/* 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" #ifdef XASH_SDL #include #endif // XASH_SDL #include // va_args #include // errno #include // strerror #if !XASH_WIN32 #include // fork #include #include #include #endif #if XASH_EMSCRIPTEN #include #endif #include #include "common.h" #include "base_cmd.h" #include "client.h" #include "server.h" #include "netchan.h" #include "protocol.h" #include "mod_local.h" #include "xash3d_mathlib.h" #include "input.h" #include "enginefeatures.h" #include "render_api.h" // decallist_t #include "tests.h" pfnChangeGame pChangeGame = NULL; host_parm_t host; // host parms sysinfo_t SI; #ifdef XASH_ENGINE_TESTS struct tests_stats_s tests_stats; #endif CVAR_DEFINE( host_developer, "developer", "0", FCVAR_FILTERABLE, "engine is in development-mode" ); CVAR_DEFINE_AUTO( sys_timescale, "1.0", FCVAR_FILTERABLE, "scale frame time" ); CVAR_DEFINE_AUTO( sys_ticrate, "100", 0, "framerate in dedicated mode" ); static CVAR_DEFINE_AUTO( host_serverstate, "0", FCVAR_READ_ONLY, "displays current server state" ); static CVAR_DEFINE_AUTO( host_gameloaded, "0", FCVAR_READ_ONLY, "inidcates a loaded game.dll" ); static CVAR_DEFINE_AUTO( host_clientloaded, "0", FCVAR_READ_ONLY, "inidcates a loaded client.dll" ); CVAR_DEFINE_AUTO( host_limitlocal, "0", 0, "apply cl_cmdrate and rate to loopback connection" ); CVAR_DEFINE( host_maxfps, "fps_max", "72", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "host fps upper limit" ); static CVAR_DEFINE_AUTO( host_framerate, "0", FCVAR_FILTERABLE, "locks frame timing to this value in seconds" ); static CVAR_DEFINE( host_sleeptime, "sleeptime", "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "milliseconds to sleep for each frame. higher values reduce fps accuracy" ); static CVAR_DEFINE_AUTO( host_sleeptime_debug, "0", 0, "print sleeps between frames" ); CVAR_DEFINE( con_gamemaps, "con_mapfilter", "1", FCVAR_ARCHIVE, "when true show only maps in game folder" ); void Sys_PrintUsage( void ) { string version_str; const char *usage_str; Q_snprintf( version_str, sizeof( version_str ), XASH_ENGINE_NAME " %i/" XASH_VERSION " (%s-%s build %i)", PROTOCOL_VERSION, Q_buildos(), Q_buildarch(), Q_buildnum( )); #if XASH_WIN32 #define XASH_EXE "(xash).exe" #else #define XASH_EXE "(xash)" #endif #define O( x, y ) " "x" "y"\n" usage_str = S_USAGE XASH_EXE " [options] [+command] [+command2 arg] ...\n" "\nCommon options:\n" O("-dev [level] ", "set log verbosity 0-2") O("-log ", "write log to \"engine.log\"") O("-nowriteconfig ", "disable config save") O("-noch ", "disable crashhandler") #if XASH_WIN32 // !!!! O("-minidumps ", "enable writing minidumps when game is crashed") #endif O("-rodir ", "set read-only base directory") O("-bugcomp ", "enable precise bug compatibility. Will break games that don't require it") O(" ", "Refer to engine documentation for more info") O("-disablehelp ", "disable this message") #if !XASH_DEDICATED O("-dedicated ", "run engine in dedicated mode") #endif "\nNetworking options:\n" O("-noip ", "disable IPv4") O("-ip ", "set IPv4 address") O("-port ", "set IPv4 port") O("-noip6 ", "disable IPv6") O("-ip6 ", "set IPv6 address") O("-port6 ", "set IPv6 port") O("-clockwindow ", "adjust clockwindow used to ignore client commands to prevent speed hacks") "\nGame options:\n" O("-dll ", "override server DLL path") #if !XASH_DEDICATED O("-clientlib ", "override client DLL path") O("-console ", "run engine with console enabled") O("-toconsole ", "run engine witn console open") O("-oldfont ", "enable unused Quake font in Half-Life") O("-width ", "set window width") O("-height ", "set window height") O("-borderless ", "run engine in fullscreen borderless mode") O("-fullscreen ", "run engine in fullscreen mode") O("-windowed ", "run engine in windowed mode") O("-ref ", "use selected renderer dll") O("-gldebug ", "enable OpenGL debug log") #if XASH_WIN32 O("-noavi ", "disable AVI support") O("-nointro ", "disable intro video") #endif O("-noenginejoy ", "disable engine builtin joystick support") O("-noenginemouse ", "disable engine builtin mouse support") O("-nosound ", "disable sound output") O("-timedemo ", "run timedemo and exit") #endif "\nPlatform-specific options:\n" #if !XASH_MOBILE_PLATFORM O("-daemonize ", "run engine as a daemon") #endif #if XASH_SDL == 2 O("-sdl_joy_old_api ","use SDL legacy joystick API") O("-sdl_renderer ","use alternative SDL_Renderer for software") #endif // XASH_SDL #if XASH_ANDROID && !XASH_SDL O("-nativeegl ","use native egl implementation. Use if screen does not update or black") #endif // XASH_ANDROID #if XASH_DOS O("-novesa ","disable vesa") #endif // XASH_DOS #if XASH_VIDEO == VIDEO_FBDEV O("-fbdev ","open selected framebuffer") O("-ttygfx ","set graphics mode in tty") O("-doublebuffer ","enable doublebuffering") #endif // XASH_VIDEO == VIDEO_FBDEV #if XASH_SOUND == SOUND_ALSA O("-alsadev ","open selected ALSA device") #endif // XASH_SOUND == SOUND_ALSA ; #undef O // HACKHACK: pretty output in dedicated #if XASH_MESSAGEBOX != MSGBOX_STDERR Platform_MessageBox( version_str, usage_str, false ); #else fprintf( stderr, "%s\n%s", version_str, usage_str ); #endif Sys_Quit(); } 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 ================ */ static void Host_PrintEngineFeatures( int features ) { struct { uint32_t mask; const char *msg; } features_str[] = { { ENGINE_WRITE_LARGE_COORD, "Big World Support" }, { ENGINE_QUAKE_COMPATIBLE, "Quake Compatibility" }, { ENGINE_LOAD_DELUXEDATA, "Deluxemap Support" }, { ENGINE_PHYSICS_PUSHER_EXT, "Improved MOVETYPE_PUSH" }, { ENGINE_LARGE_LIGHTMAPS, "Large Lightmaps" }, { ENGINE_COMPENSATE_QUAKE_BUG, "Stupid Quake Bug Compensation" }, { ENGINE_IMPROVED_LINETRACE, "Improved Trace Line" }, { ENGINE_COMPUTE_STUDIO_LERP, "Studio MOVETYPE_STEP Lerping" }, { ENGINE_LINEAR_GAMMA_SPACE, "Linear Gamma Space" }, { ENGINE_STEP_POSHISTORY_LERP, "MOVETYPE_STEP Position History Based Lerping" }, }; int i; for( i = 0; i < ARRAYSIZE( features_str ); i++ ) { if( FBitSet( features, features_str[i].mask )) Con_Reportf( "^3EXT:^7 %s is enabled\n", features_str[i].msg ); } } /* ============== Host_ValidateEngineFeatures validate features bits and set host.features ============== */ void Host_ValidateEngineFeatures( uint32_t features ) { uint32_t mask = ENGINE_FEATURES_MASK; #if !HOST_DEDICATED if( !Host_IsDedicated( ) && cls.legacymode ) mask = ENGINE_LEGACY_FEATURES_MASK; #endif // don't allow unsupported bits features &= mask; // force bits for some games if( !Q_stricmp( GI->gamefolder, "cstrike" ) || !Q_stricmp( GI->gamefolder, "czero" )) SetBits( features, ENGINE_STEP_POSHISTORY_LERP ); // print requested first Host_PrintEngineFeatures( features ); // now warn about incompatible bits if( FBitSet( features, ENGINE_STEP_POSHISTORY_LERP|ENGINE_COMPUTE_STUDIO_LERP ) == ENGINE_STEP_POSHISTORY_LERP|ENGINE_COMPUTE_STUDIO_LERP ) Con_Printf( S_WARN "%s: incompatible ENGINE_STEP_POSHISTORY_LERP and ENGINE_COMPUTE_STUDIO_LERP are enabled!\n", __func__ ); // finally set global variable host.features = features; } /* ============== 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 (); #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_CalcSleep ================== */ static int Host_CalcSleep( void ) { #ifndef XASH_DEDICATED // never sleep in timedemo for benchmarking purposes // also don't sleep with vsync for less lag if( CL_IsTimeDemo( ) || gl_vsync.value ) return 0; #endif if( Host_IsDedicated() ) { // let the dedicated server some sleep return host_sleeptime.value; } switch( host.status ) { case HOST_NOFOCUS: if( SV_Active() && CL_IsInGame()) return host_sleeptime.value; // fallthrough case HOST_SLEEP: return 20; } return host_sleeptime.value; } void Host_NewInstance( const char *name, const char *finalmsg ) { if( !pChangeGame ) return; host.change_game = true; Q_strncpy( host.finalmsg, finalmsg, sizeof( host.finalmsg )); if( !Sys_NewInstance( name )) 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 \n" ); return; } // validate gamedir for( i = 0; i < FI->numgames; i++ ) { if( !Q_stricmp( FI->games[i]->gamefolder, Cmd_Argv( 1 ))) break; } if( i == FI->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 { char finalmsg[MAX_VA_STRING]; Q_snprintf( finalmsg, sizeof( finalmsg ), "change game to '%s'", FI->games[i]->title ); Host_NewInstance( Cmd_Argv( 1 ), finalmsg ); } } /* =============== Host_Exec_f =============== */ void Host_Exec_f( void ) { string cfgpath; byte *f; char *txt; fs_offset_t len; const char *arg; if( Cmd_Argc() != 2 ) { Con_Printf( S_USAGE "exec \n" ); return; } arg = Cmd_Argv( 1 ); #ifndef XASH_DEDICATED if( !Cmd_CurrentCommandIsPrivileged() ) { const char *unprivilegedWhitelist[] = { NULL, "mapdefault.cfg", "scout.cfg", "sniper.cfg", "soldier.cfg", "demoman.cfg", "medic.cfg", "hwguy.cfg", "pyro.cfg", "spy.cfg", "engineer.cfg", "civilian.cfg" }; int i; char temp[MAX_VA_STRING]; qboolean allow = false; Q_snprintf( temp, sizeof( temp ), "%s.cfg", clgame.mapname ); unprivilegedWhitelist[0] = temp; for( i = 0; i < ARRAYSIZE( unprivilegedWhitelist ); i++ ) { if( !Q_strcmp( arg, unprivilegedWhitelist[i] )) { allow = true; break; } } if( !allow ) { Con_Printf( "exec %s: not privileged or in whitelist\n", arg ); return; } } #endif // XASH_DEDICATED if( !Q_stricmp( "game.cfg", arg )) { // don't execute game.cfg in singleplayer if( SV_GetMaxClients() == 1 ) return; } Q_strncpy( cfgpath, arg, sizeof( cfgpath )); COM_DefaultExtension( cfgpath, ".cfg", sizeof( cfgpath )); // 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", arg )) 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", arg ); 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 \n" ); break; } } void Host_Minimize_f( void ) { #ifdef XASH_SDL 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, sizeof( 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( )) { if( !gl_vsync.value ) fps = host_maxfps.value; } else { if( !gl_vsync.value ) { fps = host_maxfps.value; if( fps == 0.0 ) fps = MAX_FPS; fps = bound( MIN_FPS, fps, MAX_FPS ); } } #endif return fps; } static qboolean Host_Autosleep( double dt, double scale ) { double targetframetime, fps; int sleep; fps = Host_CalcFPS(); if( fps <= 0 ) return true; // limit fps to withing tolerable range fps = bound( MIN_FPS, fps, MAX_FPS ); if( Host_IsDedicated( )) targetframetime = ( 1.0 / ( fps + 1.0 )); else targetframetime = ( 1.0 / fps ); sleep = Host_CalcSleep(); if( sleep == 0 ) // no sleeps between frames, much simpler code { if( dt < targetframetime * scale ) return false; } else { static double timewindow; // allocate a time window for sleeps static int counter; // for debug static double realsleeptime; const double sleeptime = sleep * 0.001; if( dt < targetframetime * scale ) { // if we have allocated time window, try to sleep if( timewindow > realsleeptime ) { // Sys_Sleep isn't guaranteed to sleep an exact amount of milliseconds // so we measure the real sleep time and use it to decrease the window double t1 = Sys_DoubleTime(), t2; Sys_Sleep( sleep ); // in msec! t2 = Sys_DoubleTime(); realsleeptime = t2 - t1; timewindow -= realsleeptime; if( host_sleeptime_debug.value ) { counter++; Con_NPrintf( counter, "%d: %.4f %.4f", counter, timewindow, realsleeptime ); } } return false; } // if we exhausted this time window, allocate a new one after new frame if( timewindow <= realsleeptime ) { double targetsleeptime = targetframetime - host.pureframetime * 2; if( targetsleeptime > 0 ) timewindow = targetsleeptime; else timewindow = 0; realsleeptime = sleeptime; // reset in case CPU was too busy if( host_sleeptime_debug.value ) { counter = 0; Con_NPrintf( 0, "tgt = %.4f, pft = %.4f, wnd = %.4f", targetframetime, host.pureframetime, timewindow ); } } } return true; } /* =================== Host_FilterTime Returns false if the time is too short to run a frame =================== */ qboolean Host_FilterTime( float time ) { static double oldtime; double dt; double scale = sys_timescale.value; host.realtime += time * scale; dt = host.realtime - oldtime; // clamp the fps in multiplayer games if( !Host_Autosleep( dt, scale )) 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 * scale, MAX_FRAMETIME ); else host.frametime = bound( MIN_FRAMETIME, host.frametime, MAX_FRAMETIME ); return true; } /* ================= Host_Frame ================= */ void Host_Frame( float time ) { double t1, t2; // decide the simulation time if( !Host_FilterTime( time )) return; t1 = Sys_DoubleTime(); if( host.framecount == 0 ) Con_DPrintf( "Time to first frame: %.3f seconds\n", t1 - host.starttime ); 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 t2 = Sys_DoubleTime(); host.pureframetime = t2 - t1; 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; va_start( argptr, error ); Q_vsnprintf( hosterror1, sizeof( 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 ); } else { if( host.allow_console ) { UI_SetActiveMenu( false ); Key_SetKeyDest( key_console ); Con_Printf( "Host_Error: %s", hosterror1 ); } else Platform_MessageBox( "Host Error", hosterror1, true ); } // 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 ); } recursive = true; Q_strncpy( hosterror2, hosterror1, MAX_SYSPATH ); host.errorframe = host.framecount; // to avoid multply calls per frame Q_snprintf( host.finalmsg, sizeof( 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_Userconfigd_f ================= */ void Host_Userconfigd_f( void ) { search_t *t; int i; t = FS_Search( "userconfig.d/*.cfg", true, false ); if( !t ) return; for( i = 0; i < t->numfilenames; i++ ) { Cbuf_AddTextf( "exec %s\n", t->filenames[i] ); } Mem_Free( t ); } #if XASH_ENGINE_TESTS static void Host_RunTests( int stage ) { switch( stage ) { case 0: // early engine load memset( &tests_stats, 0, sizeof( tests_stats )); TEST_LIST_0; #if !XASH_DEDICATED TEST_LIST_0_CLIENT; #endif /* XASH_DEDICATED */ break; case 1: // after FS load TEST_LIST_1; #if !XASH_DEDICATED TEST_LIST_1_CLIENT; #endif Msg( "Done! %d passed, %d failed\n", tests_stats.passed, tests_stats.failed ); Sys_Quit(); } } #endif /* ================= Host_InitCommon ================= */ void Host_InitCommon( int argc, char **argv, const char *progname, qboolean bChangeGame ) { char dev_level[4]; int developer = DEFAULT_DEV; const char *baseDir; char ticrate[16]; int len; // 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 ); if( !Sys_CheckParm( "-disablehelp" ) ) { if( Sys_CheckParm( "-help" ) || Sys_CheckParm( "-h" ) || Sys_CheckParm( "--help" ) ) { Sys_PrintUsage(); } } if( !Sys_CheckParm( "-noch" ) ) Sys_SetupCrashHandler(); host.enabledll = !Sys_CheckParm( "-nodll" ); host.change_game = bChangeGame || Sys_CheckParm( "-changegame" ); host.config_executed = false; host.status = HOST_INIT; // initialzation started Memory_Init(); // init memory subsystem host.mempool = Mem_AllocPool( "Zone Engine" ); host.allow_console = DEFAULT_ALLOWCONSOLE; // HACKHACK: Quake console is always allowed // TODO: determine if we are running QWrap more reliable if( !host.allow_console && ( 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 ); } } #if XASH_ENGINE_TESTS if( Sys_CheckParm( "-runtests" )) { host.allow_console = true; developer = DEV_EXTENDED; } #endif host.con_showalways = true; #if XASH_DEDICATED host.type = HOST_DEDICATED; // predict state #else if( Sys_CheckParm("-dedicated") || progname[0] == '#' ) { host.type = HOST_DEDICATED; } else { host.type = HOST_NORMAL; } #endif // set default gamedir if( progname[0] == '#' ) progname++; Q_strncpy( SI.exeName, progname, sizeof( SI.exeName )); Q_strncpy( SI.basedirName, progname, sizeof( SI.exeName )); 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; if( Sys_CheckParm( "-bugcomp" )) { // add argument check here when we add other levels // of bugcompatibility host.bugcomp = BUGCOMP_GOLDSRC; } // 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 #if XASH_ENGINE_TESTS if( Sys_CheckParm( "-runtests" )) Host_RunTests( 0 ); #endif Platform_Init(); baseDir = getenv( "XASH3D_BASEDIR" ); if( COM_CheckString( baseDir ) ) { Q_strncpy( host.rootdir, baseDir, sizeof( host.rootdir )); } else { #if TARGET_OS_IOS Q_strncpy( host.rootdir, IOS_GetDocsDir(), sizeof( host.rootdir )); #elif XASH_ANDROID && XASH_SDL Q_strncpy( host.rootdir, SDL_AndroidGetExternalStoragePath(), sizeof( host.rootdir )); #elif XASH_PSVITA if ( !PSVita_GetBasePath( host.rootdir, sizeof( host.rootdir ))) { Sys_Error( "couldn't find xash3d data directory" ); host.rootdir[0] = 0; } #elif (XASH_SDL == 2) && !XASH_NSWITCH // GetBasePath not impl'd in switch-sdl2 char *szBasePath = SDL_GetBasePath(); if( szBasePath ) { Q_strncpy( host.rootdir, szBasePath, sizeof( host.rootdir )); SDL_free( szBasePath ); } else { #if XASH_POSIX || XASH_WIN32 if( !getcwd( host.rootdir, sizeof( host.rootdir ))) Sys_Error( "couldn't determine current directory: %s, getcwd: %s", SDL_GetError(), strerror( errno )); #else Sys_Error( "couldn't determine current directory: %s", SDL_GetError() ); #endif } #else if( !getcwd( host.rootdir, sizeof( host.rootdir ))) { Sys_Error( "couldn't determine current directory: %s", strerror( errno ) ); host.rootdir[0] = 0; } #endif } #if XASH_WIN32 COM_FixSlashes( host.rootdir ); #endif len = Q_strlen( host.rootdir ); if( len && host.rootdir[len - 1] == '/' ) host.rootdir[len - 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 = getenv( "XASH3D_RODIR" ); if( COM_CheckString( roDir )) Q_strncpy( host.rodir, roDir, sizeof( host.rodir )); } #if XASH_WIN32 COM_FixSlashes( host.rootdir ); #endif len = Q_strlen( host.rodir ); if( len && host.rodir[len - 1] == '/' ) host.rodir[len - 1] = 0; if( !COM_CheckStringEmpty( host.rootdir )) { Sys_Error( "Changing working directory failed (empty working directory)\n" ); return; } FS_LoadProgs(); // TODO: this function will cause engine to stop in case of fail // when it will have an option to return string error, restore Sys_Error FS_SetCurrentDirectory( host.rootdir ); FS_Init(); Sys_InitLog(); // print bugcompatibility level here, after log was initialized if( host.bugcomp == BUGCOMP_GOLDSRC ) { Con_Printf( "^3BUGCOMP^7: GoldSrc bug-compatibility enabled\n" ); } Cmd_AddCommand( "exec", Host_Exec_f, "execute a script file" ); Cmd_AddCommand( "memlist", Host_MemStats_f, "prints memory pool information" ); Cmd_AddRestrictedCommand( "userconfigd", Host_Userconfigd_f, "execute all scripts from userconfig.d" ); Image_Init(); Sound_Init(); #if XASH_ENGINE_TESTS if( Sys_CheckParm( "-runtests" )) Host_RunTests( 1 ); #endif FS_LoadGameInfo( NULL ); Cvar_PostFSInit(); if( FS_FileExists( va( "%s.rc", SI.basedirName ), false )) Q_strncpy( SI.rcName, SI.basedirName, sizeof( SI.rcName )); // e.g. valve.rc else Q_strncpy( SI.rcName, SI.exeName, sizeof( SI.rcName )); // e.g. quake.rc Q_strncpy( host.gamefolder, GI->gamefolder, sizeof( host.gamefolder )); Image_CheckPaletteQ1 (); Host_InitDecals (); // reload decals // 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 ================= */ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGame, pfnChangeGame func ) { static double oldtime, newtime; string demoname; host.starttime = Sys_DoubleTime(); pChangeGame = func; // may be NULL Host_InitCommon( argc, argv, progname, bChangeGame ); // init commands and vars if( host_developer.value >= DEV_EXTENDED ) { Cmd_AddRestrictedCommand ( "sys_error", Sys_Error_f, "just throw a fatal error to test shutdown procedures"); Cmd_AddRestrictedCommand ( "host_error", Host_Error_f, "just throw a host error to test shutdown procedures"); Cmd_AddRestrictedCommand ( "crash", Host_Crash_f, "a way to force a bus error for development reasons"); } Cvar_RegisterVariable( &host_serverstate ); Cvar_RegisterVariable( &host_maxfps ); Cvar_RegisterVariable( &host_framerate ); Cvar_RegisterVariable( &host_sleeptime ); Cvar_RegisterVariable( &host_sleeptime_debug ); Cvar_RegisterVariable( &host_gameloaded ); Cvar_RegisterVariable( &host_clientloaded ); Cvar_RegisterVariable( &host_limitlocal ); Cvar_RegisterVariable( &con_gamemaps ); Cvar_RegisterVariable( &sys_timescale ); Cvar_Getf( "buildnum", FCVAR_READ_ONLY, "returns a current build number", "%i", Q_buildnum_compat()); Cvar_Getf( "ver", FCVAR_READ_ONLY, "shows an engine version", "%i/%s (hw build %i)", PROTOCOL_VERSION, XASH_COMPAT_VERSION, Q_buildnum_compat()); Cvar_Getf( "host_ver", FCVAR_READ_ONLY, "detailed info about this build", "%i " XASH_VERSION " %s %s %s", Q_buildnum(), Q_buildos(), Q_buildarch(), Q_buildcommit()); Cvar_Getf( "host_lowmemorymode", FCVAR_READ_ONLY, "indicates if engine compiled for low RAM consumption (0 - normal, 1 - low engine limits, 2 - low protocol limits)", "%i", XASH_LOW_MEMORY ); Mod_Init(); NET_Init(); NET_InitMasters(); Netchan_Init(); // allow to change game from the console if( pChangeGame != NULL ) { Cmd_AddRestrictedCommand( "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_AddRestrictedCommand( "quit", Sys_Quit, "quit the game" ); Cmd_AddRestrictedCommand( "exit", Sys_Quit, "quit the game" ); } else Cmd_AddRestrictedCommand( "minimize", Host_Minimize_f, "minimize main window to tray" ); HPAK_CheckIntegrity( CUSTOM_RES_PATH ); 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_AddTextf( "exec %s.rc\n", SI.rcName ); Cbuf_Execute(); if( !host.config_executed ) { Cbuf_AddText( "exec config.cfg\n" ); Cbuf_Execute(); } // exec all files from userconfig.d Host_Userconfigd_f(); 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 if( Sys_GetParmFromCmdLine( "-timedemo", demoname )) Cbuf_AddTextf( "timedemo %s\n", demoname ); oldtime = Sys_DoubleTime() - 0.1; if( Host_IsDedicated( )) { // in dedicated server input system can't set HOST_FRAME status // so set it here as we're finished initializing host.status = HOST_FRAME; if( GameState->nextstate == STATE_RUNFRAME ) Con_Printf( "Type 'map ' to start game... (TAB-autocomplete is working too)\n" ); // execute server.cfg after commandline // so we have a chance to set servercfgfile Cbuf_AddTextf( "exec %s\n", Cvar_VariableString( "servercfgfile" )); Cbuf_Execute(); } // 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 ) { qboolean error = host.status == HOST_ERR_FATAL; 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 && !error ) Host_WriteConfig(); #endif SV_Shutdown( "Server shutdown\n" ); SV_UnloadProgs(); SV_ShutdownFilter(); CL_Shutdown(); Mod_Shutdown(); NET_Shutdown(); HTTP_Shutdown(); Host_FreeCommon(); Platform_Shutdown(); // must be last, console uses this Mem_FreePool( &host.mempool ); // restore filter Sys_RestoreCrashHandler(); Sys_CloseLog(); }