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Remove unneccessary casts from callers. Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
905 lines
19 KiB
C
905 lines
19 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// host.c -- coordinates spawning and killing of local servers
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#include "cdaudio.h"
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#include "cmd.h"
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#include "console.h"
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#include "draw.h"
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#include "host.h"
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#include "input.h"
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#include "keys.h"
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#include "menu.h"
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#include "model.h"
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#include "net.h"
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#include "protocol.h"
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#include "quakedef.h"
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#include "sbar.h"
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#include "screen.h"
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#include "server.h"
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#include "sound.h"
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#include "sys.h"
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#include "view.h"
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#include "wad.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#else
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#include "r_local.h"
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#include "render.h"
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#endif
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/*
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* A server can allways be started, even if the system started out as a client
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* to a remote system.
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*
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* A client can NOT be started if the system started as a dedicated server.
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*
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* Memory is cleared/released when a server or client begins, not when they
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* end.
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*/
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quakeparms_t host_parms;
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qboolean host_initialized; // true if into command execution
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double host_frametime;
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double host_time;
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double realtime; // without any filtering or bounding
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static double oldrealtime; // last frame run
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int host_framecount;
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int host_hunklevel;
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int minimum_memory;
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client_t *host_client; // current client
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int fps_count;
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static jmp_buf host_abort;
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byte *host_basepal;
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byte *host_colormap;
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cvar_t host_framerate = { "host_framerate", "0" }; // set for slow motion
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cvar_t host_speeds = { "host_speeds", "0" }; // set for running times
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cvar_t sys_ticrate = { "sys_ticrate", "0.05" };
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cvar_t serverprofile = { "serverprofile", "0" };
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cvar_t fraglimit = { "fraglimit", "0", false, true };
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cvar_t timelimit = { "timelimit", "0", false, true };
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cvar_t teamplay = { "teamplay", "0", false, true };
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cvar_t samelevel = { "samelevel", "0" };
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cvar_t noexit = { "noexit", "0", false, true };
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cvar_t developer = { "developer", "0" };
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cvar_t skill = { "skill", "1" }; // 0 - 3
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cvar_t deathmatch = { "deathmatch", "0" }; // 0, 1, or 2
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cvar_t coop = { "coop", "0" }; // 0 or 1
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cvar_t pausable = { "pausable", "1" };
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cvar_t temp1 = { "temp1", "0" };
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/*
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================
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Host_EndGame
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================
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*/
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void
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Host_EndGame(const char *message, ...)
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{
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va_list argptr;
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char string[MAX_PRINTMSG];
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va_start(argptr, message);
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vsnprintf(string, sizeof(string), message, argptr);
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va_end(argptr);
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Con_DPrintf("%s: %s\n", __func__, string);
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if (sv.active)
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Host_ShutdownServer(false);
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if (cls.state == ca_dedicated)
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Sys_Error("%s: %s", __func__, string); // dedicated servers exit
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if (cls.demonum != -1)
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CL_NextDemo();
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else
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CL_Disconnect();
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longjmp(host_abort, 1);
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}
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/*
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================
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Host_Error
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This shuts down both the client and server
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================
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*/
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void
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Host_Error(const char *error, ...)
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{
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va_list argptr;
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char string[MAX_PRINTMSG];
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static qboolean inerror = false;
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if (inerror)
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Sys_Error("%s: recursively entered", __func__);
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inerror = true;
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SCR_EndLoadingPlaque(); // reenable screen updates
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va_start(argptr, error);
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vsnprintf(string, sizeof(string), error, argptr);
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va_end(argptr);
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Con_Printf("%s: %s\n", __func__, string);
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if (sv.active)
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Host_ShutdownServer(false);
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if (cls.state == ca_dedicated)
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Sys_Error("%s: %s", __func__, string); // dedicated servers exit
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CL_Disconnect();
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cls.demonum = -1;
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inerror = false;
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longjmp(host_abort, 1);
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}
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/*
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================
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Host_FindMaxClients
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================
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*/
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void
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Host_FindMaxClients(void)
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{
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int i;
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svs.maxclients = 1;
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i = COM_CheckParm("-dedicated");
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if (i) {
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cls.state = ca_dedicated;
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if (i != (com_argc - 1)) {
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svs.maxclients = Q_atoi(com_argv[i + 1]);
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} else
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svs.maxclients = 8;
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} else
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cls.state = ca_disconnected;
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i = COM_CheckParm("-listen");
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if (i) {
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if (cls.state == ca_dedicated)
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Sys_Error("Only one of -dedicated or -listen can be specified");
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if (i != (com_argc - 1))
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svs.maxclients = Q_atoi(com_argv[i + 1]);
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else
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svs.maxclients = 8;
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}
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if (svs.maxclients < 1)
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svs.maxclients = 8;
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else if (svs.maxclients > MAX_SCOREBOARD)
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svs.maxclients = MAX_SCOREBOARD;
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svs.maxclientslimit = svs.maxclients;
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if (svs.maxclientslimit < 4)
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svs.maxclientslimit = 4;
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svs.clients =
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Hunk_AllocName(svs.maxclientslimit * sizeof(client_t), "clients");
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if (svs.maxclients > 1)
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Cvar_SetValue("deathmatch", 1.0);
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else
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Cvar_SetValue("deathmatch", 0.0);
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}
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/*
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=======================
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Host_InitLocal
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======================
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*/
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void
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Host_InitLocal(void)
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{
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Host_InitCommands();
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Cvar_RegisterVariable(&host_framerate);
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Cvar_RegisterVariable(&host_speeds);
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Cvar_RegisterVariable(&sys_ticrate);
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Cvar_RegisterVariable(&serverprofile);
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Cvar_RegisterVariable(&fraglimit);
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Cvar_RegisterVariable(&timelimit);
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Cvar_RegisterVariable(&teamplay);
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Cvar_RegisterVariable(&samelevel);
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Cvar_RegisterVariable(&noexit);
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Cvar_RegisterVariable(&skill);
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Cvar_RegisterVariable(&deathmatch);
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Cvar_RegisterVariable(&coop);
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Cvar_RegisterVariable(&pausable);
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Cvar_RegisterVariable(&temp1);
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Cvar_RegisterVariable(&developer);
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if (COM_CheckParm("-developer"))
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Cvar_SetValue("developer", 1);
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Host_FindMaxClients();
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host_time = 1.0; // so a think at time 0 won't get called
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}
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/*
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===============
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Host_WriteConfiguration
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Writes key bindings and archived cvars to config.cfg
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===============
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*/
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void
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Host_WriteConfiguration(void)
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{
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FILE *f;
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// dedicated servers initialize the host but don't parse and set the
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// config.cfg cvars
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if (host_initialized & !isDedicated) {
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f = fopen(va("%s/config.cfg", com_gamedir), "w");
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if (!f) {
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Con_Printf("Couldn't write config.cfg.\n");
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return;
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}
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Key_WriteBindings(f);
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Cvar_WriteVariables(f);
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/* Save the mlook state (rarely used as an actual key binding) */
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if (in_mlook.state & 1)
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fprintf(f, "+mlook\n");
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fclose(f);
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}
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}
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/*
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=================
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SV_ClientPrintf
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Sends text across to be displayed
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FIXME: make this just a stuffed echo?
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=================
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*/
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void
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SV_ClientPrintf(const char *fmt, ...)
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{
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va_list argptr;
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MSG_WriteByte(&host_client->message, svc_print);
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va_start(argptr, fmt);
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MSG_WriteStringvf(&host_client->message, fmt, argptr);
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va_end(argptr);
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}
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/*
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=================
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SV_BroadcastPrintf
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Sends text to all active clients
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=================
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*/
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void
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SV_BroadcastPrintf(const char *fmt, ...)
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{
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va_list argptr;
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int i;
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for (i = 0; i < svs.maxclients; i++)
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if (svs.clients[i].active && svs.clients[i].spawned) {
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MSG_WriteByte(&svs.clients[i].message, svc_print);
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va_start(argptr, fmt);
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MSG_WriteStringvf(&svs.clients[i].message, fmt, argptr);
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va_end(argptr);
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}
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}
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/*
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=================
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Host_ClientCommands
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Send text over to the client to be executed
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=================
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*/
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void
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Host_ClientCommands(const char *fmt, ...)
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{
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va_list argptr;
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MSG_WriteByte(&host_client->message, svc_stufftext);
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va_start(argptr, fmt);
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MSG_WriteStringvf(&host_client->message, fmt, argptr);
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va_end(argptr);
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}
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/*
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=====================
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SV_DropClient
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Called when the player is getting totally kicked off the host
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if (crash = true), don't bother sending signofs
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=====================
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*/
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void
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SV_DropClient(qboolean crash)
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{
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int saveSelf;
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int i;
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client_t *client;
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if (!crash) {
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// send any final messages (don't check for errors)
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if (NET_CanSendMessage(host_client->netconnection)) {
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MSG_WriteByte(&host_client->message, svc_disconnect);
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NET_SendMessage(host_client->netconnection,
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&host_client->message);
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}
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if (host_client->edict && host_client->spawned) {
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// call the prog function for removing a client
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// this will set the body to a dead frame, among other things
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saveSelf = pr_global_struct->self;
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pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
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PR_ExecuteProgram(pr_global_struct->ClientDisconnect);
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pr_global_struct->self = saveSelf;
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}
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Sys_Printf("Client %s removed\n", host_client->name);
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}
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// break the net connection
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NET_Close(host_client->netconnection);
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host_client->netconnection = NULL;
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// free the client (the body stays around)
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host_client->active = false;
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host_client->name[0] = 0;
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host_client->old_frags = -999999;
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net_activeconnections--;
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// send notification to all clients
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for (i = 0, client = svs.clients; i < svs.maxclients; i++, client++) {
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if (!client->active)
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continue;
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MSG_WriteByte(&client->message, svc_updatename);
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MSG_WriteByte(&client->message, host_client - svs.clients);
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MSG_WriteString(&client->message, "");
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MSG_WriteByte(&client->message, svc_updatefrags);
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MSG_WriteByte(&client->message, host_client - svs.clients);
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MSG_WriteShort(&client->message, 0);
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MSG_WriteByte(&client->message, svc_updatecolors);
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MSG_WriteByte(&client->message, host_client - svs.clients);
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MSG_WriteByte(&client->message, 0);
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}
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}
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/*
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==================
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Host_ShutdownServer
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This only happens at the end of a game, not between levels
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==================
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*/
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void
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Host_ShutdownServer(qboolean crash)
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{
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int i;
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int count;
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sizebuf_t buf;
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byte message[4];
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double start;
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if (!sv.active)
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return;
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sv.active = false;
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// stop all client sounds immediately
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if (cls.state >= ca_connected)
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CL_Disconnect();
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// flush any pending messages - like the score!!!
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start = Sys_DoubleTime();
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do {
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count = 0;
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for (i = 0, host_client = svs.clients; i < svs.maxclients;
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i++, host_client++) {
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if (host_client->active && host_client->message.cursize) {
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if (NET_CanSendMessage(host_client->netconnection)) {
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NET_SendMessage(host_client->netconnection,
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&host_client->message);
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SZ_Clear(&host_client->message);
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} else {
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NET_GetMessage(host_client->netconnection);
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count++;
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}
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}
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}
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if ((Sys_DoubleTime() - start) > 3.0)
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break;
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} while (count);
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// make sure all the clients know we're disconnecting
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buf.data = message;
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buf.maxsize = 4;
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buf.cursize = 0;
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MSG_WriteByte(&buf, svc_disconnect);
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count = NET_SendToAll(&buf, 5);
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if (count)
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Con_Printf("%s: NET_SendToAll failed for %u clients\n", __func__,
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count);
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for (i = 0, host_client = svs.clients; i < svs.maxclients;
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i++, host_client++)
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if (host_client->active)
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SV_DropClient(crash);
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//
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// clear structures
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//
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memset(&sv, 0, sizeof(sv));
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memset(svs.clients, 0, svs.maxclientslimit * sizeof(client_t));
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}
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/*
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================
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Host_ClearMemory
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This clears all the memory used by both the client and server, but does
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not reinitialize anything.
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================
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*/
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void
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Host_ClearMemory(void)
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{
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Con_DPrintf("Clearing memory\n");
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D_FlushCaches();
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Mod_ClearAll();
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if (host_hunklevel)
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Hunk_FreeToLowMark(host_hunklevel);
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cls.signon = 0;
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memset(&sv, 0, sizeof(sv));
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memset(&cl, 0, sizeof(cl));
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}
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//============================================================================
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/*
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===================
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Host_FilterTime
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Returns false if the time is too short to run a frame
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===================
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*/
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qboolean
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Host_FilterTime(float time)
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{
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realtime += time;
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if (!cls.timedemo && realtime - oldrealtime < 1.0 / 72.0)
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return false; // framerate is too high
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host_frametime = realtime - oldrealtime;
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oldrealtime = realtime;
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if (host_framerate.value > 0)
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host_frametime = host_framerate.value;
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else { // don't allow really long or short frames
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if (host_frametime > 0.1)
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host_frametime = 0.1;
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if (host_frametime < 0.001)
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host_frametime = 0.001;
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}
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return true;
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}
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/*
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===================
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Host_GetConsoleCommands
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Add them exactly as if they had been typed at the console
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===================
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*/
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void
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Host_GetConsoleCommands(void)
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{
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char *cmd;
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while (1) {
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cmd = Sys_ConsoleInput();
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if (!cmd)
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break;
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Cbuf_AddText("%s", cmd);
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}
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}
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/*
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==================
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Host_ServerFrame
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|
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==================
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*/
|
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#ifdef FPS_20
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|
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void
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_Host_ServerFrame(void)
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{
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// run the world state
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pr_global_struct->frametime = host_frametime;
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// read client messages
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SV_RunClients();
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// move things around and think
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// always pause in single player if in console or menus
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if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game))
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SV_Physics();
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}
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|
void
|
|
Host_ServerFrame(void)
|
|
{
|
|
float save_host_frametime;
|
|
float temp_host_frametime;
|
|
|
|
// run the world state
|
|
pr_global_struct->frametime = host_frametime;
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|
|
|
// 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;
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|
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();
|
|
}
|
|
}
|