Beispiel #1
0
/*
================
Sys_GetEvent

================
*/
sysEvent_t Sys_GetEvent( void ) {
	sysEvent_t	ev;
	char		*s;
	msg_t		netmsg;
	netadr_t	adr;

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// pump the message loop
	// in vga this calls KBD_Update, under X, it calls GetEvent
	Sys_SendKeyEvents ();

	// check for console commands
	s = Sys_ConsoleInput();
	if ( s ) {
		char	*b;
		int		len;

		len = strlen( s ) + 1;
		b = (char *)malloc( len );
		strcpy( b, s );
		Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
	}

	// check for other input devices
	IN_Frame();

	// check for network packets
	MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
#if 0
	if ( Sys_GetPacket ( &adr, &netmsg ) ) {
		netadr_t		*buf;
		int				len;

		// copy out to a seperate buffer for qeueing
		len = sizeof( netadr_t ) + netmsg.cursize;
		buf = malloc( len );
		*buf = adr;
		memcpy( buf+1, netmsg.data, netmsg.cursize );
		Sys_QueEvent( 0, SE_PACKET, 0, 0, len, buf );
	}
#endif

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// create an empty event to return

	memset( &ev, 0, sizeof( ev ) );
	ev.evTime = Sys_Milliseconds();

	return ev;
}
/*
================
Sys_GenerateEvents
================
*/
void Sys_GenerateEvents(void)
{
	static int entered = false;
	char *s;

	if (entered) {
		return;
	}

	entered = true;

	// pump the message loop
	Sys_PumpEvents();

	// make sure mouse and joystick are only called once a frame
	IN_Frame();

	// check for console commands
	s = Sys_ConsoleInput();

	if (s) {
		char	*b;
		int		len;

		len = strlen(s) + 1;
		b = (char *)Mem_Alloc(len);
		strcpy(b, s);
		Sys_QueEvent(0, SE_CONSOLE, 0, 0, len, b);
	}

	entered = false;
}
/*
================
Sys_GenerateEvents
================
*/
void Sys_GenerateEvents() {
	static int entered = false;
	char *s;

	if ( entered ) {
		return;
	}
	entered = true;

	// pump the message loop
	Sys_PumpEvents();

	// grab or release the mouse cursor if necessary
	IN_Frame();

	// check for console commands
	s = Sys_ConsoleInput();
	if ( s ) {
		char	*b;
		int		len;

		len = strlen( s ) + 1;
		b = (char *)Mem_Alloc( len, TAG_EVENTS );
		strcpy( b, s );
		Sys_QueEvent( SE_CONSOLE, 0, 0, len, b, 0 );
	}

	entered = false;
}
Beispiel #4
0
/*
================
Sys_GenerateEvents
================
*/
void Sys_GenerateEvents() {
	char *s = Sys_ConsoleInput();

	if (s)
		PushConsoleEvent(s);

	SDL_PumpEvents();
}
Beispiel #5
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);
}
Beispiel #6
0
/**
 * 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(cmd);
    }
}
Beispiel #7
0
/*
================
Sys_GetEvent

================
*/
sysEvent_t Sys_GetEvent( void ) {
    MSG			msg;
	sysEvent_t	ev;
	char		*s;
	msg_t		netmsg;

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// pump the message loop
	while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE)) {
		if ( !GetMessage (&msg, NULL, 0, 0) ) {
			Com_Quit_f();
		}

		// save the msg time, because wndprocs don't have access to the timestamp
		g_wv.sysMsgTime = msg.time;

		TranslateMessage (&msg);
      	DispatchMessage (&msg);
	}

	// check for console commands
	s = Sys_ConsoleInput();
	if ( s ) {
		char	*b;
		int		len;

		len = strlen( s ) + 1;
		b = (char *) Z_Malloc( len, TAG_EVENT, qfalse);
		strcpy( b, s );
		Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
	}

	// check for network packets
	MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// create an empty event to return

	memset( &ev, 0, sizeof( ev ) );
	ev.evTime = timeGetTime();

	return ev;
}
Beispiel #8
0
sysEvent_t Sys_GetEvent( void ) {
    sysEvent_t	ev;
    char		*s;
    msg_t		netmsg;
    netadr_t	adr;

    // return if we have data
    if ( eventHead > eventTail ) {
        eventTail++;
        return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
    }

    // check for console commands
    s = Sys_ConsoleInput();
    if ( s ) {
        char	*b;
        int		len;

        len = strlen( s ) + 1;
        b = (char *)Z_Malloc( len,TAG_EVENT,qfalse );
        strcpy( b, s );
        Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
    }

    // check for network packets
    MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
    if ( Sys_GetPacket ( &adr, &netmsg ) ) {
        netadr_t		*buf;
        int				len;

        // copy out to a seperate buffer for qeueing
        len = sizeof( netadr_t ) + netmsg.cursize;
        buf = (netadr_t *)Z_Malloc( len,TAG_EVENT,qfalse );
        *buf = adr;
        memcpy( buf+1, netmsg.data, netmsg.cursize );
        Sys_QueEvent( 0, SE_PACKET, 0, 0, len, buf );
    }

    // return if we have data
    if ( eventHead > eventTail ) {
        eventTail++;
        return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
    }

    // create an empty event to return

    memset( &ev, 0, sizeof( ev ) );
    ev.evTime = Sys_Milliseconds();

    return ev;
}
Beispiel #9
0
/*
===================
Host_GetConsoleCommands

Add them exactly as if they had been typed at the console
===================
*/
void Host_GetConsoleCommands (void)
{
	const char	*cmd;

	if (!isDedicated)
		return;	// no stdin necessary in graphical mode

	while (1)
	{
		cmd = Sys_ConsoleInput ();
		if (!cmd)
			break;
		Cbuf_AddText (cmd);
	}
}
Beispiel #10
0
sysEvent_t Sys_GetEvent( void ) {
	sysEvent_t	ev;
	char		*s;
	msg_t		netmsg;

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// pump the message loop
	// in vga this calls KBD_Update, under X, it calls GetEvent
	Sys_SendKeyEvents ();

	// check for console commands
	s = Sys_ConsoleInput();
	if ( s ) {
		char	*b;
		int		len;

		len = strlen( s ) + 1;
		b = (char *)Z_Malloc( len,TAG_EVENT,qfalse );
		strcpy( b, s );
		Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
	}

	// check for other input devices
	IN_Frame();

	// check for network packets
	MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );

	// return if we have data
	if ( eventHead > eventTail ) {
		eventTail++;
		return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
	}

	// create an empty event to return

	memset( &ev, 0, sizeof( ev ) );
	ev.evTime = Sys_Milliseconds();

	return ev;
}
Beispiel #11
0
/**
 * @sa Qcommon_Frame
 */
void SV_Frame (int now, void *data)
{
	/* 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 = qfalse;
	}

	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)
		return;

	svs.realtime = now;

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

	SV_CheckGameStart();

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

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

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

	/* server is empty - so shutdown */
	if (svs.abandon && svs.killserver)
		SV_Shutdown("Server disconnected.", qfalse);
}
Beispiel #12
0
/*
=================
Sys_PumpEvents
=================
*/
void Sys_PumpEvents( void ) {
	char		*s;
	msg_t		netmsg;
	netadr_t	adr;

   // pump the message loop
	Sys_SendKeyEvents();
   
   // check for console commands
   s = Sys_ConsoleInput();
   if ( s ) {
       char	*b;
       int		len;

       len = strlen( s ) + 1;
       b = malloc( len );
	   if ( !b ) {
		   Com_Error( ERR_FATAL, "malloc failed in Sys_PumpEvents" );
	   }
       strcpy( b, s );
       Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
   }

   // check for other input devices
   Sys_Input();

   // check for network packets
   MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
   if ( Sys_GetPacket ( &adr, &netmsg ) ) {
       netadr_t		*buf;
       int				len;

       // copy out to a seperate buffer for qeueing
       len = sizeof( netadr_t ) + netmsg.cursize;
       buf = malloc( len );
	   if ( !buf ) {
		   Com_Error( ERR_FATAL, "malloc failed in Sys_PumpEvents" );
	   }
       *buf = adr;
       memcpy( buf+1, netmsg.data, netmsg.cursize );
       Sys_QueEvent( 0, SE_PACKET, 0, 0, len, buf );
   }
}
Beispiel #13
0
/*
* Qcommon_Frame
*/
void Qcommon_Frame( unsigned int realmsec )
{
	static dynvar_t	*frametick = NULL;
	static quint64 fc = 0;
	char *s;
	int time_before = 0, time_between = 0, time_after = 0;
	static unsigned int gamemsec;

	if( setjmp( abortframe ) )
		return; // an ERR_DROP was thrown

	if( log_stats->modified )
	{
		log_stats->modified = qfalse;

		if( log_stats->integer && !log_stats_file )
		{
			if( FS_FOpenFile( "stats.log", &log_stats_file, FS_WRITE ) != -1 )
			{
				FS_Printf( log_stats_file, "entities,dlights,parts,frame time\n" );
			}
			else
			{
				log_stats_file = 0;
			}
		}
		else if( log_stats_file )
		{
			FS_FCloseFile( log_stats_file );
			log_stats_file = 0;
		}
	}

	if( fixedtime->integer > 0 )
	{
		gamemsec = fixedtime->integer;
	}
	else if( timescale->value >= 0 )
	{
		static float extratime = 0.0f;
		gamemsec = extratime + (float)realmsec * timescale->value;
		extratime = ( extratime + (float)realmsec * timescale->value ) - (float)gamemsec;
	}
	else
	{
		gamemsec = realmsec;
	}

	if( com_showtrace->integer )
	{
		Com_Printf( "%4i traces %4i brush traces %4i points\n",
			c_traces, c_brush_traces, c_pointcontents );
		c_traces = 0;
		c_brush_traces = 0;
		c_pointcontents = 0;
	}

	wswcurl_perform();

	FS_Frame();

	Steam_RunFrame();

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

		Cbuf_Execute();
	}

	// keep the random time dependent
	rand();

	if( host_speeds->integer )
		time_before = Sys_Milliseconds();

	SV_Frame( realmsec, gamemsec );

	if( host_speeds->integer )
		time_between = Sys_Milliseconds();

	CL_Frame( realmsec, gamemsec );

	if( host_speeds->integer )
		time_after = Sys_Milliseconds();

	if( host_speeds->integer )
	{
		int all, sv, gm, cl, rf;

		all = time_after - time_before;
		sv = time_between - time_before;
		cl = time_after - time_between;
		gm = time_after_game - time_before_game;
		rf = time_after_ref - time_before_ref;
		sv -= gm;
		cl -= rf;
		Com_Printf( "all:%3i sv:%3i gm:%3i cl:%3i rf:%3i\n",
			all, sv, gm, cl, rf );
	}

	MM_Frame( realmsec );

	// wsw : aiwa : generic observer pattern to plug in arbitrary functionality
	if( !frametick )
		frametick = Dynvar_Lookup( "frametick" );
	Dynvar_CallListeners( frametick, &fc );
	++fc;
}
Beispiel #14
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 #15
0
void Qcommon_Frame (int msec)
{

	if (setjmp (abortframe) )
		return;			// an ERR_DROP was thrown

#ifdef GL_QUAKE
	if(cl_avidemo->integer)
	{
		msec = (int)(1000 / cl_avidemo->integer * timescale->value);
	}
	else
#endif
	{
		if (fixedtime->integer)
			msec = fixedtime->integer;

		msec = (int)(msec * timescale->value);
	}

	if (msec < 1)
		msec = 1;

	if (showtrace->integer)
	{
		extern	int c_traces, c_brush_traces;
		extern	int	c_pointcontents;

		Com_Printf ("%4i traces  %4i points\n", c_traces, c_pointcontents);
		c_traces = 0;
		c_brush_traces = 0;
		c_pointcontents = 0;
	}

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

	if (!host_speeds->integer)
	{
		SV_Frame (msec);
		CL_Frame (msec);
	}
	else
	{
		unsigned int time_before = 0, time_between = 0, time_after = 0;
		unsigned int all, sv, gm, cl, rf;

		time_before = Sys_Milliseconds ();

		SV_Frame (msec);

		time_between = Sys_Milliseconds ();

		CL_Frame (msec);

		time_after = Sys_Milliseconds ();

		all = time_after - time_before;
		sv = time_between - time_before;
		cl = time_after - time_between;
		gm = time_after_game - time_before_game;
		rf = time_after_ref - time_before_ref;
		sv -= gm;
		cl -= rf;
		Com_Printf ("all:%3i sv:%3i gm:%3i cl:%3i rf:%3i\n", all, sv, gm, cl, rf);
	}	
}
Beispiel #16
0
/*
================
Sys_GetEvent

================
*/
sysEvent_t Sys_GetEvent( void ) {
    MSG			msg;
    sysEvent_t	ev;
    char		*s;
    msg_t		netmsg;
    netadr_t	adr;

    // return if we have data
    if ( eventHead > eventTail ) {
        eventTail++;
        return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
    }

    // pump the message loop
    while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE)) {
        if ( !GetMessage (&msg, NULL, 0, 0) ) {
            Com_Quit_f();
        }

        // save the msg time, because wndprocs don't have access to the timestamp
        g_wv.sysMsgTime = msg.time;

        TranslateMessage (&msg);
        DispatchMessage (&msg);
    }

    // check for console commands
    s = Sys_ConsoleInput();
    if ( s ) {
        char	*b;
        int		len;

        len = strlen( s ) + 1;
        b = (char *)Z_Malloc( len );
        Q_strncpyz( b, s, len-1 );
        Sys_QueEvent( 0, SE_CONSOLE, 0, 0, len, b );
    }

    // check for network packets
    MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
    if ( Sys_GetPacket ( &adr, &netmsg ) ) {
        netadr_t		*buf;
        int				len;

        // copy out to a seperate buffer for qeueing
        // the readcount stepahead is for SOCKS support
        len = sizeof( netadr_t ) + netmsg.cursize - netmsg.readcount;
        buf = (netadr_t *)Z_Malloc( len );
        *buf = adr;
        memcpy( buf+1, &netmsg.data[netmsg.readcount], netmsg.cursize - netmsg.readcount );
        Sys_QueEvent( 0, SE_PACKET, 0, 0, len, buf );
    }

    // return if we have data
    if ( eventHead > eventTail ) {
        eventTail++;
        return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
    }

    // create an empty event to return

    memset( &ev, 0, sizeof( ev ) );
    ev.evTime = timeGetTime();

    return ev;
}