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++; } }
/** * @brief Usage: demo \<demoname\> */ void CL_PlayDemo_f(void) { char name[MAX_OSPATH], retry[MAX_OSPATH]; char *arg, *ext_test; int protocol, i; if (Cmd_Argc() != 2) { Com_FuncPrinf("playdemo <demoname>\n"); return; } // make sure a local server is killed Cvar_Set("sv_killserver", "1"); CL_Disconnect(qtrue); // open the demo file arg = Cmd_Argv(1); // check for an extension .DEMOEXT_?? (?? is protocol) ext_test = strrchr(arg, '.'); if (ext_test && !Q_stricmpn(ext_test + 1, DEMOEXT, ARRAY_LEN(DEMOEXT) - 1)) { protocol = atoi(ext_test + ARRAY_LEN(DEMOEXT)); for (i = 0; demo_protocols[i]; i++) { if (demo_protocols[i] == protocol) { break; } } if (demo_protocols[i] || protocol == PROTOCOL_VERSION) { Com_sprintf(name, sizeof(name), "demos/%s", arg); FS_FOpenFileRead(name, &clc.demofile, qtrue); } else { int len; Com_FuncPrinf("Protocol %d not supported for demos\n", protocol); len = ext_test - arg; if (len >= ARRAY_LEN(retry)) { len = ARRAY_LEN(retry) - 1; } Q_strncpyz(retry, arg, len + 1); retry[len] = '\0'; protocol = CL_WalkDemoExt(retry, name, &clc.demofile); } } else { protocol = CL_WalkDemoExt(arg, name, &clc.demofile); } if (!clc.demofile) { Com_FuncDrop("couldn't open %s", name); return; } Q_strncpyz(clc.demoName, arg, sizeof(clc.demoName)); Con_Close(); #if NEW_DEMOFUNC CL_AllocateDemoPoints(); CL_ParseDemo(); #endif cls.state = CA_CONNECTED; clc.demoplaying = qtrue; if (Cvar_VariableValue("cl_wavefilerecord")) { CL_WriteWaveOpen(); } Q_strncpyz(cls.servername, arg, sizeof(cls.servername)); // read demo messages until connected while (cls.state >= CA_CONNECTED && cls.state < CA_PRIMED) { CL_ReadDemoMessage(); } // don't get the first snapshot this frame, to prevent the long // time from the gamestate load from messing causing a time skip clc.firstDemoFrameSkipped = qfalse; }
static void CL_DemoFastForward(double wantedTime) { int loopCount; if (cls.state < CA_CONNECTED) { return; } if (wantedTime >= di.lastServerTime) { return; } DEMODEBUG("fast_forward %f\n", wantedTime); if (wantedTime >= (double)cl.serverTime && wantedTime < (double)cl.snap.serverTime) { cl.serverTime = floor(wantedTime); cls.realtime = floor(wantedTime); di.Overf = wantedTime - floor(wantedTime); cl.serverTimeDelta = 0; return; } if (wantedTime < (double)cl.snap.serverTime) { Com_FuncPrinf("This should not happen %f < %d\n", wantedTime, cl.snap.serverTime); return; } if (wantedTime > (double)di.lastServerTime) { Com_FuncPrinf("would seek past end of demo (%f > %d)\n", wantedTime, di.lastServerTime); return; } DEMODEBUG("fastfowarding from %f to %f\n", (double)cl.serverTime + di.Overf, wantedTime); loopCount = 0; while ((double)cl.snap.serverTime <= wantedTime) { DEMODEBUG("Servertime: %d wanted time %lf\n", cl.snap.serverTime, wantedTime); CL_ReadDemoMessage(); while (clc.lastExecutedServerCommand < clc.serverCommandSequence) { if (clc.lastExecutedServerCommand + 1 <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS) { if (cl.snap.serverTime <= di.firstServerTime) { clc.lastExecutedServerCommand = clc.serverCommandSequence - 1; Com_FuncPrinf("setting clc.lastExecutedServerCommand %d (%d)\n", clc.lastExecutedServerCommand, loopCount); } else { Com_FuncDPrinf("FIXME %i (%i) + 1 <= (%i) - MAX_RELIABLE_COMMANDS (%i)\n", clc.lastExecutedServerCommand, clc.serverCommandSequence, cl.snap.serverTime, di.firstServerTime); break; } } CL_GetServerCommand(clc.lastExecutedServerCommand + 1); } loopCount++; } DEMODEBUG("read %d demo messages, cl.snap.serverTime %d, wantedTime %f\n", loopCount, cl.snap.serverTime, wantedTime); cl.serverTime = floor(wantedTime); cls.realtime = floor(wantedTime); di.Overf = wantedTime - floor(wantedTime); cl.serverTimeDelta = 0; // TODO: fix this //VM_Call(cgvm, CG_TIME_CHANGE, cl.serverTime, (int)(Overf * SUBTIME_RESOLUTION)); di.seeking = qtrue; di.firstNonDeltaMessageNumWritten = -1; }
void CL_DemoRun(void) { int loopCount = 0; #if NEW_DEMOFUNC int startTime; static int lastTime = -1; #endif // if we are playing a demo back, we can just keep reading // messages from the demo file until the cgame definately // has valid snapshots to interpolate between // a timedemo will always use a deterministic set of time samples // no matter what speed machine it is run on, // while a normal demo may have different time samples // each time it is played back if (cl_timedemo->integer) { if (!clc.timeDemoStart) { clc.timeDemoStart = Sys_Milliseconds(); } clc.timeDemoFrames++; cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50; } if (cl_freezeDemo->integer) { return; } loopCount = 0; #if NEW_DEMOFUNC startTime = cl.snap.serverTime; #endif while (cl.serverTime >= cl.snap.serverTime) { // feed another message, which should change the contents of cl.snap CL_ReadDemoMessage(); #if NEW_DEMOFUNC DEMODEBUG("cl.serverTime >= cl.snap.serverTime %d %d %d\n", cl.serverTime, cl.snap.serverTime, loopCount); if (cls.state == CA_ACTIVE && cl.serverTime > cl.snap.serverTime) { if (com_timescale->value > 1.0) { if (startTime == cl.snap.serverTime || lastTime == cl.snap.serverTime) { // offline demo lastTime = cl.snap.serverTime; cl.oldServerTime = lastTime; continue; } else { if (cl.serverTime > cl.snap.serverTime) { cl.serverTime = cl.snap.serverTime; cls.realtime = cl.snap.serverTime; cl.serverTimeDelta = 0; cl.oldServerTime = lastTime; } } } } #endif if (cls.state != CA_ACTIVE) { Cvar_Set("timescale", "1"); return; // end of demo } loopCount++; } }