Xash3D FWGS engine.
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/*
host.c - dedicated and normal host
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "build.h"
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#ifdef XASH_SDL
#include <SDL.h>
#endif // XASH_SDL
#include <stdarg.h> // va_args
#include <errno.h> // errno
#include <string.h> // strerror
#if !XASH_WIN32
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#include <unistd.h> // fork
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#endif
#if XASH_EMSCRIPTEN
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#include <emscripten/emscripten.h>
#endif
#include <errno.h>
#include "common.h"
#include "base_cmd.h"
#include "client.h"
#include "netchan.h"
#include "protocol.h"
#include "mod_local.h"
#include "mathlib.h"
#include "input.h"
#include "enginefeatures.h"
#include "render_api.h" // decallist_t
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typedef void (*pfnChangeGame)( const char *progname );
pfnChangeGame pChangeGame = NULL;
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host_parm_t host; // host parms
sysinfo_t SI;
CVAR_DEFINE( host_developer, "developer", "0", 0, "engine is in development-mode" );
CVAR_DEFINE_AUTO( sys_ticrate, "100", 0, "framerate in dedicated mode" );
convar_t *host_serverstate;
convar_t *host_gameloaded;
convar_t *host_clientloaded;
convar_t *host_limitlocal;
convar_t *host_maxfps;
convar_t *host_framerate;
convar_t *host_sleeptime;
convar_t *con_gamemaps;
convar_t *build, *ver;
int Host_CompareFileTime( int ft1, int ft2 )
{
if( ft1 < ft2 )
{
return -1;
}
else if( ft1 > ft2 )
{
return 1;
}
return 0;
}
void Host_ShutdownServer( void )
{
SV_Shutdown( "Server was killed\n" );
}
/*
================
Host_PrintEngineFeatures
================
*/
void Host_PrintEngineFeatures( void )
{
if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD ))
Con_Reportf( "^3EXT:^7 big world support enabled\n" );
if( FBitSet( host.features, ENGINE_LOAD_DELUXEDATA ))
Con_Reportf( "^3EXT:^7 deluxemap support enabled\n" );
if( FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT ))
Con_Reportf( "^3EXT:^7 Improved MOVETYPE_PUSH is used\n" );
if( FBitSet( host.features, ENGINE_LARGE_LIGHTMAPS ))
Con_Reportf( "^3EXT:^7 Large lightmaps enabled\n" );
if( FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG ))
Con_Reportf( "^3EXT:^7 Compensate quake bug enabled\n" );
}
/*
==============
Host_IsQuakeCompatible
==============
*/
qboolean Host_IsQuakeCompatible( void )
{
// feature set
if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
return true;
#if !XASH_DEDICATED
// quake demo playing
if( cls.demoplayback == DEMO_QUAKE1 )
return true;
#endif // XASH_DEDICATED
return false;
}
/*
================
Host_EndGame
================
*/
void Host_EndGame( qboolean abort, const char *message, ... )
{
va_list argptr;
static char string[MAX_SYSPATH];
va_start( argptr, message );
Q_vsnprintf( string, sizeof( string ), message, argptr );
va_end( argptr );
Con_Printf( "Host_EndGame: %s\n", string );
SV_Shutdown( "\n" );
#if !XASH_DEDICATED
CL_Disconnect();
// recreate world if needs
CL_ClearEdicts ();
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#endif
// release all models
Mod_FreeAll();
if( abort ) Host_AbortCurrentFrame ();
}
/*
================
Host_AbortCurrentFrame
aborts the current host frame and goes on with the next one
================
*/
void Host_AbortCurrentFrame( void )
{
longjmp( host.abortframe, 1 );
}
/*
==================
Host_CheckSleep
==================
*/
void Host_CheckSleep( void )
{
int sleeptime = host_sleeptime->value;
if( Host_IsDedicated() )
{
// let the dedicated server some sleep
Sys_Sleep( sleeptime );
}
else
{
if( host.status == HOST_NOFOCUS )
{
if( SV_Active() && CL_IsInGame( ))
Sys_Sleep( sleeptime ); // listenserver
else Sys_Sleep( 20 ); // sleep 20 ms otherwise
}
else if( host.status == HOST_SLEEP )
{
// completely sleep in minimized state
Sys_Sleep( 20 );
}
else
{
Sys_Sleep( sleeptime );
}
}
}
void Host_NewInstance( const char *name, const char *finalmsg )
{
if( !pChangeGame ) return;
host.change_game = true;
Q_strncpy( host.finalmsg, finalmsg, sizeof( host.finalmsg ));
pChangeGame( name ); // call from hl.exe
}
/*
=================
Host_ChangeGame_f
Change game modification
=================
*/
void Host_ChangeGame_f( void )
{
int i;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "game <directory>\n" );
return;
}
// validate gamedir
for( i = 0; i < SI.numgames; i++ )
{
if( !Q_stricmp( SI.games[i]->gamefolder, Cmd_Argv( 1 )))
break;
}
if( i == SI.numgames )
{
Con_Printf( "%s not exist\n", Cmd_Argv( 1 ));
}
else if( !Q_stricmp( GI->gamefolder, Cmd_Argv( 1 )))
{
Con_Printf( "%s already active\n", Cmd_Argv( 1 ));
}
else
{
const char *arg1 = va( "%s%s", (host.type == HOST_NORMAL) ? "" : "#", Cmd_Argv( 1 ));
const char *arg2 = va( "change game to '%s'", SI.games[i]->title );
Host_NewInstance( arg1, arg2 );
}
}
/*
===============
Host_Exec_f
===============
*/
void Host_Exec_f( void )
{
string cfgpath;
byte *f;
char *txt;
fs_offset_t len;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "exec <filename>\n" );
return;
}
if( !Q_stricmp( "game.cfg", Cmd_Argv( 1 )))
{
// don't execute game.cfg in singleplayer
if( SV_GetMaxClients() == 1 )
return;
}
Q_strncpy( cfgpath, Cmd_Argv( 1 ), sizeof( cfgpath ));
COM_DefaultExtension( cfgpath, ".cfg" ); // append as default
f = FS_LoadFile( cfgpath, &len, false );
if( !f )
{
Con_Reportf( "couldn't exec %s\n", Cmd_Argv( 1 ));
return;
}
if( !Q_stricmp( "config.cfg", Cmd_Argv( 1 )))
host.config_executed = true;
// adds \n\0 at end of the file
txt = Z_Calloc( len + 2 );
memcpy( txt, f, len );
Q_strncat( txt, "\n", len + 2 );
Mem_Free( f );
if( !host.apply_game_config )
Con_Printf( "execing %s\n", Cmd_Argv( 1 ));
Cbuf_InsertText( txt );
Mem_Free( txt );
}
/*
===============
Host_MemStats_f
===============
*/
void Host_MemStats_f( void )
{
switch( Cmd_Argc( ))
{
case 1:
Mem_PrintList( 1<<30 );
Mem_PrintStats();
break;
case 2:
Mem_PrintList( Q_atoi( Cmd_Argv( 1 )) * 1024 );
Mem_PrintStats();
break;
default:
Con_Printf( S_USAGE "memlist <all>\n" );
break;
}
}
void Host_Minimize_f( void )
{
#ifdef XASH_SDL
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if( host.hWnd ) SDL_MinimizeWindow( host.hWnd );
#endif
}
/*
=================
Host_IsLocalGame
singleplayer game detect
=================
*/
qboolean Host_IsLocalGame( void )
{
if( SV_Active( ))
{
return ( SV_GetMaxClients() == 1 ) ? true : false;
}
else
{
return ( CL_GetMaxClients() == 1 ) ? true : false;
}
}
qboolean Host_IsLocalClient( void )
{
// only the local client have the active server
if( CL_Initialized( ) && SV_Initialized( ))
return true;
return false;
}
/*
=================
Host_RegisterDecal
=================
*/
qboolean Host_RegisterDecal( const char *name, int *count )
{
char shortname[MAX_QPATH];
int i;
if( !COM_CheckString( name ))
return 0;
COM_FileBase( name, shortname );
for( i = 1; i < MAX_DECALS && host.draw_decals[i][0]; i++ )
{
if( !Q_stricmp( host.draw_decals[i], shortname ))
return true;
}
if( i == MAX_DECALS )
{
Con_DPrintf( S_ERROR "MAX_DECALS limit exceeded (%d)\n", MAX_DECALS );
return false;
}
// register new decal
Q_strncpy( host.draw_decals[i], shortname, sizeof( host.draw_decals[i] ));
*count += 1;
return true;
}
/*
=================
Host_InitDecals
=================
*/
void Host_InitDecals( void )
{
int i, num_decals = 0;
search_t *t;
// NOTE: only once resource without which engine can't continue work
if( !FS_FileExists( "gfx/conchars", false ))
Sys_Error( "W_LoadWadFile: couldn't load gfx.wad\n" );
memset( host.draw_decals, 0, sizeof( host.draw_decals ));
// lookup all the decals in decals.wad (basedir, gamedir, falldir)
t = FS_Search( "decals.wad/*.*", true, false );
for( i = 0; t && i < t->numfilenames; i++ )
{
if( !Host_RegisterDecal( t->filenames[i], &num_decals ))
break;
}
if( t ) Mem_Free( t );
Con_Reportf( "InitDecals: %i decals\n", num_decals );
}
/*
===================
Host_GetCommands
Add them exactly as if they had been typed at the console
===================
*/
void Host_GetCommands( void )
{
char *cmd;
while( ( cmd = Sys_Input() ) )
{
Cbuf_AddText( cmd );
Cbuf_Execute();
}
}
/*
===================
Host_CalcFPS
compute actual FPS for various modes
===================
*/
double Host_CalcFPS( void )
{
double fps = 0.0;
if( Host_IsDedicated() )
{
fps = sys_ticrate.value;
}
#if !XASH_DEDICATED
else if( CL_IsPlaybackDemo() || CL_IsRecordDemo( )) // NOTE: we should play demos with same fps as it was recorded
{
fps = CL_GetDemoFramerate();
}
else if( Host_IsLocalGame( ))
{
fps = host_maxfps->value;
}
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else
{
fps = host_maxfps->value;
if( fps == 0.0 ) fps = MAX_FPS;
fps = bound( MIN_FPS, fps, MAX_FPS );
}
// probably left part of this condition is redundant :-)
if( host.type != HOST_DEDICATED && Host_IsLocalGame( ) && !CL_IsTimeDemo( ))
{
// ajdust fps for vertical synchronization
if( CVAR_TO_BOOL( gl_vsync ))
{
if( vid_displayfrequency->value != 0.0f )
fps = vid_displayfrequency->value;
else fps = 60.0; // default
}
}
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#endif
return fps;
}
/*
===================
Host_FilterTime
Returns false if the time is too short to run a frame
===================
*/
qboolean Host_FilterTime( float time )
{
static double oldtime;
double fps;
host.realtime += time;
fps = Host_CalcFPS( );
// clamp the fps in multiplayer games
if( fps != 0.0 )
{
// limit fps to withing tolerable range
fps = bound( MIN_FPS, fps, MAX_FPS );
if( Host_IsDedicated() )
{
if(( host.realtime - oldtime ) < ( 1.0 / ( fps + 1.0 )))
return false;
}
else
{
if(( host.realtime - oldtime ) < ( 1.0 / fps ))
return false;
}
}
host.frametime = host.realtime - oldtime;
host.realframetime = bound( MIN_FRAMETIME, host.frametime, MAX_FRAMETIME );
oldtime = host.realtime;
// NOTE: allow only in singleplayer while demos are not active
if( host_framerate->value > 0.0f && Host_IsLocalGame() && !CL_IsPlaybackDemo() && !CL_IsRecordDemo( ))
host.frametime = bound( MIN_FRAMETIME, host_framerate->value, MAX_FRAMETIME );
else host.frametime = bound( MIN_FRAMETIME, host.frametime, MAX_FRAMETIME );
return true;
}
/*
=================
Host_Frame
=================
*/
void Host_Frame( float time )
{
Host_CheckSleep();
// decide the simulation time
if( !Host_FilterTime( time ))
return;
Host_InputFrame (); // input frame
Host_ClientBegin (); // begin client
Host_GetCommands (); // dedicated in
Host_ServerFrame (); // server frame
Host_ClientFrame (); // client frame
HTTP_Run(); // both server and client
host.framecount++;
}
/*
=================
Host_Error
=================
*/
void GAME_EXPORT Host_Error( const char *error, ... )
{
static char hosterror1[MAX_SYSPATH];
static char hosterror2[MAX_SYSPATH];
static qboolean recursive = false;
va_list argptr;
if( host.mouse_visible && !CL_IsInMenu( ))
{
// hide VGUI mouse
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#ifdef XASH_SDL
SDL_ShowCursor( 0 );
#endif
host.mouse_visible = false;
}
va_start( argptr, error );
Q_vsprintf( hosterror1, error, argptr );
va_end( argptr );
CL_WriteMessageHistory (); // before Q_error call
if( host.framecount < 3 )
{
Sys_Error( "Host_InitError: %s", hosterror1 );
}
else if( host.framecount == host.errorframe )
{
Sys_Error( "Host_MultiError: %s", hosterror2 );
return;
}
else
{
if( host.allow_console )
{
UI_SetActiveMenu( false );
Key_SetKeyDest( key_console );
Con_Printf( "Host_Error: %s", hosterror1 );
}
else MSGBOX2( hosterror1 );
}
// host is shutting down. don't invoke infinite loop
if( host.status == HOST_SHUTDOWN ) return;
if( recursive )
{
Con_Printf( "Host_RecursiveError: %s", hosterror2 );
Sys_Error( "%s", hosterror1 );
return; // don't multiple executes
}
recursive = true;
Q_strncpy( hosterror2, hosterror1, MAX_SYSPATH );
host.errorframe = host.framecount; // to avoid multply calls per frame
Q_sprintf( host.finalmsg, "Server crashed: %s", hosterror1 );
// clearing cmd buffer to prevent execute any commands
COM_InitHostState();
Cbuf_Clear();
Host_ShutdownServer();
CL_Drop(); // drop clients
// recreate world if needs
CL_ClearEdicts ();
// release all models
Mod_FreeAll();
recursive = false;
Host_AbortCurrentFrame();
}
void Host_Error_f( void )
{
const char *error = Cmd_Argv( 1 );
if( !*error ) error = "Invoked host error";
Host_Error( "%s\n", error );
}
void Sys_Error_f( void )
{
const char *error = Cmd_Argv( 1 );
if( !*error ) error = "Invoked sys error";
Sys_Error( "%s\n", error );
}
/*
=================
Host_Crash_f
=================
*/
static void Host_Crash_f( void )
{
*(volatile int *)0 = 0xffffffff;
}
/*
=================
Host_InitCommon
=================
*/
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void Host_InitCommon( int argc, char **argv, const char *progname, qboolean bChangeGame )
{
char dev_level[4];
int developer = DEFAULT_DEV;
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const char *baseDir;
char ticrate[16];
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// some commands may turn engine into infinite loop,
// e.g. xash.exe +game xash -game xash
// so we clear all cmd_args, but leave dbg states as well
Sys_ParseCommandLine( argc, argv );
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if( !Sys_CheckParm( "-noch" ) )
Sys_SetupCrashHandler();
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host.enabledll = !Sys_CheckParm( "-nodll" );
host.change_game = bChangeGame;
host.config_executed = false;
host.status = HOST_INIT; // initialzation started
Memory_Init(); // init memory subsystem
host.mempool = Mem_AllocPool( "Zone Engine" );
// HACKHACK: Quake console is always allowed
// TODO: determine if we are running QWrap more reliable
if( Sys_CheckParm( "-console" ) || !Q_stricmp( SI.exeName, "quake" ))
host.allow_console = true;
if( Sys_CheckParm( "-dev" ))
{
host.allow_console = true;
developer = DEV_NORMAL;
if( Sys_GetParmFromCmdLine( "-dev", dev_level ))
{
if( Q_isdigit( dev_level ))
developer = bound( DEV_NONE, abs( Q_atoi( dev_level )), DEV_EXTENDED );
}
}
host.con_showalways = true;
#if XASH_DEDICATED
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host.type = HOST_DEDICATED; // predict state
#else
if( Sys_CheckParm("-dedicated") || progname[0] == '#' )
{
host.type = HOST_DEDICATED;
}
else
{
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host.type = HOST_NORMAL;
}
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#endif
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// set default gamedir
if( progname[0] == '#' )
progname++;
Q_strncpy( SI.exeName, progname, sizeof( SI.exeName ));
Q_strncpy( SI.basedirName, progname, sizeof( SI.exeName ));
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if( Host_IsDedicated() )
{
Sys_MergeCommandLine( );
host.allow_console = true;
}
else
{
// don't show console as default
if( developer <= DEV_NORMAL )
host.con_showalways = false;
}
// member console allowing
host.allow_console_init = host.allow_console;
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// timeBeginPeriod( 1 ); // a1ba: Do we need this?
// NOTE: this message couldn't be passed into game console but it doesn't matter
// Con_Reportf( "Sys_LoadLibrary: Loading xash.dll - ok\n" );
// get default screen res
VID_InitDefaultResolution();
// init host state machine
COM_InitHostState();
// init hashed commands
BaseCmd_Init();
// startup cmds and cvars subsystem
Cmd_Init();
Cvar_Init();
// share developer level across all dlls
Q_snprintf( dev_level, sizeof( dev_level ), "%i", developer );
Cvar_DirectSet( &host_developer, dev_level );
Cvar_RegisterVariable( &sys_ticrate );
if( Sys_GetParmFromCmdLine( "-sys_ticrate", ticrate ))
{
double fps = bound( MIN_FPS, atof( ticrate ), MAX_FPS );
Cvar_SetValue( "sys_ticrate", fps );
}
Con_Init(); // early console running to catch all the messages
Platform_Init();
if( ( baseDir = getenv( "XASH3D_BASEDIR" ) ) )
{
Q_strncpy( host.rootdir, baseDir, sizeof(host.rootdir) );
}
else
{
#if TARGET_OS_IOS
const char *IOS_GetDocsDir();
Q_strncpy( host.rootdir, IOS_GetDocsDir(), sizeof(host.rootdir) );
#elif XASH_SDL == 2
char *szBasePath;
if( !( szBasePath = SDL_GetBasePath() ) )
Sys_Error( "couldn't determine current directory: %s", SDL_GetError() );
Q_strncpy( host.rootdir, szBasePath, sizeof( host.rootdir ) );
SDL_free( szBasePath );
#else
if( !getcwd( host.rootdir, sizeof(host.rootdir) ) )
{
Sys_Error( "couldn't determine current directory: %s", strerror( errno ) );
host.rootdir[0] = 0;
}
#endif
}
if( host.rootdir[Q_strlen( host.rootdir ) - 1] == '/' )
host.rootdir[Q_strlen( host.rootdir ) - 1] = 0;
// get readonly root. The order is: check for arg, then env.
// if still not got it, rodir is disabled.
host.rodir[0] = 0;
if( !Sys_GetParmFromCmdLine( "-rodir", host.rodir ))
{
char *roDir;
if(( roDir = getenv( "XASH3D_RODIR" )))
Q_strncpy( host.rodir, roDir, sizeof( host.rodir ));
}
if( host.rodir[0] && host.rodir[Q_strlen( host.rodir ) - 1] == '/' )
host.rodir[Q_strlen( host.rodir ) - 1] = 0;
if ( !host.rootdir[0] || SetCurrentDirectory( host.rootdir ) != 0)
Con_Reportf( "%s is working directory now\n", host.rootdir );
else
Sys_Error( "Changing working directory to %s failed.\n", host.rootdir );
Sys_InitLog();
Cmd_AddCommand( "exec", Host_Exec_f, "execute a script file" );
Cmd_AddCommand( "memlist", Host_MemStats_f, "prints memory pool information" );
FS_Init();
Image_Init();
Sound_Init();
FS_LoadGameInfo( NULL );
Q_strncpy( host.gamefolder, GI->gamefolder, sizeof( host.gamefolder ));
// DEPRECATED: by FWGS fork
#if 0
if( GI->secure )
{
// clear all developer levels when game is protected
Cvar_DirectSet( &host_developer, "0" );
host.allow_console_init = false;
host.con_showalways = false;
host.allow_console = false;
}
#endif
HPAK_Init();
IN_Init();
Key_Init();
}
void Host_FreeCommon( void )
{
Image_Shutdown();
Sound_Shutdown();
Netchan_Shutdown();
HPAK_FlushHostQueue();
FS_Shutdown();
}
/*
=================
Host_Main
=================
*/
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int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGame, pfnChangeGame func )
{
static double oldtime, newtime;
pChangeGame = func; // may be NULL
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Host_InitCommon( argc, argv, progname, bChangeGame );
// init commands and vars
if( host_developer.value >= DEV_EXTENDED )
{
Cmd_AddCommand ( "sys_error", Sys_Error_f, "just throw a fatal error to test shutdown procedures");
Cmd_AddCommand ( "host_error", Host_Error_f, "just throw a host error to test shutdown procedures");
Cmd_AddCommand ( "crash", Host_Crash_f, "a way to force a bus error for development reasons");
}
host_serverstate = Cvar_Get( "host_serverstate", "0", FCVAR_READ_ONLY, "displays current server state" );
host_maxfps = Cvar_Get( "fps_max", "72", FCVAR_ARCHIVE, "host fps upper limit" );
host_framerate = Cvar_Get( "host_framerate", "0", 0, "locks frame timing to this value in seconds" );
host_sleeptime = Cvar_Get( "sleeptime", "1", FCVAR_ARCHIVE, "milliseconds to sleep for each frame. higher values reduce fps accuracy" );
host_gameloaded = Cvar_Get( "host_gameloaded", "0", FCVAR_READ_ONLY, "inidcates a loaded game.dll" );
host_clientloaded = Cvar_Get( "host_clientloaded", "0", FCVAR_READ_ONLY, "inidcates a loaded client.dll" );
host_limitlocal = Cvar_Get( "host_limitlocal", "0", 0, "apply cl_cmdrate and rate to loopback connection" );
con_gamemaps = Cvar_Get( "con_mapfilter", "1", FCVAR_ARCHIVE, "when true show only maps in game folder" );
build = Cvar_Get( "buildnum", va( "%i", Q_buildnum_compat()), FCVAR_READ_ONLY, "returns a current build number" );
ver = Cvar_Get( "ver", va( "%i/%s (hw build %i)", PROTOCOL_VERSION, XASH_COMPAT_VERSION, Q_buildnum_compat()), FCVAR_READ_ONLY, "shows an engine version" );
Cvar_Get( "host_ver", va( "%i %s %s %s %s", Q_buildnum(), XASH_VERSION, Q_buildos(), Q_buildarch(), Q_buildcommit() ), FCVAR_READ_ONLY, "detailed info about this build" );
Mod_Init();
NET_Init();
NET_InitMasters();
Netchan_Init();
// allow to change game from the console
if( pChangeGame != NULL )
{
Cmd_AddCommand( "game", Host_ChangeGame_f, "change game" );
Cvar_Get( "host_allow_changegame", "1", FCVAR_READ_ONLY, "allows to change games" );
}
else
{
Cvar_Get( "host_allow_changegame", "0", FCVAR_READ_ONLY, "allows to change games" );
}
SV_Init();
CL_Init();
HTTP_Init();
ID_Init();
if( Host_IsDedicated() )
{
#ifdef _WIN32
Wcon_InitConsoleCommands ();
#endif
Cmd_AddCommand( "quit", Sys_Quit, "quit the game" );
Cmd_AddCommand( "exit", Sys_Quit, "quit the game" );
}
else Cmd_AddCommand( "minimize", Host_Minimize_f, "minimize main window to tray" );
host.errorframe = 0;
// post initializations
switch( host.type )
{
case HOST_NORMAL:
#ifdef _WIN32
Wcon_ShowConsole( false ); // hide console
#endif
// execute startup config and cmdline
Cbuf_AddText( va( "exec %s.rc\n", SI.rcName ));
Cbuf_Execute();
if( !host.config_executed )
{
Cbuf_AddText( "exec config.cfg\n" );
Cbuf_Execute();
}
break;
case HOST_DEDICATED:
// allways parse commandline in dedicated-mode
host.stuffcmds_pending = true;
break;
}
host.change_game = false; // done
Cmd_RemoveCommand( "setgl" );
Cbuf_ExecStuffCmds(); // execute stuffcmds (commandline)
SCR_CheckStartupVids(); // must be last
oldtime = Sys_DoubleTime() - 0.1;
if( Host_IsDedicated() && GameState->nextstate == STATE_RUNFRAME )
Con_Printf( "type 'map <mapname>' to run server... (TAB-autocomplete is working too)\n" );
// main window message loop
while( !host.crashed )
{
newtime = Sys_DoubleTime ();
COM_Frame( newtime - oldtime );
oldtime = newtime;
}
// never reached
return 0;
}
/*
=================
Host_Shutdown
=================
*/
void EXPORT Host_Shutdown( void )
{
if( host.shutdown_issued ) return;
host.shutdown_issued = true;
if( host.status != HOST_ERR_FATAL ) host.status = HOST_SHUTDOWN; // prepare host to normal shutdown
if( !host.change_game ) Q_strncpy( host.finalmsg, "Server shutdown", sizeof( host.finalmsg ));
#if !XASH_DEDICATED
if( host.type == HOST_NORMAL )
Host_WriteConfig();
7 years ago
#endif
SV_Shutdown( "Server shutdown\n" );
SV_ShutdownFilter();
CL_Shutdown();
Mod_Shutdown();
NET_Shutdown();
HTTP_Shutdown();
Host_FreeCommon();
Platform_Shutdown();
// must be last, console uses this
Mem_FreePool( &host.mempool );
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// restore filter
Sys_RestoreCrashHandler();
7 years ago
Sys_CloseLog();
}