Example #1
0
/*
==================
Host_ShutdownServer

This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer(void)
{
	prvm_prog_t *prog = SVVM_prog;
	int i;

	Con_DPrintf("Host_ShutdownServer\n");

	if (!sv.active)
		return;

	NetConn_Heartbeat(2);
	NetConn_Heartbeat(2);

// make sure all the clients know we're disconnecting
	World_End(&sv.world);
	if(prog->loaded)
	{
		if(PRVM_serverfunction(SV_Shutdown))
		{
			func_t s = PRVM_serverfunction(SV_Shutdown);
			PRVM_serverglobalfloat(time) = sv.time;
			PRVM_serverfunction(SV_Shutdown) = 0; // prevent it from getting called again
			prog->ExecuteProgram(prog, s,"SV_Shutdown() required");
		}
	}
	for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
		if (host_client->active)
			SV_DropClient(false); // server shutdown

	NetConn_CloseServerPorts();

	sv.active = false;
//
// clear structures
//
	memset(&sv, 0, sizeof(sv));
	memset(svs.clients, 0, svs.maxclients*sizeof(client_t));

	cl.islocalgame = false;
}
Example #2
0
/*
==================
Host_ShutdownServer

This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer(void)
{
	int i;

	Con_DPrintf("Host_ShutdownServer\n");

	if (!sv.active)
		return;

	NetConn_Heartbeat(2);
	NetConn_Heartbeat(2);

// make sure all the clients know we're disconnecting
	SV_VM_Begin();
	World_End(&sv.world);
	if(prog->loaded)
		if(prog->funcoffsets.SV_Shutdown)
		{
			func_t s = prog->funcoffsets.SV_Shutdown;
			prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
			PRVM_ExecuteProgram(s,"SV_Shutdown() required");
		}
	for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
		if (host_client->active)
			SV_DropClient(false); // server shutdown
	SV_VM_End();

	NetConn_CloseServerPorts();

	sv.active = false;
//
// clear structures
//
	memset(&sv, 0, sizeof(sv));
	memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
}
Example #3
0
void Host_Main(void)
{
	double time1 = 0;
	double time2 = 0;
	double time3 = 0;
	double cl_timer = 0, sv_timer = 0;
	double clframetime, deltacleantime, olddirtytime, dirtytime;
	double wait;
	int pass1, pass2, pass3, i;
	char vabuf[1024];
	qboolean playing;

	Host_Init();

	realtime = 0;
	host_dirtytime = Sys_DirtyTime();
	for (;;)
	{
		if (setjmp(host_abortframe))
		{
			SCR_ClearLoadingScreen(false);
			continue;			// something bad happened, or the server disconnected
		}

		olddirtytime = host_dirtytime;
		dirtytime = Sys_DirtyTime();
		deltacleantime = dirtytime - olddirtytime;
		if (deltacleantime < 0)
		{
			// warn if it's significant
			if (deltacleantime < -0.01)
				Con_Printf("Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
			deltacleantime = 0;
		}
		else if (deltacleantime >= 1800)
		{
			Con_Printf("Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", olddirtytime, dirtytime, deltacleantime);
			deltacleantime = 0;
		}
		realtime += deltacleantime;
		host_dirtytime = dirtytime;

		cl_timer += deltacleantime;
		sv_timer += deltacleantime;

		if (!svs.threaded)
		{
			svs.perf_acc_realtime += deltacleantime;

			// Look for clients who have spawned
			playing = false;
			for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
				if(host_client->begun)
					if(host_client->netconnection)
						playing = true;
			if(sv.time < 10)
			{
				// don't accumulate time for the first 10 seconds of a match
				// so things can settle
				svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
			}
			else if(svs.perf_acc_realtime > 5)
			{
				svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
				svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
				if(svs.perf_acc_offset_samples > 0)
				{
					svs.perf_offset_max = svs.perf_acc_offset_max;
					svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
					svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
				}
				if(svs.perf_lost > 0 && developer_extra.integer)
					if(playing) // only complain if anyone is looking
						Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
				svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
			}
		}

		if (slowmo.value < 0.00001 && slowmo.value != 0)
			Cvar_SetValue("slowmo", 0);
		if (host_framerate.value < 0.00001 && host_framerate.value != 0)
			Cvar_SetValue("host_framerate", 0);

		// keep the random time dependent, but not when playing demos/benchmarking
		if(!*sv_random_seed.string && !cls.demoplayback)
			rand();

		// get new key events
		Key_EventQueue_Unblock();
		SndSys_SendKeyEvents();
		Sys_SendKeyEvents();

		NetConn_UpdateSockets();

		Log_DestBuffer_Flush();

		// receive packets on each main loop iteration, as the main loop may
		// be undersleeping due to select() detecting a new packet
		if (sv.active && !svs.threaded)
			NetConn_ServerFrame();

		Curl_Run();

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

		// when a server is running we only execute console commands on server frames
		// (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
		// otherwise we execute them on client frames
		if (sv.active ? sv_timer > 0 : cl_timer > 0)
		{
			// process console commands
//			R_TimeReport("preconsole");
			CL_VM_PreventInformationLeaks();
			Cbuf_Frame();
//			R_TimeReport("console");
		}

		//Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);

		// if the accumulators haven't become positive yet, wait a while
		if (cls.state == ca_dedicated)
			wait = sv_timer * -1000000.0;
		else if (!sv.active || svs.threaded)
			wait = cl_timer * -1000000.0;
		else
			wait = max(cl_timer, sv_timer) * -1000000.0;

		if (!cls.timedemo && wait >= 1)
		{
			double time0, delta;

			if(host_maxwait.value <= 0)
				wait = min(wait, 1000000.0);
			else
				wait = min(wait, host_maxwait.value * 1000.0);
			if(wait < 1)
				wait = 1; // because we cast to int

			time0 = Sys_DirtyTime();
			if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
				NetConn_SleepMicroseconds((int)wait);
				if (cls.state != ca_dedicated)
					NetConn_ClientFrame(); // helps server browser get good ping values
				// TODO can we do the same for ServerFrame? Probably not.
			}
			else
				Sys_Sleep((int)wait);
			delta = Sys_DirtyTime() - time0;
			if (delta < 0 || delta >= 1800) delta = 0;
			if (!svs.threaded)
				svs.perf_acc_sleeptime += delta;
//			R_TimeReport("sleep");
			continue;
		}

		// limit the frametime steps to no more than 100ms each
		if (cl_timer > 0.1)
			cl_timer = 0.1;
		if (sv_timer > 0.1)
		{
			if (!svs.threaded)
				svs.perf_acc_lost += (sv_timer - 0.1);
			sv_timer = 0.1;
		}

		R_TimeReport("---");

	//-------------------
	//
	// server operations
	//
	//-------------------

		// limit the frametime steps to no more than 100ms each
		if (sv.active && sv_timer > 0 && !svs.threaded)
		{
			// execute one or more server frames, with an upper limit on how much
			// execution time to spend on server frames to avoid freezing the game if
			// the server is overloaded, this execution time limit means the game will
			// slow down if the server is taking too long.
			int framecount, framelimit = 1;
			double advancetime, aborttime = 0;
			float offset;
			prvm_prog_t *prog = SVVM_prog;

			// run the world state
			// don't allow simulation to run too fast or too slow or logic glitches can occur

			// stop running server frames if the wall time reaches this value
			if (sys_ticrate.value <= 0)
				advancetime = sv_timer;
			else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
			{
				// synchronize to the client frametime, but no less than 10ms and no more than 100ms
				advancetime = bound(0.01, cl_timer, 0.1);
			}
			else
			{
				advancetime = sys_ticrate.value;
				// listen servers can run multiple server frames per client frame
				framelimit = cl_maxphysicsframesperserverframe.integer;
				aborttime = Sys_DirtyTime() + 0.1;
			}
			if(slowmo.value > 0 && slowmo.value < 1)
				advancetime = min(advancetime, 0.1 / slowmo.value);
			else
				advancetime = min(advancetime, 0.1);

			if(advancetime > 0)
			{
				offset = Sys_DirtyTime() - dirtytime;if (offset < 0 || offset >= 1800) offset = 0;
				offset += sv_timer;
				++svs.perf_acc_offset_samples;
				svs.perf_acc_offset += offset;
				svs.perf_acc_offset_squared += offset * offset;
				if(svs.perf_acc_offset_max < offset)
					svs.perf_acc_offset_max = offset;
			}

			// only advance time if not paused
			// the game also pauses in singleplayer when menu or console is used
			sv.frametime = advancetime * slowmo.value;
			if (host_framerate.value)
				sv.frametime = host_framerate.value;
			if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
				sv.frametime = 0;

			for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
			{
				sv_timer -= advancetime;

				// move things around and think unless paused
				if (sv.frametime)
					SV_Physics();

				// if this server frame took too long, break out of the loop
				if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
					break;
			}
			R_TimeReport("serverphysics");

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

			if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
				prog->globals.fp[OFS_PARM0] = realtime - sv.pausedstart;
				PRVM_serverglobalfloat(time) = sv.time;
				prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
			}

			// send an heartbeat if enough time has passed since the last one
			NetConn_Heartbeat(0);
			R_TimeReport("servernetwork");
		}
		else if (!svs.threaded)
		{
			// don't let r_speeds display jump around
			R_TimeReport("serverphysics");
			R_TimeReport("servernetwork");
		}

	//-------------------
	//
	// client operations
	//
	//-------------------

		if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
		{
			R_TimeReport("---");
			Collision_Cache_NewFrame();
			R_TimeReport("photoncache");
			// decide the simulation time
			if (cls.capturevideo.active)
			{
				//***
				if (cls.capturevideo.realtime)
					clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
				else
				{
					clframetime = 1.0 / cls.capturevideo.framerate;
					cl.realframetime = max(cl_timer, clframetime);
				}
			}
			else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
			{
				clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
				// when running slow, we need to sleep to keep input responsive
				wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
				if (wait > 0)
					Sys_Sleep((int)wait);
			}
			else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
				clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
			else
				clframetime = cl.realframetime = cl_timer;

			// apply slowmo scaling
			clframetime *= cl.movevars_timescale;
			// scale playback speed of demos by slowmo cvar
			if (cls.demoplayback)
			{
				clframetime *= slowmo.value;
				// if demo playback is paused, don't advance time at all
				if (cls.demopaused)
					clframetime = 0;
			}
			else
			{
				// host_framerate overrides all else
				if (host_framerate.value)
					clframetime = host_framerate.value;

				if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive || cl.csqc_paused)))
					clframetime = 0;
			}

			if (cls.timedemo)
				clframetime = cl.realframetime = cl_timer;

			// deduct the frame time from the accumulator
			cl_timer -= cl.realframetime;

			cl.oldtime = cl.time;
			cl.time += clframetime;

			// update video
			if (host_speeds.integer)
				time1 = Sys_DirtyTime();
			R_TimeReport("pre-input");

			// Collect input into cmd
			CL_Input();

			R_TimeReport("input");

			// check for new packets
			NetConn_ClientFrame();

			// read a new frame from a demo if needed
			CL_ReadDemoMessage();
			R_TimeReport("clientnetwork");

			// now that packets have been read, send input to server
			CL_SendMove();
			R_TimeReport("sendmove");

			// update client world (interpolate entities, create trails, etc)
			CL_UpdateWorld();
			R_TimeReport("lerpworld");

			CL_Video_Frame();

			R_TimeReport("client");

			CL_UpdateScreen();
			CL_MeshEntities_Reset();
			R_TimeReport("render");

			if (host_speeds.integer)
				time2 = Sys_DirtyTime();

			// update audio
			if(cl.csqc_usecsqclistener)
			{
				S_Update(&cl.csqc_listenermatrix);
				cl.csqc_usecsqclistener = false;
			}
			else
				S_Update(&r_refdef.view.matrix);

			CDAudio_Update();
			R_TimeReport("audio");

			// reset gathering of mouse input
			in_mouse_x = in_mouse_y = 0;

			if (host_speeds.integer)
			{
				pass1 = (int)((time1 - time3)*1000000);
				time3 = Sys_DirtyTime();
				pass2 = (int)((time2 - time1)*1000000);
				pass3 = (int)((time3 - time2)*1000000);
				Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
							pass1+pass2+pass3, pass1, pass2, pass3);
			}
		}

#if MEMPARANOIA
		Mem_CheckSentinelsGlobal();
#else
		if (developer_memorydebug.integer)
			Mem_CheckSentinelsGlobal();
#endif

		// if there is some time remaining from this frame, reset the timers
		if (cl_timer >= 0)
			cl_timer = 0;
		if (sv_timer >= 0)
		{
			if (!svs.threaded)
				svs.perf_acc_lost += sv_timer;
			sv_timer = 0;
		}

		host_framecount++;
	}
}
Example #4
0
/*
=====================
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)
{
	prvm_prog_t *prog = SVVM_prog;
	int i;
	Con_Printf("Client \"%s\" dropped\n", host_client->name);

	SV_StopDemoRecording(host_client);

	// make sure edict is not corrupt (from a level change for example)
	host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);

	if (host_client->netconnection)
	{
		// tell the client to be gone
		if (!crash)
		{
			// LordHavoc: no opportunity for resending, so use unreliable 3 times
			unsigned char bufdata[8];
			sizebuf_t buf;
			memset(&buf, 0, sizeof(buf));
			buf.data = bufdata;
			buf.maxsize = sizeof(bufdata);
			MSG_WriteByte(&buf, svc_disconnect);
			NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
			NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
			NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, 0, false);
		}
	}

	// call qc ClientDisconnect function
	// LordHavoc: don't call QC if server is dead (avoids recursive
	// Host_Error in some mods when they run out of edicts)
	if (host_client->clientconnectcalled && sv.active && host_client->edict)
	{
		// call the prog function for removing a client
		// this will set the body to a dead frame, among other things
		int saveSelf = PRVM_serverglobaledict(self);
		host_client->clientconnectcalled = false;
		PRVM_serverglobalfloat(time) = sv.time;
		PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(host_client->edict);
		prog->ExecuteProgram(prog, PRVM_serverfunction(ClientDisconnect), "QC function ClientDisconnect is missing");
		PRVM_serverglobaledict(self) = saveSelf;
	}

	if (host_client->netconnection)
	{
		// break the net connection
		NetConn_Close(host_client->netconnection);
		host_client->netconnection = NULL;
	}

	// if a download is active, close it
	if (host_client->download_file)
	{
		Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
		FS_Close(host_client->download_file);
		host_client->download_file = NULL;
		host_client->download_name[0] = 0;
		host_client->download_expectedposition = 0;
		host_client->download_started = false;
	}

	// remove leaving player from scoreboard
	host_client->name[0] = 0;
	host_client->colors = 0;
	host_client->frags = 0;
	// send notification to all clients
	// get number of client manually just to make sure we get it right...
	i = host_client - svs.clients;
	MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
	MSG_WriteByte (&sv.reliable_datagram, i);
	MSG_WriteString (&sv.reliable_datagram, host_client->name);
	MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
	MSG_WriteByte (&sv.reliable_datagram, i);
	MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
	MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
	MSG_WriteByte (&sv.reliable_datagram, i);
	MSG_WriteShort (&sv.reliable_datagram, host_client->frags);

	// free the client now
	if (host_client->entitydatabase)
		EntityFrame_FreeDatabase(host_client->entitydatabase);
	if (host_client->entitydatabase4)
		EntityFrame4_FreeDatabase(host_client->entitydatabase4);
	if (host_client->entitydatabase5)
		EntityFrame5_FreeDatabase(host_client->entitydatabase5);

	if (sv.active)
	{
		// clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
		PRVM_ED_ClearEdict(prog, host_client->edict);
	}

	// clear the client struct (this sets active to false)
	memset(host_client, 0, sizeof(*host_client));

	// update server listing on the master because player count changed
	// (which the master uses for filtering empty/full servers)
	NetConn_Heartbeat(1);

	if (sv.loadgame)
	{
		for (i = 0;i < svs.maxclients;i++)
			if (svs.clients[i].active && !svs.clients[i].spawned)
				break;
		if (i == svs.maxclients)
		{
			Con_Printf("Loaded game, everyone rejoined - unpausing\n");
			sv.paused = sv.loadgame = false; // we're basically done with loading now
		}
	}
}