Beispiel #1
0
/*
 * ==================
 * SV_Frame
 *
 * ==================
 */
void SV_Frame(int msec)
{
    time_before_game = time_after_game = 0;

    // if server is not active, do nothing
    if (!svs.initialized)
    {
        return;
    }

    svs.realtime += msec;

    // keep the random time dependent
    rand();

    // check timeouts
    SV_CheckTimeouts();

    // get packets from clients
    SV_ReadPackets();

    // move autonomous things around if enough time has passed
    if (!sv_timedemo->value && (svs.realtime < sv.time))
    {
        // never let the time get too far off
        if (sv.time - svs.realtime > 100)
        {
            if (sv_showclamp->value)
            {
                Com_Printf("sv lowclamp\n");
            }
            svs.realtime = sv.time - 100;
        }
        NET_Sleep(sv.time - svs.realtime);
        return;
    }

    // update ping based on the last known frame from all clients
    SV_CalcPings();

    // give the clients some timeslices
    SV_GiveMsec();

    // let everything in the world think and move
    SV_RunGameFrame();

    // send messages back to the clients that had packets read this frame
    SV_SendClientMessages();

    // save the entire world state if recording a serverdemo
    SV_RecordDemoMessage();

    // send a heartbeat to the master if needed
    Master_Heartbeat();

    // clear teleport flags, etc for next frame
    SV_PrepWorldFrame();
}
Beispiel #2
0
/**
 * @sa Qcommon_Frame
 */
void SV_Frame (int now, void *data)
{
	Com_ReadFromPipe();

	/* change the gametype even if no server is running (e.g. the first time) */
	if (sv_dedicated->integer && sv_gametype->modified) {
		Com_SetGameType();
		sv_gametype->modified = false;
	}

	if (sv_dedicated->integer) {
		const char *s;
		do {
			s = Sys_ConsoleInput();
			if (s)
				Cbuf_AddText(va("%s\n", s));
		} while (s);
	}

	/* if server is not active, do nothing */
	if (!svs.initialized) {
#ifdef DEDICATED_ONLY
		Com_Printf("Starting next map from the mapcycle\n");
		SV_NextMapcycle();
#endif
		return;
	}

	svs.realtime = now;

	/* keep the random time dependent */
	rand();

	SV_CheckSpawnSoldiers();
	SV_CheckStartMatch();
	SV_CheckTimeouts();

	if (!sv_threads->integer)
		SV_RunGameFrame();
	else
		/* signal the game frame thread to wake up */
		SDL_CondSignal(svs.gameFrameCond);
	SV_LogHandleOutput();

	/* next map in the cycle */
	if (sv->endgame && sv_maxclients->integer > 1)
		SV_NextMapcycle();

	/* send a heartbeat to the master if needed */
	Master_Heartbeat();
	SV_PingPlayers();

	/* server is empty - so shutdown */
	if (svs.abandon && svs.killserver)
		SV_Shutdown("Server disconnected.", false);
}
/*
==================
SV_Frame

==================
*/
void SV_Frame (float time)
{
	static double	start, end;

	start = Sys_DoubleTime ();
	svs.stats.idle += start - end;

// keep the random time dependent
	rand ();

// decide the simulation time
	realtime += time;
	sv.time += time;

// check timeouts
	SV_CheckTimeouts ();

// toggle the log buffer if full
	SV_CheckLog ();

// move autonomous things around if enough time has passed
	SV_Physics ();

// get packets
	SV_ReadPackets ();

// check for commands typed to the host
	SV_GetConsoleCommands ();

// process console commands
	Cbuf_Execute ();

	SV_CheckVars ();

// send messages back to the clients that had packets read this frame
	SV_SendClientMessages ();

// send a heartbeat to the master if needed
	Master_Heartbeat ();

// collect timing statistics
	end = Sys_DoubleTime ();
	svs.stats.active += end-start;
	if (++svs.stats.count == STATFRAMES)
	{
		svs.stats.latched_active = svs.stats.active;
		svs.stats.latched_idle = svs.stats.idle;
		svs.stats.latched_packets = svs.stats.packets;
		svs.stats.active = 0;
		svs.stats.idle = 0;
		svs.stats.packets = 0;
		svs.stats.count = 0;
	}
}
Beispiel #4
0
/*
* SV_Frame
*/
void SV_Frame( int realmsec, int gamemsec )
{
	const unsigned int wrappingPoint = 0x70000000;

	time_before_game = time_after_game = 0;

	// if server is not active, do nothing
	if( !svs.initialized )
	{
		SV_CheckDefaultMap();
		return;
	}

	svs.realtime += realmsec;
	svs.gametime += gamemsec;

	// advance to next map if the server is running for too long (numbers taken from q3 src)
	if( svs.realtime > wrappingPoint || svs.gametime > wrappingPoint || sv.framenum >= wrappingPoint )
	{
		Cbuf_AddText( "wait; vstr nextmap\n" );
		SV_ShutdownGame( "Restarting server due to time wrapping", qtrue );
		return;
	}

	// check timeouts
	SV_CheckTimeouts();

	// get packets from clients
	SV_ReadPackets();

	// let everything in the world think and move
	if( SV_RunGameFrame( gamemsec ) )
	{
		// send messages back to the clients that had packets read this frame
		SV_SendClientMessages();

		// write snap to server demo file
		SV_Demo_WriteSnap();

		// run matchmaker stuff
		SV_CheckMatchUUID();

		SV_MM_Frame();

		// send a heartbeat to the master if needed
		SV_MasterHeartbeat();

		// clear teleport flags, etc for next frame
		ge->ClearSnap();
	}

	SV_CheckAutoUpdate();
}
Beispiel #5
0
/*
==================
Host_ServerFrame

==================
*/
void Host_ServerFrame( void )
{
	// if server is not active, do nothing
	if( !svs.initialized ) return;

	svgame.globals->frametime = host.frametime;

	// check timeouts
	SV_CheckTimeouts ();

	// check clients timewindow
	SV_CheckCmdTimes ();

	// read packets from clients
	SV_ReadPackets ();

	// update ping based on the last known frame from all clients
	SV_CalcPings ();

	// refresh serverinfo on the client side
	SV_UpdateServerInfo ();

	// refresh physic movevars on the client side
	SV_UpdateMovevars ( false );

	// let everything in the world think and move
	SV_RunGameFrame ();
		
	// send messages back to the clients that had packets read this frame
	SV_SendClientMessages ();

	// clear edict flags for next frame
	SV_PrepWorldFrame ();

	// send a heartbeat to the master if needed
	Master_Heartbeat ();
}
/*
==================
SV_Frame

Player movement occurs as a result of packet events, which
happen before SV_Frame is called
==================
*/
void SV_Frame( int msec ) {
	int		frameMsec;
	int		startTime;

	// the menu kills the server with this cvar
	if ( sv_killserver->integer ) {
		SV_Shutdown ("Server was killed");
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if (!com_sv_running->integer)
	{
		if(com_dedicated->integer)
		{
			// Block indefinitely until something interesting happens
			// on STDIN.
			NET_Sleep(-1);
		}
		
		return;
	}

	// allow pause if only the local client is connected
	if ( SV_CheckPaused() ) {
		return;
	}

	// if it isn't time for the next frame, do nothing
	if ( sv_fps->integer < 1 ) {
		Cvar_Set( "sv_fps", "10" );
	}

	frameMsec = 1000 / sv_fps->integer * com_timescale->value;
	// don't let it scale below 1ms
	if(frameMsec < 1)
	{
		Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f));
		frameMsec = 1;
	}

	sv.timeResidual += msec;

	if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);

	if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
		// NET_Sleep will give the OS time slices until either get a packet
		// or time enough for a server frame has gone by
		NET_Sleep(frameMsec - sv.timeResidual);
		return;
	}

	// if time is about to hit the 32nd bit, kick all clients
	// and clear sv.time, rather
	// than checking for negative time wraparound everywhere.
	// 2giga-milliseconds = 23 days, so it won't be too often
	if ( svs.time > 0x70000000 ) {
		SV_Shutdown( "Restarting server due to time wrapping" );
		Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
		return;
	}
	// this can happen considerably earlier when lots of clients play and the map doesn't change
	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
		Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
		return;
	}

	if( sv.restartTime && sv.time >= sv.restartTime ) {
		sv.restartTime = 0;
		Cbuf_AddText( "map_restart 0\n" );
		return;
	}

	// update infostrings if anything has been changed
	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
		cvar_modifiedFlags &= ~CVAR_SERVERINFO;
	}
	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	}

	if ( com_speeds->integer ) {
		startTime = Sys_Milliseconds ();
	} else {
		startTime = 0;	// quite a compiler warning
	}

	// update ping based on the all received frames
	SV_CalcPings();

	if (com_dedicated->integer) SV_BotFrame (sv.time);

	// run the game simulation in chunks
	while ( sv.timeResidual >= frameMsec ) {
		sv.timeResidual -= frameMsec;
		svs.time += frameMsec;
		sv.time += frameMsec;

		// let everything in the world think and move
		VM_Call (gvm, GAME_RUN_FRAME, sv.time);
	}

	if ( com_speeds->integer ) {
		time_game = Sys_Milliseconds () - startTime;
	}

	// check timeouts
	SV_CheckTimeouts();
	
	// check user info buffer thingy
	SV_CheckClientUserinfoTimer();

	// send messages back to the clients
	SV_SendClientMessages();

	// send a heartbeat to the master if needed
	SV_MasterHeartbeat();
}
Beispiel #7
0
void SV_Frame( int msec,float fractionMsec ) {
	int		frameMsec;
	int		startTime=0;

	// the menu kills the server with this cvar
	if ( sv_killserver->integer ) {
		SV_Shutdown ("Server was killed.\n");
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if ( !com_sv_running->integer ) {
		return;
	}

 	extern void SE_CheckForLanguageUpdates(void);
	SE_CheckForLanguageUpdates();	// will fast-return else load different language if menu changed it

	// allow pause if only the local client is connected
	if ( SV_CheckPaused() ) {
		return;
	}

	// go ahead and let time slip if the server really hitched badly
	if ( msec > 1000 ) {
		Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000\n", msec );
		msec = 1000;
	}

	// if it isn't time for the next frame, do nothing
	if ( sv_fps->integer < 1 ) {
		Cvar_Set( "sv_fps", "10" );
	}
	frameMsec = 1000 / sv_fps->integer ;

	sv.timeResidual += msec;
	sv.timeResidualFraction+=fractionMsec;
	if (sv.timeResidualFraction>=1.0f)
	{
		sv.timeResidualFraction-=1.0f;
		if (cl_newClock&&cl_newClock->integer)
		{
			sv.timeResidual++;
		}
	}
	if ( sv.timeResidual < frameMsec ) {
		return;
	}

	// if time is about to hit the 32nd bit, restart the
	// level, which will force the time back to zero, rather
	// than checking for negative time wraparound everywhere.
	// 2giga-milliseconds = 23 days, so it won't be too often
	if ( sv.time > 0x70000000 ) {
		SV_Shutdown( "Restarting server due to time wrapping" );
		Com_Printf("You win.  if you can play this long and not die, you deserve to win.\n");
		return;
	}

	// update infostrings if anything has been changed
	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
		cvar_modifiedFlags &= ~CVAR_SERVERINFO;
	}
	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	}

	if ( com_speeds->integer ) {
		startTime = Sys_Milliseconds ();
	}

//	SV_BotFrame( sv.time );

	// run the game simulation in chunks
	while ( sv.timeResidual >= frameMsec ) {
		sv.timeResidual -= frameMsec;
		sv.time += frameMsec;
		G2API_SetTime(sv.time,G2T_SV_TIME);

		// let everything in the world think and move
		ge->RunFrame( sv.time );
	}

	if ( com_speeds->integer ) {
		time_game = Sys_Milliseconds () - startTime;
	}

	SG_TestSave();	// returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code

	// check timeouts
	SV_CheckTimeouts ();

	// update ping based on the last known frame from all clients
	SV_CalcPings ();

	// send messages back to the clients
	SV_SendClientMessages ();
}
Beispiel #8
0
/*
==================
SV_Frame

Player movement occurs as a result of packet events, which
happen before SV_Frame is called
==================
*/
void SV_Frame( int msec ) {
	int frameMsec;
	int startTime;

#if !defined RTCW_SP
	char mapname[MAX_QPATH];
#endif // RTCW_XX

#if defined RTCW_ET
	int frameStartTime = 0, frameEndTime;
#endif // RTCW_XX

	// the menu kills the server with this cvar
	if ( sv_killserver->integer ) {
		SV_Shutdown( "Server was killed.\n" );
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if ( !com_sv_running->integer ) {
		return;
	}

	// allow pause if only the local client is connected
	if ( SV_CheckPaused() ) {
		return;
	}

#if defined RTCW_ET
	if ( com_dedicated->integer ) {
		frameStartTime = Sys_Milliseconds();
	}
#endif // RTCW_XX

	// if it isn't time for the next frame, do nothing
	if ( sv_fps->integer < 1 ) {
		Cvar_Set( "sv_fps", "10" );
	}
	frameMsec = 1000 / sv_fps->integer ;

	sv.timeResidual += msec;

	if ( !com_dedicated->integer ) {
		SV_BotFrame( svs.time + sv.timeResidual );
	}

	if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
		// NET_Sleep will give the OS time slices until either get a packet
		// or time enough for a server frame has gone by
		NET_Sleep( frameMsec - sv.timeResidual );
		return;
	}

	// if time is about to hit the 32nd bit, kick all clients
	// and clear sv.time, rather
	// than checking for negative time wraparound everywhere.
	// 2giga-milliseconds = 23 days, so it won't be too often
	if ( svs.time > 0x70000000 ) {

#if defined RTCW_SP
		SV_Shutdown( "Restarting server due to time wrapping" );
		Cbuf_AddText( "vstr nextmap\n" );
#else
		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );
		SV_Shutdown( "Restarting server due to time wrapping" );
		// TTimo
		// show_bug.cgi?id=388
		// there won't be a map_restart if you have shut down the server
		// since it doesn't restart a non-running server
		// instead, re-run the current map
		Cbuf_AddText( va( "map %s\n", mapname ) );
#endif // RTCW_XX

		return;
	}
	// this can happen considerably earlier when lots of clients play and the map doesn't change
	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {

#if defined RTCW_SP
		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
		Cbuf_AddText( "vstr nextmap\n" );
#else
		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );
		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
		// TTimo see above
		Cbuf_AddText( va( "map %s\n", mapname ) );
#endif // RTCW_XX

		return;
	}

	if ( sv.restartTime && svs.time >= sv.restartTime ) {
		sv.restartTime = 0;
		Cbuf_AddText( "map_restart 0\n" );
		return;
	}

	// update infostrings if anything has been changed
	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {

#if !defined RTCW_ET
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
#else
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );
#endif // RTCW_XX

		cvar_modifiedFlags &= ~CVAR_SERVERINFO;
	}

#if defined RTCW_ET
	if ( cvar_modifiedFlags & CVAR_SERVERINFO_NOUPDATE ) {
		SV_SetConfigstringNoUpdate( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );
		cvar_modifiedFlags &= ~CVAR_SERVERINFO_NOUPDATE;
	}
#endif // RTCW_XX

	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	}

#if !defined RTCW_SP
	// NERVE - SMF
	if ( cvar_modifiedFlags & CVAR_WOLFINFO ) {
		SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) );
		cvar_modifiedFlags &= ~CVAR_WOLFINFO;
	}
#endif // RTCW_XX

	if ( com_speeds->integer ) {
		startTime = Sys_Milliseconds();
	} else {
		startTime = 0;  // quite a compiler warning
	}

	// update ping based on the all received frames
	SV_CalcPings();

	if ( com_dedicated->integer ) {
		SV_BotFrame( svs.time );
	}

	// run the game simulation in chunks
	while ( sv.timeResidual >= frameMsec ) {
		sv.timeResidual -= frameMsec;
		svs.time += frameMsec;

		// let everything in the world think and move

#if !defined RTCW_MP || (defined RTCW_MP && !UPDATE_SERVER)
		VM_Call( gvm, GAME_RUN_FRAME, svs.time );
#endif // RTCW_XX

	}

	if ( com_speeds->integer ) {
		time_game = Sys_Milliseconds() - startTime;
	}

	// check timeouts
	SV_CheckTimeouts();

	// send messages back to the clients
	SV_SendClientMessages();

	// send a heartbeat to the master if needed

#if defined RTCW_SP
	SV_MasterHeartbeat();
#else
	SV_MasterHeartbeat( HEARTBEAT_GAME );
#endif // RTCW_XX

#if defined RTCW_ET
	if ( com_dedicated->integer ) {
		frameEndTime = Sys_Milliseconds();

		svs.totalFrameTime += ( frameEndTime - frameStartTime );
		svs.currentFrameIndex++;

		//if( svs.currentFrameIndex % 50 == 0 )
		//	Com_Printf( "currentFrameIndex: %i\n", svs.currentFrameIndex );

		if ( svs.currentFrameIndex == SERVER_PERFORMANCECOUNTER_FRAMES ) {
			int averageFrameTime;

			averageFrameTime = svs.totalFrameTime / SERVER_PERFORMANCECOUNTER_FRAMES;

			svs.sampleTimes[svs.currentSampleIndex % SERVER_PERFORMANCECOUNTER_SAMPLES] = averageFrameTime;
			svs.currentSampleIndex++;

			if ( svs.currentSampleIndex > SERVER_PERFORMANCECOUNTER_SAMPLES ) {
				int totalTime, i;

				totalTime = 0;
				for ( i = 0; i < SERVER_PERFORMANCECOUNTER_SAMPLES; i++ ) {
					totalTime += svs.sampleTimes[i];
				}

				if ( !totalTime ) {
					totalTime = 1;
				}

				averageFrameTime = totalTime / SERVER_PERFORMANCECOUNTER_SAMPLES;

				svs.serverLoad = ( averageFrameTime / (float)frameMsec ) * 100;
			}

			//Com_Printf( "serverload: %i (%i/%i)\n", svs.serverLoad, averageFrameTime, frameMsec );

			svs.totalFrameTime = 0;
			svs.currentFrameIndex = 0;
		}
	} else
	{
		svs.serverLoad = -1;
	}
#endif // RTCW_XX

}
Beispiel #9
0
/*
==================
SV_Frame

Player movement occurs as a result of packet events, which
happen before SV_Frame is called
==================
*/
void SV_Frame( int msec ) {
	int frameMsec;
	int startTime;
	char mapname[MAX_QPATH];

	// the menu kills the server with this cvar
	if ( sv_killserver->integer ) {
		SV_Shutdown( "Server was killed.\n" );
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if ( !com_sv_running->integer ) {
		return;
	}

	// allow pause if only the local client is connected
	if ( SV_CheckPaused() ) {
		return;
	}

	// if it isn't time for the next frame, do nothing
	if ( sv_fps->integer < 1 ) {
		Cvar_Set( "sv_fps", "10" );
	}
	frameMsec = 1000 / sv_fps->integer ;

	sv.timeResidual += msec;

	if ( !com_dedicated->integer ) {
		SV_BotFrame( svs.time + sv.timeResidual );
	}

	if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
		// NET_Sleep will give the OS time slices until either get a packet
		// or time enough for a server frame has gone by
		NET_Sleep( frameMsec - sv.timeResidual );
		return;
	}

	// if time is about to hit the 32nd bit, kick all clients
	// and clear sv.time, rather
	// than checking for negative time wraparound everywhere.
	// 2giga-milliseconds = 23 days, so it won't be too often
	if ( svs.time > 0x70000000 ) {
		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );
		SV_Shutdown( "Restarting server due to time wrapping" );
		// TTimo
		// show_bug.cgi?id=388
		// there won't be a map_restart if you have shut down the server
		// since it doesn't restart a non-running server
		// instead, re-run the current map
		Cbuf_AddText( va( "map %s\n", mapname ) );
		return;
	}
	// this can happen considerably earlier when lots of clients play and the map doesn't change
	if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
		Q_strncpyz( mapname, sv_mapname->string, MAX_QPATH );
		SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
		// TTimo see above
		Cbuf_AddText( va( "map %s\n", mapname ) );
		return;
	}

	if ( sv.restartTime && svs.time >= sv.restartTime ) {
		sv.restartTime = 0;
		Cbuf_AddText( "map_restart 0\n" );
		return;
	}

	// update infostrings if anything has been changed
	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
		cvar_modifiedFlags &= ~CVAR_SERVERINFO;
	}
	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	}
	// NERVE - SMF
	if ( cvar_modifiedFlags & CVAR_WOLFINFO ) {
		SV_SetConfigstring( CS_WOLFINFO, Cvar_InfoString( CVAR_WOLFINFO ) );
		cvar_modifiedFlags &= ~CVAR_WOLFINFO;
	}

	if ( com_speeds->integer ) {
		startTime = Sys_Milliseconds();
	} else {
		startTime = 0;  // quite a compiler warning
	}

	// update ping based on the all received frames
	SV_CalcPings();

	if ( com_dedicated->integer ) {
		SV_BotFrame( svs.time );
	}

	// run the game simulation in chunks
	while ( sv.timeResidual >= frameMsec ) {
		sv.timeResidual -= frameMsec;
		svs.time += frameMsec;

		// let everything in the world think and move
#ifndef UPDATE_SERVER
		VM_Call( gvm, GAME_RUN_FRAME, svs.time );
#endif
	}

	if ( com_speeds->integer ) {
		time_game = Sys_Milliseconds() - startTime;
	}

	// check timeouts
	SV_CheckTimeouts();

	// send messages back to the clients
	SV_SendClientMessages();

	// send a heartbeat to the master if needed
	SV_MasterHeartbeat( HEARTBEAT_GAME );
}
Beispiel #10
0
/**
 * @sa Qcommon_Frame
 */
void SV_Frame (int now, void* data)
{
    Com_ReadFromPipe();

    /* change the gametype even if no server is running (e.g. the first time) */
    if (sv_dedicated->integer && sv_gametype->modified) {
        Com_SetGameType();
        sv_gametype->modified = false;
    }

    if (sv_dedicated->integer) {
        const char* s;
        do {
            s = Sys_ConsoleInput();
            if (s)
                Cbuf_AddText("%s\n", s);
        } while (s);
    }

    /* if server is not active, do nothing */
    if (!svs.initialized) {
#ifdef DEDICATED_ONLY
        Com_Printf("Starting next map from the mapcycle\n");
        SV_NextMapcycle();
#endif
        return;
    }

    svs.realtime = now;

    /* if time is about to hit the 32nd bit, kick all clients
     * and clear sv.time, rather
     * than checking for negative time wraparound everywhere.
     * 2giga-milliseconds = 23 days, so it won't be too often */
    if (svs.realtime > 0x70000000) {
        SV_Map(true, sv->name, sv->assembly);
        return;
    }

    /* keep the random time dependent */
    rand();

    SV_CheckSpawnSoldiers();
    SV_CheckStartMatch();
    SV_CheckTimeouts();

    if (!sv_threads->integer)
        SV_RunGameFrame();
    else
        /* signal the game frame thread to wake up */
        SDL_CondSignal(svs.gameFrameCond);
    SV_LogHandleOutput();

    /* next map in the cycle */
    if (sv->endgame && sv_maxclients->integer > 1)
        SV_NextMapcycle();

    /* send a heartbeat to the master if needed */
    Master_Heartbeat();
    SV_PingPlayers();

    /* server is empty - so shutdown */
    if (svs.abandon && svs.killserver)
        SV_Shutdown("Server disconnected.", false);
}
Beispiel #11
0
void SV_Frame(float msec)
{
	guard(SV_Frame);

	time_before_game = time_after_game = 0;

	// if server is not active, do nothing
	if (!svs.initialized)
		return;

//	SV_DrawTextLeft(va("time: %10d rf: %10.5f d: %10.4f ri:%10d", sv.time, svs.realtimef, msec, svs.realtime));//!!
	svs.realtimef += msec;
	svs.realtime = appFloor(svs.realtimef);

	if (!sv.attractloop)
	{
		// check timeouts
		SV_CheckTimeouts();
	}
	// get packets from clients
	SV_ReadPackets();
	if (sv.state == ss_dead) return;	// server was killed from one of packet (e.g. "rcon killserver")

	int frameTime = 100;	// (sv_fps->integer > 10) ? (1000 / sv_fps->integer) : 100;

	// move autonomous things around if enough time has passed
	if (svs.realtime < sv.time)
	{
		// never let the time get too far off
		if (sv.time - svs.realtime > frameTime)
		{
			if (sv_showclamp->integer)
				appPrintf("sv lowclamp s:%d -- r:%d -> %d\n", sv.time, svs.realtime, sv.time - frameTime);
			svs.realtime  = sv.time - frameTime;
			svs.realtimef = svs.realtime;
		}
		return;
	}

	SV_ClearTexts();

	if (!sv.attractloop)
	{
		// update ping based on the last known frame from all clients
		SV_CalcPings();
		// give the clients some timeslices
		SV_GiveMsec();
	}

	// let everything in the world think and move
	/*-------- SV_RunGameFrame() ---------------*/
	// we always need to bump framenum, even if we
	// don't run the world, otherwise the delta
	// compression can get confused when a client
	// has the "current" frame
	sv.framenum++;
	sv.time += frameTime;	//  = sv.framenum*100; ??

	// don't run if paused
	if (!sv_paused->integer || sv_maxclients->integer > 1)
	{
		time_before_game = appCycles();

		guardGame(ge.RunFrame);
		ge->RunFrame();
		unguardGame;


		// never get more than one tic behind
		if (sv.time < svs.realtime)
		{
			if (sv_showclamp->integer)
				appPrintf("sv highclamp s:%d r:%d -> %d\n", sv.time, svs.realtime, sv.time);
			svs.realtime  = sv.time;
			svs.realtimef = sv.time;
		}
		time_after_game = appCycles();
	}

	// if extended protocol used, recalculate footstep sounds, mdx/mdl/md3 frames etc.
	if (sv_extProtocol->integer && !sv.attractloop)
		SV_PostprocessFrame();

	// send messages back to the clients that had packets read this frame
	SV_SendClientMessages();

	// save the entire world state if recording a serverdemo
	SV_RecordDemoMessage();

	// send a heartbeat to the master if needed
	Master_Heartbeat();

	// clear teleport flags, etc for next frame
	SV_PrepWorldFrame();

	unguard;
}