Exemple #1
0
//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 qbool isdown = false;

	if (isdown) {
		printf ("recursive shutdown\n");
		return;
	}
	isdown = true;

	// on low-end systems quit process may last long time (was about 1 minute for me on old compo),
	// at the same time may repeats repeats repeats some sounds, trying preventing this
	S_StopAllSounds (true);
	S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);

	SV_Shutdown ("Server quit\n");

#if (!defined WITH_PNG_STATIC && !defined WITH_JPEG_STATIC)
	QLib_Shutdown();
#endif

	CL_Shutdown ();
	NET_Shutdown ();
	Con_Shutdown();
#ifdef WITH_TCL
	TCL_Shutdown ();
#endif
}
Exemple #2
0
/*
* S_BackgroundUpdateProc
*/
void *S_BackgroundUpdateProc( void *param )
{
	sndQueue_t *s_cmdQueue = param;

	while ( 1 ){
		int read = S_ReadEnqueuedCmds( s_cmdQueue, sndCmdHandlers );
		
		if( read < 0 ) {
			// shutdown
			break;
		}

		S_Update();

		trap_Sleep( 5 );
	}
 
	return NULL;
}
Exemple #3
0
/*
==================
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;

	if (setjmp (host_abortserver) )
		return;			// something bad happened, or the server disconnected

// keep the random time dependent
	rand ();
	
// decide the simulation time
	if (!Host_FilterTime (time))
		return;			// don't run too fast, or packets will flood out
		
// 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_FloatTime ();
		
	SCR_UpdateScreen ();

	if (host_speeds.value)
		time2 = Sys_FloatTime ();
		
// update audio
	if (cls.signon == SIGNONS)
	{
		S_Update (r_origin, vpn, vright, vup);
		CL_DecayLights ();
	}
	else
		S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
	
	// jkrige - fmod sound system (music)
	//CDAudio_Update();
	FMOD_MusicUpdate();
	// jkrige - fmod sound system (music)

	if (host_speeds.value)
	{
		pass1 = (time1 - time3)*1000;
		time3 = Sys_FloatTime ();
		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++; // jkrige - fps counter
}
Exemple #4
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++;
	}
}
Exemple #5
0
void CL_Frame ( int msec,float fractionMsec ) {

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

	// load the ref / cgame if needed
	CL_StartHunkUsers();

#if defined (_XBOX)// && !defined(_DEBUG)
	// Play the intro movies once
	static bool firstRun = true;
	if(firstRun)
	{
	//	SP_DoLicense();
		SP_DisplayLogos();
	}
	
#endif

#if defined (_XBOX)	//xbox doesn't load ui in StartHunkUsers, so check it here
	// load ui if needed
	if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
		cls.uiStarted = qtrue;
		SCR_StopCinematic();
		CL_InitUI();
	}
#endif

	if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
		&& !com_sv_running->integer ) {		
		// if disconnected, bring up the menu
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
#ifdef _XBOX
			if (firstRun)
			{
			
				UI_SetActiveMenu("splashMenu", NULL);
			}
			else
#endif
			UI_SetActiveMenu( "mainMenu",NULL );
		}
	}

#ifdef _XBOX
	firstRun = false;
#endif


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	if(cl_framerate->integer)
	{
		avgFrametime+=msec;
		char mess[256];
		if(!(frameCount&0x1f))
		{
			sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	//		OutputDebugString(mess);
			Com_Printf(mess);
			avgFrametime=0.0f;
		}
		frameCount++;
	}
	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
#ifndef _XBOX
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}
#endif

#ifdef _XBOX
	//Check on the hot swappable button states.
	CL_UpdateHotSwap();
#endif

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music	
			cl_skippingcin->modified=qfalse;
			Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();

#if defined(_XBOX) && !defined(FINAL_BUILD)
		if (D3DPERF_QueryRepeatFrame())
			SCR_UpdateScreen();
#endif
	}
	// update audio
	S_Update();

#ifdef _IMMERSION
	FF_Update();
#endif // _IMMERSION
	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
Exemple #6
0
void
CL_Frame(int packetdelta, int renderdelta, int timedelta, qboolean packetframe, qboolean renderframe)
{
	static int lasttimecalled;

	// Dedicated?
	if (dedicated->value)
	{
		return;
	}

	// Calculate simulation time.
	cls.nframetime = packetdelta / 1000000.0f;
	cls.rframetime = renderdelta / 1000000.0f;
	cls.realtime = curtime;
	cl.time += timedelta / 1000;

	// Don't extrapolate too far ahead.
	if (cls.nframetime > 0.5f)
	{
		cls.nframetime = 0.5f;
	}

	if (cls.rframetime > 0.5f)
	{
		cls.rframetime = 0.5f;
	}

	// if in the debugger last frame, don't timeout.
	if (timedelta > 5000000)
	{
		cls.netchan.last_received = Sys_Milliseconds();
	}

	// Reset power shield / power screen sound counter.
	num_power_sounds = 0;

	if (!cl_timedemo->value)
	{
		// Don't throttle too much when connecting / loading.
		if ((cls.state == ca_connected) && (packetdelta > 100000))
		{
			packetframe = true;
		}
	}

	// Run HTTP downloads more often while connecting.
#ifdef USE_CURL
	if (cls.state == ca_connected)
	{
		CL_RunHTTPDownloads();
	}
#endif

	// Update input stuff.
	if (packetframe || renderframe)
	{
		CL_ReadPackets();
		CL_UpdateWindowedMouse();
		IN_Update();
		Cbuf_Execute();
		CL_FixCvarCheats();

		if (cls.state > ca_connecting)
		{
			CL_RefreshCmd();
		}
		else
		{
			CL_RefreshMove();
		}
	}

	if (cls.forcePacket || userinfo_modified)
	{
		packetframe = true;
		cls.forcePacket = false;
	}

	if (packetframe)
	{
		CL_SendCmd();
		CL_CheckForResend();

		// Run HTTP downloads during game.
#ifdef USE_CURL
		CL_RunHTTPDownloads();
#endif
	}

	if (renderframe)
	{
		VID_CheckChanges();
		CL_PredictMovement();

		if (!cl.refresh_prepped && (cls.state == ca_active))
		{
			CL_PrepRefresh();
		}

		/* update the screen */
		if (host_speeds->value)
		{
			time_before_ref = Sys_Milliseconds();
		}

		SCR_UpdateScreen();

		if (host_speeds->value)
		{
			time_after_ref = Sys_Milliseconds();
		}

		/* update audio */
		S_Update(cl.refdef.vieworg, cl.v_forward, cl.v_right, cl.v_up);

		/* advance local effects for next frame */
		CL_RunDLights();
		CL_RunLightStyles();
		SCR_RunCinematic();
		SCR_RunConsole();

		/* Update framecounter */
		cls.framecount++;

		if (log_stats->value)
		{
			if (cls.state == ca_active)
			{
				if (!lasttimecalled)
				{
					lasttimecalled = Sys_Milliseconds();

					if (log_stats_file)
					{
						fprintf(log_stats_file, "0\n");
					}
				}

				else
				{
					int now = Sys_Milliseconds();

					if (log_stats_file)
					{
						fprintf(log_stats_file, "%d\n", now - lasttimecalled);
					}

					lasttimecalled = now;
				}
			}
		}
	}
}
Exemple #7
0
void
CL_Frame(int msec)
{
	static int extratime;
	static int lasttimecalled;

	if (dedicated->value)
	{
		return;
	}

	extratime += msec;

	if (!cl_timedemo->value)
	{
		if ((cls.state == ca_connected) && (extratime < 100))
		{
			return; /* don't flood packets out while connecting */
		}

		if (extratime < 1000 / cl_maxfps->value)
		{
			return; /* framerate is too high */
		}
	}

	/* decide the simulation time */
	cls.frametime = extratime / 1000.0;

	cl.time += extratime;

	cls.realtime = curtime;

	extratime = 0;

	if (cls.frametime > (1.0 / 5))
	{
		cls.frametime = (1.0 / 5);
	}

	/* if in the debugger last frame, don't timeout */
	if (msec > 5000)
	{
		cls.netchan.last_received = Sys_Milliseconds();
	}

	/* fetch results from server */
	CL_ReadPackets();

	/* send a new command message to the server */
	CL_SendCommand();

	/* predict all unacknowledged movements */
	CL_PredictMovement();

	/* allow renderer DLL change */
	VID_CheckChanges();

	if (!cl.refresh_prepped && (cls.state == ca_active))
	{
		CL_PrepRefresh();
	}

	/* update the screen */
	if (host_speeds->value)
	{
		time_before_ref = Sys_Milliseconds();
	}

	SCR_UpdateScreen();

	if (host_speeds->value)
	{
		time_after_ref = Sys_Milliseconds();
	}

	/* update audio */
	S_Update(cl.refdef.vieworg, cl.v_forward, cl.v_right, cl.v_up);
#ifdef CDA
	CDAudio_Update();
#endif

	/* advance local effects for next frame */
	CL_RunDLights();

	CL_RunLightStyles();

	SCR_RunCinematic();

	SCR_RunConsole();

	cls.framecount++;

	if (log_stats->value)
	{
		if (cls.state == ca_active)
		{
			if (!lasttimecalled)
			{
				lasttimecalled = Sys_Milliseconds();

				if (log_stats_file)
				{
					fprintf(log_stats_file, "0\n");
				}
			}

			else
			{
				int now = Sys_Milliseconds();

				if (log_stats_file)
				{
					fprintf(log_stats_file, "%d\n", now - lasttimecalled);
				}

				lasttimecalled = now;
			}
		}
	}
}
Exemple #8
0
void CL_Frame ( int msec,float fractionMsec ) {

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

	// load the ref / cgame if needed
	CL_StartHunkUsers();

	if ( cls.state == CA_DISCONNECTED && !( Key_GetCatcher( ) & KEYCATCH_UI )
		&& !com_sv_running->integer ) {
		// if disconnected, bring up the menu
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
			UI_SetActiveMenu( "mainMenu",NULL );
		}
	}


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	if(cl_framerate->integer)
	{
		avgFrametime+=msec;
		char mess[256];
		if(!(frameCount&0x1f))
		{
			sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	//		OutputDebugString(mess);
			Com_Printf(mess);
			avgFrametime=0.0f;
		}
		frameCount++;
	}
	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music
			cl_skippingcin->modified=qfalse;
			Com_Printf (S_COLOR_YELLOW "%s", SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();
	}
	// update audio
	S_Update();

	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
void CL_Frame ( int msec,float fractionMsec ) {

	checkAutoSave();	//saves the game immediately after starting a level

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

	// load the ref / cgame if needed
	CL_StartHunkUsers();

#if defined (_XBOX)// && !defined(_DEBUG)
	// Play the intro movies once
	extern bool Sys_QuickStart( void );
	static bool firstRun = true;
	if(firstRun)
	{
	//	SP_DoLicense();
		SP_DisplayLogos();
	}
	
#endif

#if defined (_XBOX)	//xbox doesn't load ui in StartHunkUsers, so check it here
	// load ui if needed
	if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
		cls.uiStarted = qtrue;
		SCR_StopCinematic();
		CL_InitUI();
	}
#endif

	if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
		&& !com_sv_running->integer ) {		
		// if disconnected, bring up the menu
#ifdef _XBOX
		if (firstRun && !Sys_QuickStart())
		{
			// Fresh boot
			UI_SetActiveMenu("splashMenu", NULL);
		}
		else if (firstRun)
		{
			// Came from MP:
			UI_SetActiveMenu("mainMenu", NULL);
			extern void XB_Startup( XBStartupState startupState );
			XB_Startup( STARTUP_LOAD_SETTINGS );
		}
		else
		{
#ifdef XBOX_DEMO
			// Quitting the demo returns to the IIS, and restores settings:
			Settings.RestoreDefaults();
			Settings.SetAll();
			UI_SetActiveMenu("splashMenu", NULL);
#else
			UI_SetActiveMenu("mainMenu", NULL);
#endif
		}
#else
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
			UI_SetActiveMenu("mainMenu", NULL);
		}
#endif
		S_StartBackgroundTrack("music/mp/MP_action4.mp3","",0);
	}

#ifdef _XBOX
	firstRun = false;
#endif


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	//if(cl_framerate->integer)
	//{
	//	avgFrametime+=msec;
	//	char mess[256];
	//	if(!(frameCount&0x1f))
	//	{
	//		sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	////		OutputDebugString(mess);
	//		Com_Printf(mess);
	//		avgFrametime=0.0f;
	//	}
	//	frameCount++;
	//}
	// Always calculate framerate, bias the LOD if low
	avgFrametime+=msec;
	extern bool in_camera;
	float framerate = 1000.0f*(1.0/(avgFrametime/32.0f));
	static int lodFrameCount = 0;
	int bias = Cvar_VariableIntegerValue("r_lodbias");
	if(!(frameCount&0x1f))
	{
        if(cl_framerate->integer)
		{
			char mess[256];
			sprintf(mess,"Frame rate=%f LOD=%d\n\n",framerate,bias);
			Com_Printf(mess);
		}
		avgFrametime=0.0f;

		// If we drop below 20FPS, pull down the LOD bias
		if(framerate < 20.0f && bias == 0)
		{
			bias++;
			Cvar_SetValue("r_lodbias", bias);
			lodFrameCount = -1;
		}

		lodFrameCount++;
		if(lodFrameCount==5 && bias > 0)
		{
			bias--;
			Cvar_SetValue("r_lodBias", bias);
			lodFrameCount = 0;
		}
	}
	frameCount++;

	if(in_camera)
	{
		// No LOD stuff during cutscenes
		Cvar_SetValue("r_lodBias", 0);
	}

	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
#ifndef _XBOX
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}
#endif

#ifdef _XBOX
	//Check on the hot swappable button states.
	CL_UpdateHotSwap();
#endif

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music	
			cl_skippingcin->modified=qfalse;
			Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();

#if defined(_XBOX) && !defined(FINAL_BUILD)
		if (D3DPERF_QueryRepeatFrame())
			SCR_UpdateScreen();
#endif
	}
	// update audio
	S_Update();

#ifdef _IMMERSION
	FF_Update();
#endif // _IMMERSION
	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
/*
==================
Host_Frame

Runs all active servers
==================
*/
void _Host_Frame (double time)
{
	static double		time1 = 0;
	static double		time2 = 0;
	static double		time3 = 0;
	int			pass1, pass2, pass3;

	if (setjmp (host_abortserver) )
		return;			// something bad happened, or the server disconnected

// keep the random time dependent
	rand ();

// decide the simulation time
	if (!Host_FilterTime (time))
	{
#ifdef PROQUAKE_EXTENSION
		// JPG - if we're not doing a frame, still check for lagged moves to send
		if (!sv.active && (cl.movemessages > 2))
			CL_SendLagMove();
#endif
		return;			// don't run too fast, or packets will flood out

	}

// get new key events
#if !defined(MACOSX)
	Sys_SendKeyEvents ();
#endif // This is done in Windows and Linux.  Confirmed from pq350src

// allow mice or other external controllers to add commands
	IN_Commands (); // Baker: This is ONLY joystick

// process console commands
	Cbuf_Execute ();

	NET_Poll();

// if running the server locally, make intentions now
	if (sv.active)
		CL_SendCmd ();  // This is where mouse input is read
#ifdef WINDOWS_SCROLLWHEEL_PEEK
	else if (con_forcedup && key_dest == key_game) // Allows console scrolling when con_forcedup
		IN_MouseWheel ();	// Grab mouse wheel input
#endif

//-------------------
//
// 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 ();

	if (host_speeds.value)
		time1 = Sys_DoubleTime ();

// update video
	SCR_UpdateScreen ();

	if (host_speeds.value)
		time2 = Sys_DoubleTime ();

	if (cls.signon == SIGNONS)
	{
		// update audio
		S_Update (r_origin, vpn, vright, vup);
		CL_DecayLights ();
	}
	else
	{
		S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
	}

#ifdef PSP_MP3_SUPPORT
	if (bmg_type_changed == true)
	{
#endif
		CDAudio_Update();
#ifdef PSP_MP3_SUPPORT
		bmg_type_changed = false;
	}
#endif

	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);
	}

#ifdef SUPPORTS_DEMO_CONTROLS
	if (!cls.demoplayback && cl_demorewind.value)
	{
		Cvar_SetValueByRef (&cl_demorewind, 0);
		Con_Printf ("Demorewind is only enabled during playback\n");
	}
#endif

	host_framecount++;
	//frame speed counter
	fps_count++;//muff
}