void R_Init( void ) { int i; byte *ptr; // Com_Printf ("----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); #ifndef DEDICATED Com_Memset( &tess, 0, sizeof( tess ) ); #endif // Swap_Init(); #ifndef DEDICATED #ifndef FINAL_BUILD if ( (int)tess.xyz & 15 ) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned (%x)\n",(int)tess.xyz & 15 ); } #endif #endif // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } #ifndef DEDICATED R_InitFogTable(); R_NoiseInit(); #endif R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = (byte *)Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); #ifndef DEDICATED R_ToggleSmpFrame(); for(i = 0; i < MAX_LIGHT_STYLES; i++) { RE_SetLightStyle(i, -1); } InitOpenGL(); R_InitImages(); R_InitShaders(qfalse); R_InitSkins(); R_TerrainInit(); //rwwRMG - added R_InitFonts(); #endif R_ModelInit(); G2VertSpaceServer = &CMiniHeap_singleton; #ifndef DEDICATED R_InitDecals ( ); R_InitWorldEffects(); int err = qglGetError(); if ( err != GL_NO_ERROR ) Com_Printf ( "glGetError() = 0x%x\n", err); #endif // Com_Printf ("----- finished R_Init -----\n" ); }
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) { int i; int checksum; qboolean isBot; char systemInfo[16384]; const char *p; SV_SendMapChange(); RE_RegisterMedia_LevelLoadBegin(server, eForceReload); // shut down the existing game if it is running SV_ShutdownGameProgs(); FixGhoul2InfoLeaks(false,true); Com_Printf ("------ Server Initialization ------\n"); Com_Printf ("Server: %s\n",server); /* Ghoul2 Insert Start */ // de allocate the snapshot entities if (svs.snapshotEntities) { delete[] svs.snapshotEntities; svs.snapshotEntities = NULL; } /* Ghoul2 Insert End */ SV_SendMapChange(); // if not running a dedicated server CL_MapLoading will connect the client to the server // also print some status stuff CL_MapLoading(); #ifndef DEDICATED // make sure all the client stuff is unloaded CL_ShutdownAll(); #endif CM_ClearMap(); // clear the whole hunk because we're (re)loading the server Hunk_Clear(); /* Ghoul2 Insert Start */ // clear out those shaders, images and Models as long as this // isnt a dedicated server. if ( !com_dedicated->integer ) { #ifndef DEDICATED R_InitImages(); R_InitShaders(); R_ModelInit(); #endif } else { R_SVModelInit(); } SV_SendMapChange(); // init client structures and svs.numSnapshotEntities if ( !Cvar_VariableValue("sv_running") ) { SV_Startup(); } else { // check for maxclients change if ( sv_maxclients->modified ) { SV_ChangeMaxClients(); } } SV_SendMapChange(); // clear pak references FS_ClearPakReferences(0); /* Ghoul2 Insert Start */ // allocate the snapshot entities on the hunk // svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high ); svs.nextSnapshotEntities = 0; // allocate the snapshot entities svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities]; // we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities); /* Ghoul2 Insert End */ // toggle the server bit so clients can detect that a // server has changed svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // set nextmap to the same map, but it may be overriden // by the game startup or another console command Cvar_Set( "nextmap", "map_restart 0"); // Cvar_Set( "nextmap", va("map %s", server) ); // wipe the entire per-level structure SV_ClearServer(); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } // make sure we are not paused Cvar_Set("cl_paused", "0"); // get a new checksum feed and restart the file system srand(Com_Milliseconds()); sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds(); FS_Restart( sv.checksumFeed ); CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); SV_SendMapChange(); // set serverinfo visible name Cvar_Set( "mapname", server ); Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); // serverid should be different each time sv.serverId = com_frameTime; sv.restartedServerId = sv.serverId; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // clear physics interaction links SV_ClearWorld (); // media configstring setting should be done during // the loading stage, so connected clients don't have // to load during actual gameplay sv.state = SS_LOADING; // load and spawn all other entities SV_InitGameProgs(); // don't allow a map_restart if game is modified sv_gametype->modified = qfalse; // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; } // create a baseline for more efficient communications SV_CreateBaseline (); for (i=0 ; i<sv_maxclients->integer ; i++) { // send the new gamestate to all connected clients if (svs.clients[i].state >= CS_CONNECTED) { char *denied; if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { if ( killBots ) { SV_DropClient( &svs.clients[i], "" ); continue; } isBot = qtrue; } else { isBot = qfalse; } // connect the client again denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( &svs.clients[i], denied ); } else { if( !isBot ) { // when we get the next packet from a connected client, // the new gamestate will be sent svs.clients[i].state = CS_CONNECTED; } else { client_t *client; sharedEntity_t *ent; client = &svs.clients[i]; client->state = CS_ACTIVE; ent = SV_GentityNum( i ); ent->s.number = i; client->gentity = ent; client->deltaMessage = -1; client->nextSnapshotTime = svs.time; // generate a snapshot immediately VM_Call( gvm, GAME_CLIENT_BEGIN, i ); } } } } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; if ( sv_pure->integer ) { // the server sends these to the clients so they will only // load pk3s also loaded at the server p = FS_LoadedPakChecksums(); Cvar_Set( "sv_paks", p ); if (strlen(p) == 0) { Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" ); } p = FS_LoadedPakNames(); Cvar_Set( "sv_pakNames", p ); // if a dedicated pure server we need to touch the cgame because it could be in a // seperate pk3 file and the client will need to load the latest cgame.qvm if ( com_dedicated->integer ) { SV_TouchCGame(); } } else { Cvar_Set( "sv_paks", "" ); Cvar_Set( "sv_pakNames", "" ); } // the server sends these to the clients so they can figure // out which pk3s should be auto-downloaded p = FS_ReferencedPakChecksums(); Cvar_Set( "sv_referencedPaks", p ); p = FS_ReferencedPakNames(); Cvar_Set( "sv_referencedPakNames", p ); // save systeminfo and serverinfo strings Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SYSTEMINFO, systemInfo ); SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; // any media configstring setting now should issue a warning // and any configstring changes should be reliably transmitted // to all clients sv.state = SS_GAME; // send a heartbeat now so the master will get up to date info SV_Heartbeat_f(); Hunk_SetMark(); Com_Printf ("-----------------------------------\n"); /* MrE: 2000-09-13: now called in CL_DownloadsComplete // don't call when running dedicated if ( !com_dedicated->integer ) { // note that this is called after setting the hunk mark with Hunk_SetMark CL_StartHunkUsers(); } */ }
/* =============== R_Init =============== */ void R_Init( void ) { int i; ri.Printf( PRINT_DEVELOPER, "----- R_Init -----\n" ); // clear all our internal state memset( &tr, 0, sizeof( tr ) ); memset( &backEnd, 0, sizeof( backEnd ) ); memset( &tess, 0, sizeof( tess ) ); tess.xyz = tess_xyz; tess.texCoords0 = tess_texCoords0; tess.texCoords1 = tess_texCoords1; tess.indexes = tess_indexes; tess.normal = tess_normal; tess.vertexColors = tess_vertexColors; tess.maxShaderVerts = SHADER_MAX_VERTEXES; tess.maxShaderIndicies = SHADER_MAX_INDEXES; if ( ( intptr_t ) tess.xyz & 15 ) { Com_DPrintf( "WARNING: tess.xyz not 16 byte aligned\n" ); } memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[ i ] = sin( DEG2RAD( i * 360.0f / ( ( float )( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[ i ] = ( i < FUNCTABLE_SIZE / 2 ) ? 1.0f : -1.0f; tr.sawToothTable[ i ] = ( float ) i / FUNCTABLE_SIZE; tr.inverseSawToothTable[ i ] = 1.0f - tr.sawToothTable[ i ]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[ i ] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[ i ] = 1.0f - tr.triangleTable[ i - FUNCTABLE_SIZE / 4 ]; } } else { tr.triangleTable[ i ] = -tr.triangleTable[ i - FUNCTABLE_SIZE / 2 ]; } } // Ridah, init the virtual memory R_Hunk_Begin(); R_InitFogTable(); R_NoiseInit(); R_Register(); max_polys = r_maxpolys->integer; if ( max_polys < MAX_POLYS ) { max_polys = MAX_POLYS; } max_polyverts = r_maxpolyverts->integer; if ( max_polyverts < MAX_POLYVERTS ) { max_polyverts = MAX_POLYVERTS; } // backEndData[0] = ri.Hunk_Alloc( sizeof( *backEndData[0] ), h_low ); backEndData[ 0 ] = ri.Hunk_Alloc( sizeof( *backEndData[ 0 ] ) + sizeof( srfPoly_t ) * max_polys + sizeof( polyVert_t ) * max_polyverts, h_low ); if ( r_smp->integer ) { // backEndData[1] = ri.Hunk_Alloc( sizeof( *backEndData[1] ), h_low ); backEndData[ 1 ] = ri.Hunk_Alloc( sizeof( *backEndData[ 1 ] ) + sizeof( srfPoly_t ) * max_polys + sizeof( polyVert_t ) * max_polyverts, h_low ); } else { backEndData[ 1 ] = NULL; } R_ToggleSmpFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); #if defined( USE_REFENTITY_ANIMATIONSYSTEM ) R_InitAnimations(); #endif R_InitFreeType(); GL_CheckErrors(); // print info GfxInfo_f(); ri.Printf( PRINT_DEVELOPER, "----- finished R_Init -----\n" ); }
/* =============== R_Init =============== */ void R_Init(void) { int err; int i; byte *ptr; ri.Printf(PRINT_ALL, "----- R_Init -----\n"); // clear all our internal state Com_Memset(&tr, 0, sizeof(tr)); Com_Memset(&backEnd, 0, sizeof(backEnd)); Com_Memset(&tess, 0, sizeof(tess)); tess.xyz = tess_xyz; tess.texCoords0 = tess_texCoords0; tess.texCoords1 = tess_texCoords1; tess.indexes = tess_indexes; tess.normal = tess_normal; tess.vertexColors = tess_vertexColors; tess.maxShaderVerts = SHADER_MAX_VERTEXES; tess.maxShaderIndicies = SHADER_MAX_INDEXES; if ((intptr_t) tess.xyz & 15) { ri.Printf(PRINT_WARNING, "tess.xyz not 16 byte aligned\n"); } Com_Memset(tess.constantColor255, 255, sizeof(tess.constantColor255)); // init function tables for (i = 0; i < FUNCTABLE_SIZE; i++) { tr.sinTable[i] = sin(DEG2RAD(i * 360.0f / (( float ) (FUNCTABLE_SIZE - 1)))); tr.squareTable[i] = (i < FUNCTABLE_SIZE / 2) ? 1.0f : -1.0f; tr.sawToothTable[i] = ( float ) i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if (i < FUNCTABLE_SIZE / 2) { if (i < FUNCTABLE_SIZE / 4) { tr.triangleTable[i] = ( float ) i / (FUNCTABLE_SIZE / 4); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2]; } } // init the virtual memory R_Hunk_Begin(); R_NoiseInit(); R_Register(); ptr = ri.Hunk_Alloc(sizeof(*backEndData) + sizeof(srfPoly_t) * r_maxpolys->integer + sizeof(polyVert_t) * r_maxpolyverts->integer, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof(*backEndData)); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof(*backEndData) + sizeof(srfPoly_t) * r_maxpolys->integer); R_InitNextFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if (err != GL_NO_ERROR) { ri.Printf(PRINT_ALL, "glGetError() = 0x%x\n", err); } ri.Printf(PRINT_ALL, "----- finished R_Init -----\n"); }
/* =============== R_Init =============== */ void R_Init( void ) { int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); #ifndef DEDICATED Com_Memset( &tess, 0, sizeof( tess ) ); #endif // Swap_Init(); #ifndef DEDICATED #ifndef FINAL_BUILD if ( (int)tess.xyz & 15 ) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned (%x)\n",(int)tess.xyz & 15 ); } #endif Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); #endif // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } #ifndef DEDICATED R_InitFogTable(); R_NoiseInit(); #endif R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = (unsigned char *)ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[0] = (backEndData_t *) ptr; backEndData[0]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[0] )); backEndData[0]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys); if ( r_smp->integer ) { ptr = (unsigned char *)ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[1] = (backEndData_t *) ptr; backEndData[1]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[1] )); backEndData[1]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys); } else { backEndData[1] = NULL; } #ifndef DEDICATED R_ToggleSmpFrame(); for(i = 0; i < MAX_LIGHT_STYLES; i++) { RE_SetLightStyle(i, -1); } InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_InitFonts(); #endif R_ModelInit(); #ifndef DEDICATED #ifdef G2_COLLISION_ENABLED if (!G2VertSpaceServer) { G2VertSpaceServer = new CMiniHeap(G2_VERT_SPACE_SERVER_SIZE * 1024); } #endif int err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); #endif ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
/* =============== R_Init =============== */ void R_Init( void ) { static qboolean firstTime = qtrue; int err; int i; byte *ptr; ri.Printf(PRINT_DEVELOPER, "----- R_Init -----\n"); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); // Swap_Init(); if ( refHeadless ) { // dummy shader tr.defaultShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low ); tr.defaultShader->defaultShader = qtrue; Q_strncpyz(tr.defaultShader->name, "<default>", MAX_QPATH); // dedicated server only uses model data R_ModelInit(); return; } if ( (intptr_t)tess.xyz & 15 ) { ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); } Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); R_NoiseInit(); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; tr.noiseTable[i] = R_NoiseGet4f(0, 0, 0, i); if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; max_polybuffers = r_maxpolybuffers->integer; if (max_polybuffers < MAX_POLYBUFFERS) max_polybuffers = MAX_POLYBUFFERS; ptr = ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts + sizeof(srfPolyBuffer_t) * max_polybuffers, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); backEndData->polybuffers = (srfPolyBuffer_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts); R_InitNextFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); if (firstTime) { firstTime = qfalse; // print info GfxInfo_f(); } ri.Printf(PRINT_DEVELOPER, "----- finished R_Init -----\n"); }
/* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve ) { int i; int checksum; // The following fixes for potential issues only work on Xbox #ifdef _XBOX extern qboolean stop_icarus; stop_icarus = qfalse; //Broken scripts may leave the player locked. I think that's always bad. extern qboolean player_locked; player_locked = qfalse; //If you quit while in Matrix Mode, this never gets cleared! extern qboolean MatrixMode; MatrixMode = qfalse; // Temporary code to turn on HDR effect for specific maps only if (!Q_stricmp(server, "t3_rift")) { Cvar_Set( "r_hdreffect", "1" ); } else { Cvar_Set( "r_hdreffect", "0" ); } #endif RE_RegisterMedia_LevelLoadBegin( server, eForceReload, bAllowScreenDissolve ); Cvar_SetValue( "cl_paused", 0 ); Cvar_Set( "timescale", "1" );//jic we were skipping // shut down the existing game if it is running SV_ShutdownGameProgs(qtrue); Com_Printf ("------ Server Initialization ------\n%s\n", com_version->string); Com_Printf ("Server: %s\n",server); #ifdef _XBOX // disable vsync during load for speed qglDisable(GL_VSYNC); #endif // don't let sound stutter and dump all stuff on the hunk CL_MapLoading(); if (!CM_SameMap(server)) { //rww - only clear if not loading the same map CM_ClearMap(); } #ifndef _XBOX else if (CM_HasTerrain()) { //always clear when going between maps with terrain CM_ClearMap(); } #endif // Miniheap never changes sizes, so I just put it really early in mem. G2VertSpaceServer->ResetHeap(); #ifdef _XBOX // Deletes all textures R_DeleteTextures(); #endif Hunk_Clear(); // Moved up from below to help reduce fragmentation if (svs.snapshotEntities) { Z_Free(svs.snapshotEntities); svs.snapshotEntities = NULL; } // wipe the entire per-level structure // Also moved up, trying to do all freeing before new allocs for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( sv.configstrings[i] ) { Z_Free( sv.configstrings[i] ); sv.configstrings[i] = NULL; } } #ifdef _XBOX SV_ClearLastLevel(); #endif // Collect all the small allocations done by the cvar system // This frees, then allocates. Make it the last thing before other // allocations begin! Cvar_Defrag(); /* This is useful for debugging memory fragmentation. Please don't remove it. */ #ifdef _XBOX // We've over-freed the info array above, this puts it back into a working state Ghoul2InfoArray_Reset(); extern void Z_DumpMemMap_f(void); extern void Z_Details_f(void); extern void Z_TagPointers(memtag_t); Z_DumpMemMap_f(); // Z_TagPointers(TAG_ALL); Z_Details_f(); #endif // init client structures and svs.numSnapshotEntities // This is moved down quite a bit, but should be safe. And keeps // svs.clients right at the beginning of memory if ( !Cvar_VariableIntegerValue("sv_running") ) { SV_Startup(); } // clear out those shaders, images and Models R_InitImages(); R_InitShaders(); R_ModelInit(); // allocate the snapshot entities svs.snapshotEntities = (entityState_t *) Z_Malloc (sizeof(entityState_t)*svs.numSnapshotEntities, TAG_CLIENTS, qtrue ); Music_SetLevelName(server); // toggle the server bit so clients can detect that a // server has changed //!@ svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // set nextmap to the same map, but it may be overriden // by the game startup or another console command Cvar_Set( "nextmap", va("map %s", server) ); memset (&sv, 0, sizeof(sv)); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } sv.time = 1000; G2API_SetTime(sv.time,G2T_SV_TIME); #ifdef _XBOX CL_StartHunkUsers(); CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); RE_LoadWorldMap(va("maps/%s.bsp", server)); #else CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum, qfalse ); #endif // set serverinfo visible name Cvar_Set( "mapname", server ); Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); // serverid should be different each time sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // clear physics interaction links SV_ClearWorld (); // media configstring setting should be done during // the loading stage, so connected clients don't have // to load during actual gameplay sv.state = SS_LOADING; // load and spawn all other entities SV_InitGameProgs(); // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { ge->RunFrame( sv.time ); sv.time += 100; G2API_SetTime(sv.time,G2T_SV_TIME); } #ifndef __NO_JK2 if(!Cvar_VariableIntegerValue("com_jk2")) #endif ge->ConnectNavs(sv_mapname->string, sv_mapChecksum->integer); // create a baseline for more efficient communications SV_CreateBaseline (); for (i=0 ; i<1 ; i++) { // clear all time counters, because we have reset sv.time svs.clients[i].lastPacketTime = 0; svs.clients[i].lastConnectTime = 0; svs.clients[i].nextSnapshotTime = 0; // send the new gamestate to all connected clients if (svs.clients[i].state >= CS_CONNECTED) { char *denied; // connect the client again denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ ); // firstTime = qfalse, qbFromSavedGame if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( &svs.clients[i], denied ); } else { svs.clients[i].state = CS_CONNECTED; // when we get the next packet from a connected client, // the new gamestate will be sent } } } // run another frame to allow things to look at all connected clients ge->RunFrame( sv.time ); sv.time += 100; G2API_SetTime(sv.time,G2T_SV_TIME); // save systeminfo and serverinfo strings SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; // any media configstring setting now should issue a warning // and any configstring changes should be reliably transmitted // to all clients sv.state = SS_GAME; // send a heartbeat now so the master will get up to date info svs.nextHeartbeatTime = -9999999; Hunk_SetMark(); Z_Validate(); Z_Validate(); Z_Validate(); Com_Printf ("-----------------------------------\n"); }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); // Swap_Init(); if ( (intptr_t)tess.xyz & 15 ) { ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); } //Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); R_InitNextFrame(); InitOpenGL(); R_InitImages(); if (glRefConfig.framebufferObject) FBO_Init(); GLSL_InitGPUShaders(); R_InitVaos(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); R_InitQueries(); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); // print info GfxInfo_f(); ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); //get CPU info Sys_GetCpuInfo( &cpuInfo ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); // Swap_Init(); if ( (int)tess.xyz & 15 ) { ri.Printf( PRINT_ERROR, "WARNING: tess.xyz not 16 byte aligned\n" ); } // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[0] = (backEndData_t *) ptr; backEndData[0]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[0] )); backEndData[0]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys); if ( r_smp->integer ) { ptr = ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[1] = (backEndData_t *) ptr; backEndData[1]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[1] )); backEndData[1]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys); } else { backEndData[1] = NULL; } R_ToggleSmpFrame(); InitOpenGL(); R_StateInit(); //make sure these are called after state is brought up R_StateSetTextureModeCvar( r_textureMode->string ); R_StateSetTextureAnisotropyCvar( r_textureAniso->integer ); R_StateSetTextureMinLodCvar( r_textureLod->integer ); R_InitImages(); R_SpInit(); R_PpInit(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = glGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
void R_Init( void ) { int err; int i; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); ShaderEntryPtrs_Clear(); // clear all our internal state memset( &tr, 0, sizeof( tr ) ); memset( &backEnd, 0, sizeof( backEnd ) ); memset( &tess, 0, sizeof( tess ) ); Swap_Init(); #ifndef FINAL_BUILD if ( (int)tess.xyz & 15 ) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned (%x)\n",(int)tess.xyz & 15 ); } #endif memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0 - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); backEndData[0] = (backEndData_t *) ri.Hunk_Alloc( sizeof( *backEndData[0] ), qtrue ); if ( r_smp->integer ) { backEndData[1] = (backEndData_t *) ri.Hunk_Alloc( sizeof( *backEndData[1] ), qtrue ); } else { backEndData[1] = NULL; } R_ToggleSmpFrame(); const color4ub_t color = {0xff, 0xff, 0xff, 0xff}; for(i=0;i<MAX_LIGHT_STYLES;i++) { RE_SetLightStyle(i, *(int*)color); } InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); // R_InitWorldEffects(); R_InitFonts(); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
void R_Init( void ) { int err; int i; //VID_Printf( PRINT_ALL, "----- R_Init -----\n" ); #ifdef _XBOX extern qboolean vidRestartReloadMap; if (!vidRestartReloadMap) { Hunk_Clear(); extern void CM_Free(void); CM_Free(); void CM_CleanLeafCache(void); CM_CleanLeafCache(); } #endif ShaderEntryPtrs_Clear(); #ifdef _XBOX //Save visibility info as it has already been set. SPARC<byte> *vis = tr.externalVisData; #endif // clear all our internal state memset( &tr, 0, sizeof( tr ) ); memset( &backEnd, 0, sizeof( backEnd ) ); memset( &tess, 0, sizeof( tess ) ); #ifdef _XBOX //Restore visibility info. tr.externalVisData = vis; #endif Swap_Init(); #ifndef FINAL_BUILD if ( (int)tess.xyz & 15 ) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned (%x)\n",(int)tess.xyz & 15 ); } #endif // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0 - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); backEndData = (backEndData_t *) Hunk_Alloc( sizeof( backEndData_t ), qtrue ); R_ToggleSmpFrame(); //r_smp const color4ub_t color = {0xff, 0xff, 0xff, 0xff}; for(i=0;i<MAX_LIGHT_STYLES;i++) { RE_SetLightStyle(i, *(int*)color); } InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); #ifndef _XBOX R_TerrainInit(); #endif R_ModelInit(); // R_InitWorldEffects(); R_InitFonts(); err = qglGetError(); if ( err != GL_NO_ERROR ) VID_Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); //VID_Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state memset( &tr, 0, sizeof( tr ) ); memset( &backEnd, 0, sizeof( backEnd ) ); memset( &tess, 0, sizeof( tess ) ); Swap_Init(); if ( (intptr_t)tess.xyz & 15 ) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned\n" ); } memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE / 2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); // Ridah, init the virtual memory R_Hunk_Begin(); max_polys = r_maxpolys->integer; if ( max_polys < MAX_POLYS ) { max_polys = MAX_POLYS; } max_polyverts = r_maxpolyverts->integer; if ( max_polyverts < MAX_POLYVERTS ) { max_polyverts = MAX_POLYVERTS; } // backEndData[0] = ri.Hunk_Alloc( sizeof( *backEndData[0] ), h_low ); backEndData[0] = ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof( srfPoly_t ) * max_polys + sizeof( polyVert_t ) * max_polyverts, h_low ); if ( r_smp->integer ) { // backEndData[1] = ri.Hunk_Alloc( sizeof( *backEndData[1] ), h_low ); backEndData[1] = ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof( srfPoly_t ) * max_polys + sizeof( polyVert_t ) * max_polyverts, h_low ); } else { backEndData[1] = NULL; } R_ToggleSmpFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); RB_ZombieFXInit(); err = qglGetError(); if ( err != GL_NO_ERROR ) { ri.Printf( PRINT_ALL, "glGetError() = 0x%x\n", err ); } ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) { int i; int checksum; qboolean isBot; char systemInfo[16384]; const char *p; SV_SendMapChange(); RE_RegisterMedia_LevelLoadBegin(server, eForceReload); // shut down the existing game if it is running SV_ShutdownGameProgs(); Com_Printf ("------ Server Initialization ------\n"); Com_Printf ("Server: %s\n",server); /* Ghoul2 Insert Start */ // de allocate the snapshot entities if (svs.snapshotEntities) { delete[] svs.snapshotEntities; svs.snapshotEntities = NULL; } /* Ghoul2 Insert End */ SV_SendMapChange(); #ifdef _XBOX // disable vsync during load for speed qglDisable(GL_VSYNC); #endif // if not running a dedicated server CL_MapLoading will connect the client to the server // also print some status stuff CL_MapLoading(); #ifndef DEDICATED // make sure all the client stuff is unloaded CL_ShutdownAll(); #endif CM_ClearMap(); #ifdef _XBOX R_DeleteTextures(); #endif // clear the whole hunk because we're (re)loading the server Hunk_Clear(); #ifdef _XBOX SV_ClearLastLevel(); ClientManager::ActivateClient(0); #endif R_InitSkins(); R_InitShaders(qtrue); // This was in SV_DedicatedSpawn, but it gets in the way of my memory maps: if( com_dedicated->integer ) { // Textures have been blown away - need to kill font system so it // will re-register shaders when UI re-scans menu files below: extern void R_ShutdownFonts( void ); R_ShutdownFonts(); } ClientManager::ClientActiveRelocate( !com_dedicated->integer && !ClientManager::splitScreenMode ); #if defined(_XBOX) && !defined(FINAL_BUILD) //Useful for memory debugging. Please don't delete. Comment out if //necessary. extern void Z_DisplayLevelMemory(int, int, int); extern void Z_Details_f(void); extern void Z_TagPointers(memtag_t); Z_DisplayLevelMemory(0, 0, 0); Z_TagPointers( TAG_ALL ); Z_Details_f(); #endif // init client structures and svs.numSnapshotEntities if ( !Cvar_VariableValue("sv_running") ) { SV_Startup(); } else { // check for maxclients change if ( sv_maxclients->modified ) { SV_ChangeMaxClients(); } } // Do dedicated server-specific startup if ( com_dedicated->integer ) { SV_DedicatedSpawn(server); } // Xbox - Correct various problems with broken rules settings when people // change gametype in-game, etc... SV_FixBrokenRules(); SV_SendMapChange(); /* Ghoul2 Insert Start */ // clear out those shaders, images and Models as long as this // isnt a dedicated server. /* if ( !com_dedicated->integer ) { #ifndef DEDICATED R_InitImages(); R_InitShaders(); R_ModelInit(); #endif } else */ if (com_dedicated->integer) { R_SVModelInit(); } SV_SendMapChange(); // clear pak references FS_ClearPakReferences(0); /* Ghoul2 Insert Start */ // allocate the snapshot entities on the hunk // svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high ); svs.nextSnapshotEntities = 0; // allocate the snapshot entities svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities]; // we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities); /* Ghoul2 Insert End */ // toggle the server bit so clients can detect that a // server has changed svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // set nextmap to the same map, but it may be overriden // by the game startup or another console command Cvar_Set( "nextmap", "map_restart 0"); // Cvar_Set( "nextmap", va("map %s", server) ); // wipe the entire per-level structure SV_ClearServer(); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END // make sure we are not paused Cvar_Set("cl_paused", "0"); // get a new checksum feed and restart the file system srand(Com_Milliseconds()); sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds(); FS_Restart( sv.checksumFeed ); #ifdef _XBOX CL_StartHunkUsers(); CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); // RE_LoadWorldMap(va("maps/%s.bsp", server)); // Start up voice system if it isn't running yet. (ie, if we're on syslink) if( !logged_on ) g_Voice.Initialize(); #else CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); #endif SV_SendMapChange(); // set serverinfo visible name Cvar_Set( "mapname", server ); Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); // serverid should be different each time sv.serverId = com_frameTime; sv.restartedServerId = sv.serverId; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // clear physics interaction links SV_ClearWorld (); // media configstring setting should be done during // the loading stage, so connected clients don't have // to load during actual gameplay sv.state = SS_LOADING; // load and spawn all other entities SV_InitGameProgs(); // don't allow a map_restart if game is modified sv_gametype->modified = qfalse; // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; } //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END // create a baseline for more efficient communications SV_CreateBaseline (); for (i=0 ; i<sv_maxclients->integer ; i++) { // send the new gamestate to all connected clients if (svs.clients[i].state >= CS_CONNECTED) { char *denied; if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { if ( killBots ) { SV_DropClient( &svs.clients[i], "" ); continue; } isBot = qtrue; } else { isBot = qfalse; } // connect the client again denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change // SV_DropClient( &svs.clients[i], denied ); SV_DropClient( &svs.clients[i], "@MENUS_LOST_CONNECTION" ); } else { if( !isBot ) { // when we get the next packet from a connected client, // the new gamestate will be sent svs.clients[i].state = CS_CONNECTED; } else { client_t *client; sharedEntity_t *ent; client = &svs.clients[i]; client->state = CS_ACTIVE; ent = SV_GentityNum( i ); ent->s.number = i; client->gentity = ent; client->deltaMessage = -1; client->nextSnapshotTime = svs.time; // generate a snapshot immediately VM_Call( gvm, GAME_CLIENT_BEGIN, i ); } } } } // run another frame to allow things to look at all the players VM_Call( gvm, GAME_RUN_FRAME, svs.time ); SV_BotFrame( svs.time ); svs.time += 100; //rww - RAGDOLL_BEGIN G2API_SetTime(svs.time,0); //rww - RAGDOLL_END if ( sv_pure->integer ) { // the server sends these to the clients so they will only // load pk3s also loaded at the server p = FS_LoadedPakChecksums(); Cvar_Set( "sv_paks", p ); if (strlen(p) == 0) { Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" ); } p = FS_LoadedPakNames(); Cvar_Set( "sv_pakNames", p ); // if a dedicated pure server we need to touch the cgame because it could be in a // seperate pk3 file and the client will need to load the latest cgame.qvm if ( com_dedicated->integer ) { SV_TouchCGame(); } } else { Cvar_Set( "sv_paks", "" ); Cvar_Set( "sv_pakNames", "" ); } // the server sends these to the clients so they can figure // out which pk3s should be auto-downloaded p = FS_ReferencedPakChecksums(); Cvar_Set( "sv_referencedPaks", p ); p = FS_ReferencedPakNames(); Cvar_Set( "sv_referencedPakNames", p ); // save systeminfo and serverinfo strings Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SYSTEMINFO, systemInfo ); SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; // any media configstring setting now should issue a warning // and any configstring changes should be reliably transmitted // to all clients sv.state = SS_GAME; // send a heartbeat now so the master will get up to date info SV_Heartbeat_f(); Hunk_SetMark(); /* MrE: 2000-09-13: now called in CL_DownloadsComplete // don't call when running dedicated if ( !com_dedicated->integer ) { // note that this is called after setting the hunk mark with Hunk_SetMark CL_StartHunkUsers(); } */ // Xbox - Dedicated servers need to do extra work here. Most of this is done in // cl_parse normally, but that never runs in this case: if ( com_dedicated->integer ) { // Normally, we start advertising when we get the first snapshot. // Do it now. This is also necessary so that Net_GetXNKID works below. XBL_MM_Advertise(); // We need to put ourselves into the playerlist. xbOnlineInfo.localIndex = DEDICATED_SERVER_INDEX; XBPlayerInfo *plyrInfo = &xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX]; memset( plyrInfo, 0, sizeof(XBPlayerInfo) ); // We get the first refIndex plyrInfo->refIndex = svs.clientRefNum++; // Address information plyrInfo->xbAddr = *Net_GetXNADDR( NULL ); XNetXnAddrToInAddr( &plyrInfo->xbAddr, Net_GetXNKID(), &plyrInfo->inAddr ); // Gamertag and XUID Q_strncpyz( plyrInfo->name, Cvar_VariableString("name"), sizeof(plyrInfo->name) ); XONLINE_USER *pUser; if (logged_on && (pUser = &XBLLoggedOnUsers[ IN_GetMainController() ]) && (pUser->hr == S_OK)) plyrInfo->xuid = pUser->xuid; else plyrInfo->xuid.qwUserID = plyrInfo->refIndex; plyrInfo->isActive = true; // Start up the voice chat session g_Voice.JoinSession(); // And mark ourselves as playing, so that others can join our game: XBL_F_SetState( XONLINE_FRIENDSTATE_FLAG_PLAYING, true ); } }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; waitforit("R_Init 1"); ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); // Swap_Init(); waitforit("R_Init 2"); if ((int)tess.xyz & 15) { Com_Printf( "WARNING: tess.xyz not 16 byte aligned\n" ); } Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // waitforit("R_Init 3"); for (i = 0; i < FUNCTABLE_SIZE; i++) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } waitforit("R_Init 4"); R_InitFogTable(); waitforit("R_Init 5"); R_NoiseInit(); waitforit("R_Init 6"); R_Register(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; waitforit("R_Init 7"); max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; waitforit("R_Init 8"); ptr = ri.Hunk_Alloc(sizeof(*backEndData[0]), h_low); backEndData[0] = (backEndData_t *) ptr; if ( r_smp->integer ) { ptr = ri.Hunk_Alloc( sizeof( *backEndData[1] ), h_low); backEndData[1] = (backEndData_t *) ptr; } else { backEndData[1] = NULL; } waitforit("R_Init 9"); R_ToggleSmpFrame(); waitforit("R_Init A"); InitOpenGL(); waitforit("R_Init B"); R_InitImages(); waitforit("R_Init C"); R_InitShaders(); waitforit("R_Init D"); R_InitSkins(); waitforit("R_Init E"); R_ModelInit(); waitforit("R_Init F"); R_InitFreeType(); waitforit("R_Init G"); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); waitforit("R_Init H"); ri.Printf(PRINT_ALL, "----- finished R_Init -----\n"); waitforit("R_Init I"); }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); if(sizeof(glconfig_t) != 11332) ri.Error( ERR_FATAL, "Mod ABI incompatible: sizeof(glconfig_t) == %u != 11332", (unsigned int) sizeof(glconfig_t)); // Swap_Init(); if ( (intptr_t)tess.xyz & 15 ) { ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); } Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); R_BloomInit(); R_PostprocessingInit(); max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[0] = (backEndData_t *) ptr; backEndData[0]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[0] )); backEndData[0]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys); if ( r_smp->integer ) { ptr = ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData[1] = (backEndData_t *) ptr; backEndData[1]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[1] )); backEndData[1]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys); } else { backEndData[1] = NULL; } R_ToggleSmpFrame(); InitOpenGL(); R_InitImages(); R_GLSL_Init(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); // print info GfxInfo_f(); ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
/* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowScreenDissolve ) { int i; int checksum; RE_RegisterMedia_LevelLoadBegin( server, eForceReload, bAllowScreenDissolve ); Cvar_SetValue( "cl_paused", 0 ); Cvar_Set( "timescale", "1" );//jic we were skipping // shut down the existing game if it is running SV_ShutdownGameProgs(); Com_Printf ("------ Server Initialization ------\n%s\n", com_version->string); Com_Printf ("Server: %s\n",server); // init client structures and svs.numSnapshotEntities if ( !Cvar_VariableIntegerValue("sv_running") ) { SV_Startup(); } // don't let sound stutter and dump all stuff on the hunk CL_MapLoading(); Hunk_Clear(); // clear out those shaders, images and Models R_InitImages(); R_InitShaders(); R_ModelInit(); // create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection if (!G2VertSpaceServer) { static const int MiniHeapSize=128 * 1024; // maxsize of ghoul2 miniheap G2VertSpaceServer = new CMiniHeap(MiniHeapSize); } if (svs.snapshotEntities) { Z_Free(svs.snapshotEntities); } // allocate the snapshot entities svs.snapshotEntities = (entityState_t *) Z_Malloc (sizeof(entityState_t)*svs.numSnapshotEntities, TAG_CLIENTS, qtrue ); Music_SetLevelName(server); // toggle the server bit so clients can detect that a // server has changed //!@ svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; // set nextmap to the same map, but it may be overriden // by the game startup or another console command Cvar_Set( "nextmap", va("map %s", server) ); // wipe the entire per-level structure for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( sv.configstrings[i] ) { Z_Free( sv.configstrings[i] ); } } memset (&sv, 0, sizeof(sv)); for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { sv.configstrings[i] = CopyString(""); } sv.time = 1000; G2API_SetTime(sv.time,G2T_SV_TIME); CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum ); // set serverinfo visible name Cvar_Set( "mapname", server ); Cvar_Set( "sv_mapChecksum", va("%i",checksum) ); // serverid should be different each time sv.serverId = com_frameTime; Cvar_Set( "sv_serverid", va("%i", sv.serverId ) ); // clear physics interaction links SV_ClearWorld (); // media configstring setting should be done during // the loading stage, so connected clients don't have // to load during actual gameplay sv.state = SS_LOADING; // load and spawn all other entities SV_InitGameProgs(); // run a few frames to allow everything to settle for ( i = 0 ;i < 3 ; i++ ) { ge->RunFrame( sv.time ); sv.time += 100; G2API_SetTime(sv.time,G2T_SV_TIME); } // create a baseline for more efficient communications SV_CreateBaseline (); for (i=0 ; i<1 ; i++) { // clear all time counters, because we have reset sv.time svs.clients[i].lastPacketTime = 0; svs.clients[i].lastConnectTime = 0; svs.clients[i].nextSnapshotTime = 0; // send the new gamestate to all connected clients if (svs.clients[i].state >= CS_CONNECTED) { char *denied; // connect the client again denied = ge->ClientConnect( i, qfalse, eNO/*qfalse*/ ); // firstTime = qfalse, qbFromSavedGame if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( &svs.clients[i], denied ); } else { svs.clients[i].state = CS_CONNECTED; // when we get the next packet from a connected client, // the new gamestate will be sent } } } // run another frame to allow things to look at all connected clients ge->RunFrame( sv.time ); sv.time += 100; G2API_SetTime(sv.time,G2T_SV_TIME); // save systeminfo and serverinfo strings SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) ); cvar_modifiedFlags &= ~CVAR_SERVERINFO; // any media configstring setting now should issue a warning // and any configstring changes should be reliably transmitted // to all clients sv.state = SS_GAME; // send a heartbeat now so the master will get up to date info svs.nextHeartbeatTime = -9999999; Hunk_SetMark(); Com_Printf ("-----------------------------------\n"); }
/* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state memset( &tr, 0, sizeof( tr ) ); memset( &backEnd, 0, sizeof( backEnd ) ); memset( &tess, 0, sizeof( tess ) ); if(sizeof(glconfig_t) != 7268) ri.Error( ERR_FATAL, "Mod ABI incompatible: sizeof(glconfig_t) == %u != 7268", (unsigned int) sizeof(glconfig_t)); // Swap_Init(); if ( (intptr_t)tess.xyz & 15 ) { ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); } memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE / 2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2]; } } // Ridah, init the virtual memory R_Hunk_Begin(); R_InitFogTable(); R_NoiseInit(); R_Register(); #ifdef USE_BLOOM R_BloomInit(); #endif max_polys = r_maxpolys->integer; if ( max_polys < MAX_POLYS ) { max_polys = MAX_POLYS; } max_polyverts = r_maxpolyverts->integer; if ( max_polyverts < MAX_POLYVERTS ) { max_polyverts = MAX_POLYVERTS; } ptr = ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); R_InitNextFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if ( err != GL_NO_ERROR ) { ri.Printf( PRINT_ALL, "glGetError() = 0x%x\n", err ); } ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); }
/** * @brief R_Init */ void R_Init(void) { int err; int i; byte *ptr; Ren_Print("----- R_Init -----\n"); // clear all our internal state Com_Memset(&tr, 0, sizeof(tr)); Com_Memset(&backEnd, 0, sizeof(backEnd)); Com_Memset(&tess, 0, sizeof(tess)); if ((intptr_t) tess.xyz & 15) { Ren_Warning("tess.xyz not 16 byte aligned\n"); } Com_Memset(tess.constantColor255, 255, sizeof(tess.constantColor255)); // init function tables for (i = 0; i < FUNCTABLE_SIZE; i++) { tr.sinTable[i] = sin(DEG2RAD(i * 360.0f / (( float ) (FUNCTABLE_SIZE - 1)))); tr.squareTable[i] = (i < FUNCTABLE_SIZE / 2) ? 1.0f : -1.0f; tr.sawToothTable[i] = ( float ) i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if (i < FUNCTABLE_SIZE / 2) { if (i < FUNCTABLE_SIZE / 4) { tr.triangleTable[i] = ( float ) i / (FUNCTABLE_SIZE / 4); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2]; } } // init the virtual memory R_Hunk_Begin(); R_NoiseInit(); R_Register(); ptr = ri.Hunk_Alloc(sizeof(*backEndData) + sizeof(srfPoly_t) * r_maxPolys->integer + sizeof(polyVert_t) * r_maxPolyVerts->integer, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof(*backEndData)); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof(*backEndData) + sizeof(srfPoly_t) * r_maxPolys->integer); R_InitNextFrame(); InitOpenGL(); R_InitImages(); R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if (err != GL_NO_ERROR) { Ren_Print("R_Init: glGetError() = 0x%x\n", err); } Ren_Print("----- finished R_Init -----\n"); }