}
}