/* * Com_Quit * * Both client and server can use this, and it will * do the apropriate things. */ void Com_Quit( void ) { if( dynvars_initialized ) { dynvar_t *quit = Dynvar_Lookup( "quit" ); if( quit ) { // wsw : aiwa : added "quit" event for pluggable clean-up (e.g. IRC shutdown) Dynvar_CallListeners( quit, NULL ); } Dynvar_Destroy( quit ); } SV_Shutdown( "Server quit\n" ); CL_Shutdown(); MM_Shutdown(); if( log_file ) { FS_FCloseFile( log_file ); log_file = 0; } Sys_Quit(); }
dynvar_set_status_t Dynvar_SetValue( dynvar_t *dynvar, void *value ) { dynvar_set_status_t status; assert( dynvar ); assert( dynvar->setter ); assert( !dynvar->listeners_immutable ); status = dynvar->setter( value ); if( status == DYNVAR_SET_OK ) Dynvar_CallListeners( dynvar, value ); return status; }
/* * Qcommon_Frame */ void Qcommon_Frame( unsigned int realmsec ) { static dynvar_t *frametick = NULL; static quint64 fc = 0; char *s; int time_before = 0, time_between = 0, time_after = 0; static unsigned int gamemsec; if( setjmp( abortframe ) ) return; // an ERR_DROP was thrown if( log_stats->modified ) { log_stats->modified = qfalse; if( log_stats->integer && !log_stats_file ) { if( FS_FOpenFile( "stats.log", &log_stats_file, FS_WRITE ) != -1 ) { FS_Printf( log_stats_file, "entities,dlights,parts,frame time\n" ); } else { log_stats_file = 0; } } else if( log_stats_file ) { FS_FCloseFile( log_stats_file ); log_stats_file = 0; } } if( fixedtime->integer > 0 ) { gamemsec = fixedtime->integer; } else if( timescale->value >= 0 ) { static float extratime = 0.0f; gamemsec = extratime + (float)realmsec * timescale->value; extratime = ( extratime + (float)realmsec * timescale->value ) - (float)gamemsec; } else { gamemsec = realmsec; } if( com_showtrace->integer ) { Com_Printf( "%4i traces %4i brush traces %4i points\n", c_traces, c_brush_traces, c_pointcontents ); c_traces = 0; c_brush_traces = 0; c_pointcontents = 0; } wswcurl_perform(); FS_Frame(); Steam_RunFrame(); if( dedicated->integer ) { do { s = Sys_ConsoleInput(); if( s ) Cbuf_AddText( va( "%s\n", s ) ); } while( s ); Cbuf_Execute(); } // keep the random time dependent rand(); if( host_speeds->integer ) time_before = Sys_Milliseconds(); SV_Frame( realmsec, gamemsec ); if( host_speeds->integer ) time_between = Sys_Milliseconds(); CL_Frame( realmsec, gamemsec ); if( host_speeds->integer ) time_after = Sys_Milliseconds(); if( host_speeds->integer ) { int all, sv, gm, cl, rf; all = time_after - time_before; sv = time_between - time_before; cl = time_after - time_between; gm = time_after_game - time_before_game; rf = time_after_ref - time_before_ref; sv -= gm; cl -= rf; Com_Printf( "all:%3i sv:%3i gm:%3i cl:%3i rf:%3i\n", all, sv, gm, cl, rf ); } MM_Frame( realmsec ); // wsw : aiwa : generic observer pattern to plug in arbitrary functionality if( !frametick ) frametick = Dynvar_Lookup( "frametick" ); Dynvar_CallListeners( frametick, &fc ); ++fc; }
/* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen( void ) { static dynvar_t *updatescreen = NULL; int numframes; int i; float separation[2]; if( !updatescreen ) updatescreen = Dynvar_Create( "updatescreen", qfalse, DYNVAR_WRITEONLY, DYNVAR_READONLY ); // if the screen is disabled (loading plaque is up, or vid mode changing) // do nothing at all if( cls.disable_screen ) { if( Sys_Milliseconds() - cls.disable_screen > 120000 ) { cls.disable_screen = 0; Com_Printf( "Loading plaque timed out.\n" ); } return; } if( !scr_initialized || !con_initialized || !cls.mediaInitialized ) return; // not initialized yet /* ** range check cl_camera_separation so we don't inadvertently fry someone's ** brain */ if( cl_stereo_separation->value > 1.0 ) Cvar_SetValue( "cl_stereo_separation", 1.0 ); else if( cl_stereo_separation->value < 0 ) Cvar_SetValue( "cl_stereo_separation", 0.0 ); if( cl_stereo->integer ) { numframes = 2; separation[0] = -cl_stereo_separation->value / 2; separation[1] = cl_stereo_separation->value / 2; } else { separation[0] = 0; separation[1] = 0; numframes = 1; } for( i = 0; i < numframes; i++ ) { R_BeginFrame( separation[i], scr_forceclear->integer ? qtrue : qfalse ); if( scr_draw_loading == 2 ) { // loading plaque over black screen scr_draw_loading = 0; CL_UIModule_DrawConnectScreen( qtrue ); } // if a cinematic is supposed to be running, handle menus // and console specially else if( SCR_GetCinematicTime() > 0 ) { SCR_DrawCinematic(); } else if( cls.state == CA_DISCONNECTED ) { CL_UIModule_Refresh( qtrue ); SCR_DrawConsole(); } else if( cls.state == CA_CONNECTING || cls.state == CA_CONNECTED || cls.state == CA_HANDSHAKE ) { CL_UIModule_DrawConnectScreen( qtrue ); } else if( cls.state == CA_LOADING ) { SCR_RenderView( separation[i] ); CL_UIModule_DrawConnectScreen( qfalse ); } else if( cls.state == CA_ACTIVE ) { SCR_RenderView( separation[i] ); CL_UIModule_Refresh( qfalse ); if( scr_timegraph->integer ) SCR_DebugGraph( cls.frametime*300, 1, 1, 1 ); if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer ) SCR_DrawDebugGraph(); SCR_DrawConsole(); } // wsw : aiwa : call any listeners so they can draw their stuff Dynvar_CallListeners( updatescreen, NULL ); R_EndFrame(); } }
/* * SCR_UpdateScreen * * This is called every frame, and can also be called explicitly to flush * text to the screen. */ void SCR_UpdateScreen( void ) { static dynvar_t *updatescreen = NULL; int numframes; int i; float separation[2]; qboolean scr_cinematic; if( !updatescreen ) updatescreen = Dynvar_Create( "updatescreen", qfalse, DYNVAR_WRITEONLY, DYNVAR_READONLY ); // if the screen is disabled (loading plaque is up, or vid mode changing) // do nothing at all if( cls.disable_screen ) { if( Sys_Milliseconds() - cls.disable_screen > 120000 ) { cls.disable_screen = 0; Com_Printf( "Loading plaque timed out.\n" ); } return; } if( !scr_initialized || !con_initialized || !cls.mediaInitialized ) return; // not initialized yet Con_CheckResize(); SCR_CheckSystemFontsModified(); /* ** range check cl_camera_separation so we don't inadvertently fry someone's ** brain */ if( cl_stereo_separation->value > 1.0 ) Cvar_SetValue( "cl_stereo_separation", 1.0 ); else if( cl_stereo_separation->value < 0 ) Cvar_SetValue( "cl_stereo_separation", 0.0 ); if( cl_stereo->integer ) { numframes = 2; separation[0] = -cl_stereo_separation->value / 2; separation[1] = cl_stereo_separation->value / 2; } else { separation[0] = 0; separation[1] = 0; numframes = 1; } // avoid redrawing fullscreen cinematics unless damaged by console drawing scr_cinematic = cls.state == CA_CINEMATIC ? qtrue : qfalse; // if( scr_cinematic && !cl.cin.redraw && !scr_con_current && !scr_con_previous ) { // return; // } if( cls.cgameActive && cls.state < CA_LOADING ) { // this is when we've finished loading cgame media and are waiting // for the first valid snapshot to arrive. keep the loading screen untouched return; } for( i = 0; i < numframes; i++ ) { re.BeginFrame( separation[i], scr_cinematic || scr_forceclear->integer ? qtrue : qfalse ); if( scr_draw_loading == 2 ) { // loading plaque over black screen scr_draw_loading = 0; CL_UIModule_UpdateConnectScreen( qtrue ); } // if a cinematic is supposed to be running, handle menus // and console specially else if( scr_cinematic ) { SCR_DrawCinematic(); SCR_DrawConsole(); } else if( cls.state == CA_DISCONNECTED ) { CL_UIModule_Refresh( qtrue, qtrue ); SCR_DrawConsole(); } else if( cls.state == CA_GETTING_TICKET || cls.state == CA_CONNECTING || cls.state == CA_CONNECTED || cls.state == CA_HANDSHAKE ) { CL_UIModule_UpdateConnectScreen( qtrue ); } else if( cls.state == CA_LOADING ) { SCR_RenderView( separation[i] ); CL_UIModule_UpdateConnectScreen( qfalse ); } else if( cls.state == CA_ACTIVE ) { SCR_RenderView( separation[i] ); CL_UIModule_Refresh( qfalse, qtrue ); if( scr_timegraph->integer ) SCR_DebugGraph( cls.frametime*300, 1, 1, 1 ); if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer ) SCR_DrawDebugGraph(); SCR_DrawConsole(); } // wsw : aiwa : call any listeners so they can draw their stuff Dynvar_CallListeners( updatescreen, NULL ); re.EndFrame(); } }
/* * SCR_UpdateScreen * * This is called every frame, and can also be called explicitly to flush * text to the screen. */ void SCR_UpdateScreen( void ) { static dynvar_t *updatescreen = NULL; int numframes; int i; float separation[2]; bool cinematic; bool forcevsync, forceclear; if( !updatescreen ) updatescreen = Dynvar_Create( "updatescreen", false, DYNVAR_WRITEONLY, DYNVAR_READONLY ); // if the screen is disabled (loading plaque is up, or vid mode changing) // do nothing at all if( cls.disable_screen ) { if( Sys_Milliseconds() - cls.disable_screen > 120000 ) { cls.disable_screen = 0; Com_Printf( "Loading plaque timed out.\n" ); } return; } if( !scr_initialized || !con_initialized || !cls.mediaInitialized || !re.ScreenEnabled() ) return; // not ready yet Con_CheckResize(); SCR_CheckSystemFontsModified(); /* ** range check cl_camera_separation so we don't inadvertently fry someone's ** brain */ if( cl_stereo_separation->value > 1.0 ) Cvar_SetValue( "cl_stereo_separation", 1.0 ); else if( cl_stereo_separation->value < 0 ) Cvar_SetValue( "cl_stereo_separation", 0.0 ); if( cl_stereo->integer ) { numframes = 2; separation[0] = -cl_stereo_separation->value / 2; separation[1] = cl_stereo_separation->value / 2; } else { separation[0] = 0; separation[1] = 0; numframes = 1; } cinematic = cls.state == CA_CINEMATIC ? true : false; forcevsync = cinematic; forceclear = cinematic; for( i = 0; i < numframes; i++ ) { re.BeginFrame( separation[i], forceclear, forcevsync ); if( scr_draw_loading == 2 ) { // loading plaque over APP_STARTUP_COLOR screen scr_draw_loading = 0; CL_UIModule_UpdateConnectScreen( true ); } // if a cinematic is supposed to be running, handle menus // and console specially else if( cinematic ) { SCR_DrawCinematic(); SCR_DrawConsole(); } else if( cls.state == CA_DISCONNECTED ) { CL_UIModule_Refresh( true, true ); SCR_DrawConsole(); } else if( cls.state == CA_GETTING_TICKET || cls.state == CA_CONNECTING || cls.state == CA_HANDSHAKE ) { CL_UIModule_UpdateConnectScreen( true ); } else if( cls.state == CA_CONNECTED ) { if( cls.cgameActive ) { CL_UIModule_UpdateConnectScreen( false ); SCR_RenderView( separation[i] ); } else { CL_UIModule_UpdateConnectScreen( true ); } } else if( cls.state == CA_ACTIVE ) { SCR_RenderView( separation[i] ); CL_UIModule_Refresh( false, true ); if( scr_timegraph->integer ) SCR_DebugGraph( cls.frametime*300, 1, 1, 1 ); if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer ) SCR_DrawDebugGraph(); SCR_DrawConsole(); } // wsw : aiwa : call any listeners so they can draw their stuff Dynvar_CallListeners( updatescreen, NULL ); re.EndFrame(); } }