예제 #1
0
파일: cl_demo.c 프로젝트: DrBeef/QuakeGVR
/*
====================
CL_PlayDemo_f

play [demoname]
====================
*/
void CL_PlayDemo_f (void)
{
    char	name[MAX_QPATH];
    int c;
    qboolean neg = false;
    qfile_t *f;

    if (Cmd_Argc() != 2)
    {
        Con_Print("play <demoname> : plays a demo\n");
        return;
    }

    // open the demo file
    strlcpy (name, Cmd_Argv(1), sizeof (name));
    FS_DefaultExtension (name, ".dem", sizeof (name));
    f = FS_OpenVirtualFile(name, false);
    if (!f)
    {
        Con_Printf("ERROR: couldn't open %s.\n", name);
        cls.demonum = -1;		// stop demo loop
        return;
    }

    cls.demostarting = true;

    // disconnect from server
    CL_Disconnect ();
    Host_ShutdownServer ();

    // update networking ports (this is mainly just needed at startup)
    NetConn_UpdateSockets();

    cls.protocol = PROTOCOL_QUAKE;

    Con_Printf("Playing demo %s.\n", name);
    cls.demofile = f;
    strlcpy(cls.demoname, name, sizeof(cls.demoname));

    cls.demoplayback = true;
    demoplayback = true;
    cls.state = ca_connected;
    cls.forcetrack = 0;

    while ((c = FS_Getc (cls.demofile)) != '\n')
        if (c == '-')
            neg = true;
        else
            cls.forcetrack = cls.forcetrack * 10 + (c - '0');

    if (neg)
        cls.forcetrack = -cls.forcetrack;

    cls.demostarting = false;
}
예제 #2
0
void Host_StartVideo(void)
{
	if (!vid_opened && cls.state != ca_dedicated)
	{
		vid_opened = true;
		// make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
		NetConn_UpdateSockets();
		VID_Start();
		CDAudio_Startup();
	}
}
예제 #3
0
void Host_Main(void)
{
	double time1 = 0;
	double time2 = 0;
	double time3 = 0;
	double cl_timer = 0, sv_timer = 0;
	double clframetime, deltacleantime, olddirtytime, dirtytime;
	double wait;
	int pass1, pass2, pass3, i;
	char vabuf[1024];
	qboolean playing;

	Host_Init();

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

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

		cl_timer += deltacleantime;
		sv_timer += deltacleantime;

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

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

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

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

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

		NetConn_UpdateSockets();

		Log_DestBuffer_Flush();

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

		Curl_Run();

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

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

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

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

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

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

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

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

		R_TimeReport("---");

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			// Collect input into cmd
			CL_Input();

			R_TimeReport("input");

			// check for new packets
			NetConn_ClientFrame();

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

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

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

			CL_Video_Frame();

			R_TimeReport("client");

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

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

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

			CDAudio_Update();
			R_TimeReport("audio");

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

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

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

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

		host_framecount++;
	}
}