//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# include "tier0/fasttimer.h"
# ifdef _WIN32
# include "tier0/memdbgon.h" // needed because in release builds crtdbg.h is handled specially if USE_MEM_DEBUG is defined
# include "tier0/memdbgoff.h"
# include <crtdbg.h> // For getting at current heap size
# endif
# include "tier1/fmtstr.h"
# include "vstdlib/jobthread.h"
# ifdef USE_SDL
# include "appframework/ilaunchermgr.h"
extern ILauncherMgr * g_pLauncherMgr ;
# endif
# include "server.h"
# include "host_jmp.h"
# include "screen.h"
# include "keys.h"
# include "cdll_int.h"
# include "eiface.h"
# include "sv_main.h"
# include "sv_log.h"
# include "shadowmgr.h"
# include "zone.h"
# include "gl_cvars.h"
# include "sv_filter.h"
# include "ivideomode.h"
# include "vprof_engine.h"
# include "iengine.h"
# include "tier2/tier2.h"
# include "enginethreads.h"
# include "steam/steam_api.h"
# include "LoadScreenUpdate.h"
# include "datacache/idatacache.h"
# if !defined SWDS
# include "voice.h"
# include "sound.h"
# endif
# include "icvar.h"
# include "sys.h"
# include "client.h"
# include "cl_pred.h"
# include "console.h"
# include "view.h"
# include "host.h"
# include "decal.h"
# include "gl_matsysiface.h"
# include "gl_shader.h"
# include "sys_dll.h"
# include "cmodel_engine.h"
# ifndef SWDS
# include "con_nprint.h"
# endif
# include "filesystem.h"
# include "filesystem_engine.h"
# include "tier0/etwprof.h"
# include "tier0/vcrmode.h"
# include "traceinit.h"
# include "host_saverestore.h"
# include "l_studio.h"
# include "cl_demo.h"
# include "cdll_engine_int.h"
# include "host_cmd.h"
# include "host_state.h"
# include "dt_instrumentation.h"
# include "dt_instrumentation_server.h"
# include "const.h"
# include "bitbuf_errorhandler.h"
# include "soundflags.h"
# include "enginestats.h"
# include "tier1/strtools.h"
# include "testscriptmgr.h"
# include "tmessage.h"
# include "tier0/vprof.h"
# include "tier0/icommandline.h"
# include "materialsystem/imaterialsystemhardwareconfig.h"
# include "MapReslistGenerator.h"
# include "DownloadListGenerator.h"
# include "download.h"
# include "staticpropmgr.h"
# include "GameEventManager.h"
# include "iprediction.h"
# include "netmessages.h"
# include "cl_main.h"
# include "hltvserver.h"
# include "hltvtest.h"
# if defined( REPLAY_ENABLED )
# include "replayserver.h"
# include "replay_internal.h"
# endif
# include "sys_mainwind.h"
# include "host_phonehome.h"
# ifndef SWDS
# include "vgui_baseui_interface.h"
# include "cl_steamauth.h"
# endif
# include "sv_remoteaccess.h" // NotifyDedicatedServerUI()
# include "snd_audio_source.h"
# include "sv_steamauth.h"
# include "MapReslistGenerator.h"
# include "DevShotGenerator.h"
# include "sv_plugin.h"
# include "toolframework/itoolframework.h"
# include "ienginetoolinternal.h"
# include "inputsystem/iinputsystem.h"
# include "vgui_askconnectpanel.h"
# include "cvar.h"
# include "saverestoretypes.h"
# include "filesystem/IQueuedLoader.h"
# include "soundservice.h"
# include "profile.h"
# include "steam/isteamremotestorage.h"
# if defined( _X360 )
# include "xbox/xbox_win32stubs.h"
# include "audio_pch.h"
# endif
# if defined( LINUX )
# include <locale.h>
# ifdef USE_SDL
# include "SDL.h"
# endif
# endif
# include "ixboxsystem.h"
extern IXboxSystem * g_pXboxSystem ;
extern ConVar cl_cloud_settings ;
extern ConVar cl_logofile ;
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void CL_SetPagedPoolInfo ( ) ;
extern char * CM_EntityString ( void ) ;
extern ConVar host_map ;
extern ConVar sv_cheats ;
bool g_bDedicatedServerBenchmarkMode = false ;
bool g_bAllowSecureServers = true ;
bool g_bLowViolence = false ;
// These counters are for debugging in dumps. If these are non-zero it may indicate some kind of
// heap problem caused by the setjmp/longjmp error handling
int g_HostServerAbortCount = 0 ;
int g_HostErrorCount = 0 ;
int g_HostEndDemo = 0 ;
char g_szDefaultLogoFileName [ ] = " materials/vgui/logos/spray.vtf " ;
int host_frameticks = 0 ;
int host_tickcount = 0 ;
int host_currentframetick = 0 ;
static const char g_pModuleExtension [ ] = DLL_EXT_STRING ;
// Engine player info, no game related infos here
BEGIN_BYTESWAP_DATADESC ( player_info_s )
DEFINE_ARRAY ( name , FIELD_CHARACTER , MAX_PLAYER_NAME_LENGTH ) ,
DEFINE_FIELD ( userID , FIELD_INTEGER ) ,
DEFINE_ARRAY ( guid , FIELD_CHARACTER , SIGNED_GUID_LEN + 1 ) ,
DEFINE_FIELD ( friendsID , FIELD_INTEGER ) ,
DEFINE_ARRAY ( friendsName , FIELD_CHARACTER , MAX_PLAYER_NAME_LENGTH ) ,
DEFINE_FIELD ( fakeplayer , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( ishltv , FIELD_BOOLEAN ) ,
# if defined( REPLAY_ENABLED )
DEFINE_FIELD ( isreplay , FIELD_BOOLEAN ) ,
# endif
DEFINE_ARRAY ( customFiles , FIELD_INTEGER , MAX_CUSTOM_FILES ) ,
DEFINE_FIELD ( filesDownloaded , FIELD_INTEGER ) ,
END_BYTESWAP_DATADESC ( )
//------------------------------------------
enum
{
FRAME_SEGMENT_INPUT = 0 ,
FRAME_SEGMENT_CLIENT ,
FRAME_SEGMENT_SERVER ,
FRAME_SEGMENT_RENDER ,
FRAME_SEGMENT_SOUND ,
FRAME_SEGMENT_CLDLL ,
FRAME_SEGMENT_CMD_EXECUTE ,
NUM_FRAME_SEGMENTS ,
} ;
class CFrameTimer
{
public :
void ResetDeltas ( ) ;
CFrameTimer ( ) : swaptime ( 0 )
{
ResetDeltas ( ) ;
}
void MarkFrame ( ) ;
void StartFrameSegment ( int i )
{
starttime [ i ] = Sys_FloatTime ( ) ;
}
void EndFrameSegment ( int i )
{
double dt = Sys_FloatTime ( ) - starttime [ i ] ;
deltas [ i ] + = dt ;
}
void MarkSwapTime ( )
{
double newswaptime = Sys_FloatTime ( ) ;
frametime = newswaptime - swaptime ;
swaptime = newswaptime ;
ComputeFrameVariability ( ) ;
g_EngineStats . SetFrameTime ( frametime ) ;
g_EngineStats . SetFPSVariability ( m_flFPSVariability ) ;
host_frametime_stddeviation = m_flFPSStdDeviationSeconds ;
}
private :
enum
{
FRAME_HISTORY_COUNT = 50
} ;
friend void Host_Speeds ( ) ;
void ComputeFrameVariability ( ) ;
double time_base ;
double times [ 9 ] ;
double swaptime ;
double frametime ;
double m_flFPSVariability ;
double m_flFPSStdDeviationSeconds ;
double starttime [ NUM_FRAME_SEGMENTS ] ;
double deltas [ NUM_FRAME_SEGMENTS ] ;
float m_pFrameTimeHistory [ FRAME_HISTORY_COUNT ] ;
int m_nFrameTimeHistoryIndex ;
} ;
static CFrameTimer g_HostTimes ;
//------------------------------------------
float host_time = 0.0 ;
static ConVar violence_hblood ( " violence_hblood " , " 1 " , 0 , " Draw human blood " ) ;
static ConVar violence_hgibs ( " violence_hgibs " , " 1 " , 0 , " Show human gib entities " ) ;
static ConVar violence_ablood ( " violence_ablood " , " 1 " , 0 , " Draw alien blood " ) ;
static ConVar violence_agibs ( " violence_agibs " , " 1 " , 0 , " Show alien gib entities " ) ;
// Marked as FCVAR_USERINFO so that the server can cull CC messages before networking them down to us!!!
ConVar closecaption ( " closecaption " , " 0 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_USERINFO , " Enable close captioning. " ) ;
extern ConVar sv_unlockedchapters ;
void Snd_Restart_f ( )
{
# ifndef SWDS
extern bool snd_firsttime ;
char szVoiceCodec [ _MAX_PATH ] = { 0 } ;
int nVoiceSampleRate = Voice_ConfiguredSampleRate ( ) ;
{
// This is not valid after voice shuts down
const char * pPreviousCodec = Voice_ConfiguredCodec ( ) ;
if ( pPreviousCodec & & * pPreviousCodec )
{
V_strncpy ( szVoiceCodec , pPreviousCodec , sizeof ( szVoiceCodec ) ) ;
}
}
S_Shutdown ( ) ;
snd_firsttime = true ;
cl . ClearSounds ( ) ;
S_Init ( ) ;
// Restart voice if it was running
if ( szVoiceCodec [ 0 ] )
Voice_Init ( szVoiceCodec , nVoiceSampleRate ) ;
// Do this or else it won't have anything in the cache.
if ( audiosourcecache & & sv . GetMapName ( ) [ 0 ] )
{
audiosourcecache - > LevelInit ( sv . GetMapName ( ) ) ;
}
// Flush soundscapes so they don't stop. We don't insert text in the buffer here because
// cl_soundscape_flush is normally cheat-protected.
ConCommand * pCommand = ( ConCommand * ) dynamic_cast < const ConCommand * > ( g_pCVar - > FindCommand ( " cl_soundscape_flush " ) ) ;
if ( pCommand )
{
char const * argv [ 1 ] = { " cl_soundscape_flush " } ;
CCommand cmd ( 1 , argv ) ;
pCommand - > Dispatch ( cmd ) ;
}
# endif
}
static ConCommand snd_restart ( " snd_restart " , Snd_Restart_f , " Restart sound system. " ) ;
// In other C files.
void Shader_Shutdown ( void ) ;
void R_Shutdown ( void ) ;
bool g_bAbortServerSet = false ;
# ifdef _WIN32
static bool s_bInitPME = false ;
# endif
CON_COMMAND ( mem_dump , " Dump memory stats to text file. " )
{
ConMsg ( " Writing memory stats to file memstats.txt \n " ) ;
# if defined( _MEMTEST )
const char * pTest = sv . GetMapName ( ) ;
if ( ! pTest | | ! pTest [ 0 ] )
{
// possibly at menu
pTest = " unknown " ;
}
MemAlloc_SetStatsExtraInfo ( pTest , " " ) ;
# endif
MemAlloc_DumpStats ( ) ;
}
CON_COMMAND ( mem_compact , " " )
{
MemAlloc_CompactHeap ( ) ;
}
CON_COMMAND ( mem_eat , " " )
{
MemAlloc_Alloc ( 1024 * 1024 ) ;
}
CON_COMMAND ( mem_test , " " )
{
MemAlloc_CrtCheckMemory ( ) ;
}
static ConVar host_competitive_ever_enabled ( " host_competitive_ever_enabled " , " 0 " , FCVAR_HIDDEN , " Has competitive ever been enabled this run? " , true , 0 , true , 1 , true , 1 , false , 1 , NULL ) ;
static ConVar mem_test_each_frame ( " mem_test_each_frame " , " 0 " , 0 , " Run heap check at end of every frame \n " ) ;
static ConVar mem_test_every_n_seconds ( " mem_test_every_n_seconds " , " 0 " , 0 , " Run heap check at a specified interval \n " ) ;
static ConVar singlestep ( " singlestep " , " 0 " , FCVAR_CHEAT , " Run engine in single step mode ( set next to 1 to advance a frame ) " ) ;
static ConVar cvarNext ( " next " , " 0 " , FCVAR_CHEAT , " Set to 1 to advance to next frame ( when singlestep == 1 ) " ) ;
// Print a debug message when the client or server cache is missed
ConVar host_showcachemiss ( " host_showcachemiss " , " 0 " , 0 , " Print a debug message when the client or server cache is missed. " ) ;
static ConVar mem_dumpstats ( " mem_dumpstats " , " 0 " , 0 , " Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) \ n " ) ;
static ConVar host_ShowIPCCallCount ( " host_ShowIPCCallCount " , " 0 " , 0 , " Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame. " ) ;
# if defined( RAD_TELEMETRY_ENABLED )
static void OnChangeTelemetryPause ( IConVar * var , const char * pOldValue , float flOldValue )
{
tmPause ( TELEMETRY_LEVEL0 , 1 ) ;
}
static void OnChangeTelemetryResume ( IConVar * var , const char * pOldValue , float flOldValue )
{
tmPause ( TELEMETRY_LEVEL0 , 0 ) ;
}
static void OnChangeTelemetryLevel ( IConVar * var , const char * pOldValue , float flOldValue )
{
char * pIEnd ;
const char * pLevel = ( ( ConVar * ) var ) - > GetString ( ) ;
TelemetrySetLevel ( strtoul ( pLevel , & pIEnd , 0 ) ) ;
}
static void OnChangeTelemetryFrameCount ( IConVar * var , const char * pOldValue , float flOldValue )
{
char * pIEnd ;
const char * pFrameCount = ( ( ConVar * ) var ) - > GetString ( ) ;
g_Telemetry . FrameCount = strtoul ( pFrameCount , & pIEnd , 0 ) ;
Msg ( " TELEMETRY: Setting Telemetry FrameCount: '%d' \n " , g_Telemetry . FrameCount ) ;
}
static void OnChangeTelemetryServer ( IConVar * var , const char * pOldValue , float flOldValue )
{
const char * pServerAddress = ( ( ConVar * ) var ) - > GetString ( ) ;
Q_strncpy ( g_Telemetry . ServerAddress , pServerAddress , ARRAYSIZE ( g_Telemetry . ServerAddress ) ) ;
Msg ( " TELEMETRY: Setting Telemetry server: '%s' \n " , pServerAddress ) ;
}
static void OnChangeTelemetryDemoStart ( IConVar * var , const char * pOldValue , float flOldValue )
{
char * pIEnd ;
const char * pVal = ( ( ConVar * ) var ) - > GetString ( ) ;
g_Telemetry . DemoTickStart = strtoul ( pVal , & pIEnd , 0 ) ;
if ( g_Telemetry . DemoTickStart > 2000 )
{
char cmd [ 256 ] ;
// If we're far away from the start of the demo file, then jump to ~1000 ticks before.
Q_snprintf ( cmd , sizeof ( cmd ) , " demo_gototick %d " , g_Telemetry . DemoTickStart - 1000 ) ;
Cbuf_AddText ( cmd ) ;
}
Msg ( " TELEMETRY: Setting Telemetry DemoTickStart: '%d' \n " , g_Telemetry . DemoTickStart ) ;
}
static void OnChangeTelemetryDemoEnd ( IConVar * var , const char * pOldValue , float flOldValue )
{
char * pIEnd ;
const char * pVal = ( ( ConVar * ) var ) - > GetString ( ) ;
g_Telemetry . DemoTickEnd = strtoul ( pVal , & pIEnd , 0 ) ;
Msg ( " TELEMETRY: Setting Telemetry DemoTickEnd: '%d' \n " , g_Telemetry . DemoTickEnd ) ;
}
ConVar telemetry_pause ( " telemetry_pause " , " 0 " , 0 , " Pause Telemetry " , OnChangeTelemetryPause ) ;
ConVar telemetry_resume ( " telemetry_resume " , " 0 " , 0 , " Resume Telemetry " , OnChangeTelemetryResume ) ;
ConVar telemetry_framecount ( " telemetry_framecount " , " 0 " , 0 , " Set Telemetry count of frames to capture " , OnChangeTelemetryFrameCount ) ;
ConVar telemetry_level ( " telemetry_level " , " 0 " , 0 , " Set Telemetry profile level: 0 being off. " , OnChangeTelemetryLevel ) ;
ConVar telemetry_server ( " telemetry_server " , " localhost " , 0 , " Set Telemetry server " , OnChangeTelemetryServer ) ;
ConVar telemetry_demostart ( " telemetry_demostart " , " 0 " , 0 , " When playing demo, start telemetry on tick # " , OnChangeTelemetryDemoStart ) ;
ConVar telemetry_demoend ( " telemetry_demoend " , " 0 " , 0 , " When playing demo, stop telemetry on tick # " , OnChangeTelemetryDemoEnd ) ;
# endif
extern bool gfBackground ;
static bool host_checkheap = false ;
CCommonHostState host_state ;
//-----------------------------------------------------------------------------
enum HostThreadMode
{
HTM_DISABLED ,
HTM_DEFAULT ,
HTM_FORCED ,
} ;
ConVar host_thread_mode ( " host_thread_mode " , ( IsX360 ( ) ) ? " 1 " : " 0 " , 0 , " Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force) " ) ;
extern ConVar threadpool_affinity ;
void OnChangeThreadAffinity ( IConVar * var , const char * pOldValue , float flOldValue )
{
if ( g_pThreadPool - > NumThreads ( ) )
{
g_pThreadPool - > Distribute ( threadpool_affinity . GetBool ( ) ) ;
}
}
ConVar threadpool_affinity ( " threadpool_affinity " , " 1 " , 0 , " Enable setting affinity " , 0 , 0 , 0 , 0 , & OnChangeThreadAffinity ) ;
#if 0
extern ConVar threadpool_reserve ;
CThreadEvent g_ReleaseThreadReservation ( true ) ;
CInterlockedInt g_NumReservedThreads ;
void ThreadPoolReserverFunction ( )
{
g_ReleaseThreadReservation . Wait ( ) ;
- - g_NumReservedThreads ;
}
void ReserveThreads ( int nToReserve )
{
nToReserve = clamp ( nToReserve , 0 , g_pThreadPool - > NumThreads ( ) ) ;
g_ReleaseThreadReservation . Set ( ) ;
while ( g_NumReservedThreads ! = 0 )
{
ThreadSleep ( 0 ) ;
}
g_ReleaseThreadReservation . Reset ( ) ;
while ( nToReserve - - )
{
g_NumReservedThreads + + ;
g_pThreadPool - > QueueCall ( & ThreadPoolReserverFunction ) - > Release ( ) ;
}
Msg ( " %d threads being reserved \n " , ( int ) g_NumReservedThreads ) ;
}
void OnChangeThreadReserve ( IConVar * var , const char * pOldValue , float flOldValue )
{
ReserveThreads ( threadpool_reserve . GetInt ( ) ) ;
}
ConVar threadpool_reserve ( " threadpool_reserve " , " 0 " , 0 , " Consume the specified number of threads in the thread pool " , 0 , 0 , 0 , 0 , & OnChangeThreadReserve ) ;
CON_COMMAND ( threadpool_cycle_reserve , " Cycles threadpool reservation by powers of 2 " )
{
int nCores = g_pThreadPool - > NumThreads ( ) + 1 ;
int nAvailableCores = nCores - g_NumReservedThreads ;
Assert ( nAvailableCores ) ;
int ratio = nCores / nAvailableCores ;
ratio * = 2 ;
if ( ratio > nCores )
{
ReserveThreads ( 0 ) ;
}
else
{
ReserveThreads ( nCores - nCores / ratio ) ;
}
}
CON_COMMAND ( thread_test_tslist , " " )
{
int nTests = ( args . ArgC ( ) = = 1 ) ? 10000 : atoi ( args . Arg ( 1 ) ) ;
RunTSListTests ( nTests ) ;
}
CON_COMMAND ( thread_test_tsqueue , " " )
{
int nTests = ( args . ArgC ( ) = = 1 ) ? 10000 : atoi ( args . Arg ( 1 ) ) ;
RunTSQueueTests ( nTests ) ;
}
CON_COMMAND ( threadpool_run_tests , " " )
{
int nTests = ( args . ArgC ( ) = = 1 ) ? 1 : atoi ( args . Arg ( 1 ) ) ;
for ( int i = 0 ; i < nTests ; i + + )
{
RunThreadPoolTests ( ) ;
}
}
# endif
//-----------------------------------------------------------------------------
/*
A server can always be started , even if the system started out as a client
to a remote system .
A client can NOT be started if the system started as a dedicated server .
Memory is cleared / released when a server or client begins , not when they end .
*/
// Ear position + orientation
static AudioState_t s_AudioState ;
engineparms_t host_parms ;
bool host_initialized = false ; // true if into command execution
float host_frametime = 0.0f ;
float host_frametime_unbounded = 0.0f ;
float host_frametime_stddeviation = 0.0f ;
double realtime = 0 ; // without any filtering or bounding
double host_idealtime = 0 ; // "ideal" server time assuming perfect tick rate
float host_nexttick = 0 ; // next server tick in this many ms
float host_jitterhistory [ 128 ] = { 0 } ;
unsigned int host_jitterhistorypos = 0 ;
int host_framecount ;
static int host_hunklevel ;
CGameClient * host_client ; // current client
jmp_buf host_abortserver ;
jmp_buf host_enddemo ;
static ConVar host_profile ( " host_profile " , " 0 " ) ;
ConVar host_limitlocal ( " host_limitlocal " , " 0 " , 0 , " Apply cl_cmdrate and cl_updaterate to loopback connection " ) ;
ConVar host_framerate ( " host_framerate " , " 0 " , 0 , " Set to lock per-frame time elapse. " ) ;
ConVar host_timescale ( " host_timescale " , " 1.0 " , FCVAR_REPLICATED , " Prescale the clock by this amount. " ) ;
ConVar host_speeds ( " host_speeds " , " 0 " , 0 , " Show general system running times. " ) ; // set for running times
ConVar host_flush_threshold ( " host_flush_threshold " , " 20 " , 0 , " Memory threshold below which the host should flush caches between server instances " ) ;
void HostTimerSpinMsChangedCallback ( IConVar * var , const char * pOldString , float flOldValue ) ;
ConVar host_timer_spin_ms ( " host_timer_spin_ms " , " 0 " , FCVAR_NONE , " Use CPU busy-loop for improved timer precision (dedicated only) " , HostTimerSpinMsChangedCallback ) ;
void HostTimerSpinMsChangedCallback ( IConVar * var , const char * pOldString , float flOldValue )
{
const char * pForcedValue = CommandLine ( ) - > ParmValue ( " +host_timer_spin_ms " ) ;
if ( pForcedValue ! = NULL )
{
if ( V_strcmp ( host_timer_spin_ms . GetString ( ) , pForcedValue ) )
{
Msg ( " Value for host_timer_spin_ms is locked to %s by command line parameter. \n " , pForcedValue ) ;
host_timer_spin_ms . SetValue ( pForcedValue ) ;
}
}
}
CON_COMMAND ( host_timer_report , " Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) " )
{
if ( sv . IsDedicated ( ) )
{
for ( int i = 1 ; i < = ARRAYSIZE ( host_jitterhistory ) ; + + i )
{
unsigned int slot = ( i + host_jitterhistorypos ) % ARRAYSIZE ( host_jitterhistory ) ;
Msg ( " %1.3fms \n " , host_jitterhistory [ slot ] * 1000 ) ;
}
}
}
# ifdef REL_TO_STAGING_MERGE_TODO
// Do this when merging the game DLLs so FCVAR_CHEAT can be set on them at the same time.
ConVar developer ( " developer " , " 0 " , FCVAR_CHEAT , " Set developer message level " ) ;
# else
ConVar developer ( " developer " , " 0 " , 0 , " Set developer message level " ) ;
# endif
ConVar skill ( " skill " , " 1 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX , " Game skill level (1-3) . " , true, 1, true, 3 ) ; // 1 - 3
ConVar deathmatch ( " deathmatch " , " 0 " , FCVAR_NOTIFY | FCVAR_INTERNAL_USE , " Running a deathmatch server. " ) ; // 0, 1, or 2
ConVar coop ( " coop " , " 0 " , FCVAR_NOTIFY , " Cooperative play. " ) ; // 0 or 1
# ifdef _DEBUG
ConVar r_ForceRestore ( " r_ForceRestore " , " 0 " , 0 ) ;
# endif // _DEBUG
ConVar vcr_verbose ( " vcr_verbose " , " 0 " , 0 , " Write extra information into .vcr file. " ) ;
# ifndef SWDS
void CL_CheckToDisplayStartupMenus ( ) ; // in cl_main.cpp
# endif
bool GetFileFromRemoteStorage ( ISteamRemoteStorage * pRemoteStorage , const char * pszRemoteFileName , const char * pszLocalFileName )
{
bool bSuccess = false ;
// check if file exists in Steam Cloud first
int32 nFileSize = pRemoteStorage - > GetFileSize ( pszRemoteFileName ) ;
if ( nFileSize > 0 )
{
CUtlMemory < char > buf ( 0 , nFileSize ) ;
if ( pRemoteStorage - > FileRead ( pszRemoteFileName , buf . Base ( ) , nFileSize ) = = nFileSize )
{
char filepath [ 512 ] ;
Q_strncpy ( filepath , pszLocalFileName , sizeof ( filepath ) ) ;
Q_StripFilename ( filepath ) ;
g_pFullFileSystem - > CreateDirHierarchy ( filepath , " MOD " ) ;
FileHandle_t hFile = g_pFileSystem - > Open ( pszLocalFileName , " wb " , " MOD " ) ;
if ( hFile )
{
bSuccess = g_pFileSystem - > Write ( buf . Base ( ) , nFileSize , hFile ) = = nFileSize ;
g_pFileSystem - > Close ( hFile ) ;
if ( bSuccess )
{
DevMsg ( " [Cloud]: SUCCEESS retrieved %s from remote storage into %s \n " , pszRemoteFileName , pszLocalFileName ) ;
}
else
{
DevMsg ( " [Cloud]: FAILED retrieved %s from remote storage into %s \n " , pszRemoteFileName , pszLocalFileName ) ;
}
}
}
}
return bSuccess ;
}
void CCommonHostState : : SetWorldModel ( model_t * pModel )
{
worldmodel = pModel ;
if ( pModel )
{
worldbrush = pModel - > brush . pShared ;
}
else
{
worldbrush = NULL ;
}
}
void Host_DefaultMapFileName ( const char * pFullMapName , /* out */ char * pDiskName , unsigned int nDiskNameSize )
{
if ( IsPC ( ) | | ! IsX360 ( ) )
{
// pc names are as is
Q_snprintf ( pDiskName , nDiskNameSize , " maps/%s.bsp " , pFullMapName ) ;
}
else if ( IsX360 ( ) )
{
Q_snprintf ( pDiskName , nDiskNameSize , " maps/%s.360.bsp " , pFullMapName ) ;
}
}
void Host_SetAudioState ( const AudioState_t & audioState )
{
memcpy ( & s_AudioState , & audioState , sizeof ( AudioState_t ) ) ;
}
bool Host_IsSinglePlayerGame ( void )
{
if ( sv . IsActive ( ) )
{
return ! sv . IsMultiplayer ( ) ;
}
else
{
return cl . m_nMaxClients = = 1 ;
}
}
void CheckForFlushMemory ( const char * pCurrentMapName , const char * pDestMapName )
{
if ( host_flush_threshold . GetInt ( ) = = 0 )
return ;
# if defined(_X360)
// There are three cases in which we flush memory
// Case 1: changing from one map to another
// -> flush temp data caches
// Case 2: loading any map (inc. A to A) and free memory is below host_flush_threshold MB
// -> flush everything
// Case 3: loading a 'blacklisted' map (the known biggest memory users, or where texture sets change)
// -> flush everything
static const char * mapBlackList [ ] =
{
// --hl2--
" d1_canals_01 " ,
" d1_canals_05 " ,
" d1_eli_01 " ,
" d1_town_01 " ,
" d2_coast_01 " ,
" d2_prison_01 " ,
" d3_c17_01 " ,
" d3_c17_05 " ,
" d3_c17_09 " ,
" d3_citadel_01 " ,
" d3_breen_01 " ,
// --ep1--
" ep1_c17_02 " ,
" ep1_c17_02b " ,
" ep1_c17_05 " ,
" ep1_c17_06 " ,
// --ep2--
" ep2_outland_06a " ,
" ep2_outland_09 " ,
" ep2_outland_11 " ,
" ep2_outland_12 " ,
" ep2_outland_12a " ,
// --tf--
" tc_hydro "
} ;
char szCurrentMapName [ MAX_PATH ] ;
char szDestMapName [ MAX_PATH ] ;
if ( pCurrentMapName )
{
V_FileBase ( pCurrentMapName , szCurrentMapName , sizeof ( szCurrentMapName ) ) ;
}
else
{
szCurrentMapName [ 0 ] = ' \0 ' ;
}
pCurrentMapName = szCurrentMapName ;
if ( pDestMapName )
{
V_FileBase ( pDestMapName , szDestMapName , sizeof ( szDestMapName ) ) ;
}
else
{
szDestMapName [ 0 ] = ' \0 ' ;
}
pDestMapName = szDestMapName ;
bool bIsMapChanging = pCurrentMapName [ 0 ] & & V_stricmp ( pCurrentMapName , pDestMapName ) ;
bool bIsDestMapBlacklisted = false ;
for ( int i = 0 ; i < ARRAYSIZE ( mapBlackList ) ; i + + )
{
if ( pDestMapName & & ! V_stricmp ( pDestMapName , mapBlackList [ i ] ) )
{
bIsDestMapBlacklisted = true ;
}
}
DevMsg ( " ---CURRENT(%s), NEXT(%s) \n " , ( pCurrentMapName [ 0 ] ? pCurrentMapName : " ---- " ) , ( pDestMapName [ 0 ] ? pDestMapName : " ---- " ) ) ;
if ( bIsMapChanging )
{
DevMsg ( " ---CHANGING MAPS! \n " ) ;
}
if ( bIsDestMapBlacklisted )
{
DevMsg ( " ---BLACKLISTED! \n " ) ;
}
MEMORYSTATUS stat ;
GlobalMemoryStatus ( & stat ) ;
if ( ( stat . dwAvailPhys < host_flush_threshold . GetInt ( ) * 1024 * 1024 ) | |
( bIsDestMapBlacklisted & & bIsMapChanging ) )
{
// Flush everything; ALL data is reloaded from scratch
SV_FlushMemoryOnNextServer ( ) ;
g_pDataCache - > Flush ( ) ;
DevWarning ( " ---FULL FLUSH \n " ) ;
}
else if ( bIsMapChanging )
{
// Flush temporary data (async anim, non-locked async audio)
g_pMDLCache - > Flush ( MDLCACHE_FLUSH_ANIMBLOCK ) ;
wavedatacache - > Flush ( ) ;
DevWarning ( " ---PARTIAL FLUSH \n " ) ;
}
DevMsg ( " ---- --- ---- \n " ) ;
# endif
}
void Host_AbortServer ( )
{
g_HostServerAbortCount + + ;
longjmp ( host_abortserver , 1 ) ;
}
/*
= = = = = = = = = = = = = = = =
Host_EndGame
= = = = = = = = = = = = = = = =
*/
void Host_EndGame ( bool bShowMainMenu , const char * message , . . . )
{
int oldn ;
va_list argptr ;
char string [ 1024 ] ;
va_start ( argptr , message ) ;
Q_vsnprintf ( string , sizeof ( string ) , message , argptr ) ;
va_end ( argptr ) ;
ConMsg ( " Host_EndGame: %s \n " , string ) ;
# ifndef SWDS
scr_disabled_for_loading = true ;
# endif
oldn = cl . demonum ;
cl . demonum = - 1 ;
Host_Disconnect ( bShowMainMenu ) ;
cl . demonum = oldn ;
if ( sv . IsDedicated ( ) )
{
Sys_Error ( " Host_EndGame: %s \n " , string ) ; // dedicated servers exit
return ;
}
if ( cl . demonum ! = - 1 )
{
# ifndef SWDS
CL_NextDemo ( ) ;
# endif
g_HostEndDemo + + ;
longjmp ( host_enddemo , 1 ) ;
}
else
{
# ifndef SWDS
scr_disabled_for_loading = false ;
# endif
if ( g_bAbortServerSet )
{
Host_AbortServer ( ) ;
}
}
}
/*
= = = = = = = = = = = = = = = =
Host_Error
This shuts down both the client and server
= = = = = = = = = = = = = = = =
*/
void Host_Error ( const char * error , . . . )
{
va_list argptr ;
char string [ 1024 ] ;
static bool inerror = false ;
DebuggerBreakIfDebugging_StagingOnly ( ) ;
g_HostErrorCount + + ;
if ( inerror )
{
Sys_Error ( " Host_Error: recursively entered " ) ;
}
inerror = true ;
# ifndef SWDS
// CL_WriteMessageHistory(); TODO must be done by network layer
# endif
va_start ( argptr , error ) ;
Q_vsnprintf ( string , sizeof ( string ) , error , argptr ) ;
va_end ( argptr ) ;
if ( sv . IsDedicated ( ) )
{
// dedicated servers just exit
Sys_Error ( " Host_Error: %s \n " , string ) ;
return ;
}
# ifndef SWDS
// Reenable screen updates
SCR_EndLoadingPlaque ( ) ;
# endif
ConMsg ( " \n Host_Error: %s \n \n " , string ) ;
Host_Disconnect ( true , string ) ;
cl . demonum = - 1 ;
inerror = false ;
if ( g_bAbortServerSet )
{
Host_AbortServer ( ) ;
}
}
# ifndef SWDS
ButtonCode_t nInvalidKeyBindings [ ] =
{
KEY_PAD_0 ,
KEY_PAD_1 ,
KEY_PAD_2 ,
KEY_PAD_3 ,
KEY_PAD_4 ,
KEY_PAD_5 ,
KEY_PAD_6 ,
KEY_PAD_7 ,
KEY_PAD_8 ,
KEY_PAD_9 ,
KEY_PAD_DIVIDE ,
KEY_PAD_MULTIPLY ,
KEY_PAD_MINUS ,
KEY_PAD_PLUS ,
KEY_PAD_ENTER ,
KEY_PAD_DECIMAL ,
KEY_ESCAPE ,
KEY_SCROLLLOCK ,
KEY_INSERT ,
KEY_DELETE ,
KEY_HOME ,
KEY_END ,
KEY_PAGEUP ,
KEY_PAGEDOWN ,
KEY_BREAK ,
KEY_LSHIFT ,
KEY_RSHIFT ,
KEY_LALT ,
KEY_RALT ,
KEY_LCONTROL ,
KEY_RCONTROL ,
KEY_LWIN ,
KEY_RWIN ,
KEY_APP ,
KEY_UP ,
KEY_LEFT ,
KEY_DOWN ,
KEY_RIGHT ,
KEY_CAPSLOCKTOGGLE ,
KEY_NUMLOCKTOGGLE ,
KEY_SCROLLLOCKTOGGLE ,
KEY_BACKQUOTE ,
} ;
//******************************************
// SetupNewBindings
//
// In the rare case that we ship an update
// where we need a key to be bound to a given
// con-command, this function do its best to
// bind those keys, based on a file called
// newbindings.txt.
//******************************************
void SetupNewBindings ( )
{
char szBindCmd [ 256 ] ;
// Load the file
const char * pFilename = " scripts \\ newbindings.txt " ;
KeyValues * pNewBindingsData = new KeyValues ( pFilename ) ;
if ( ! pNewBindingsData - > LoadFromFile ( g_pFileSystem , pFilename ) )
{
pNewBindingsData - > deleteThis ( ) ;
return ;
}
FOR_EACH_TRUE_SUBKEY ( pNewBindingsData , pSubKey )
{
// Get the binding
const char * pBinding = pSubKey - > GetName ( ) ;
if ( ! pBinding )
continue ;
// Get the ideal key
const char * pIdealKey = pSubKey - > GetString ( " ideal_key " , NULL ) ;
if ( ! pIdealKey )
continue ;
// Force the key binding if the ideal key is bound to an irrelevant command, which is the
// case for CS:S, which binds F6 to "quick save," which has no used in the game at all.
const char * pOverrideIfCmd = pSubKey - > GetString ( " override_if " , NULL ) ;
if ( pOverrideIfCmd )
{
const char * pCurrentBindingForKey = : : Key_BindingForKey ( g_pInputSystem - > StringToButtonCode ( pIdealKey ) ) ;
if ( ! pCurrentBindingForKey | | ! V_stricmp ( pOverrideIfCmd , pCurrentBindingForKey ) )
{
V_snprintf ( szBindCmd , sizeof ( szBindCmd ) , " bind \" %s \" \" %s \" " , pIdealKey , pBinding ) ;
Cbuf_AddText ( szBindCmd ) ;
continue ;
}
}
// Already have a key for this command?
if ( : : Key_NameForBinding ( pBinding ) )
continue ;
// No binding. Is the ideal key available?
ButtonCode_t bcIdealKey = g_pInputSystem - > StringToButtonCode ( pIdealKey ) ;
const char * pCurrentBindingForIdealKey = : : Key_BindingForKey ( bcIdealKey ) ;
if ( ! pCurrentBindingForIdealKey )
{
// Yes - bind to the ideal key.
V_snprintf ( szBindCmd , sizeof ( szBindCmd ) , " bind \" %s \" \" %s \" " , pIdealKey , pBinding ) ;
Cbuf_AddText ( szBindCmd ) ;
continue ;
}
// Ideal key already bound - find another key at random and bind it
bool bFound = false ;
int nNumAttempts = 1 ;
for ( int nCurButton = ( int ) KEY_0 ; nCurButton < = ( int ) KEY_LAST ; + + nCurButton , + + nNumAttempts )
{
// Don't consider numpad, windows keys, etc
bool bFoundInvalidKey = false ;
for ( int iKeyIndex = 0 ; iKeyIndex < sizeof ( nInvalidKeyBindings ) / sizeof ( nInvalidKeyBindings [ 0 ] ) ; iKeyIndex + + )
{
if ( nCurButton = = ( int ) nInvalidKeyBindings [ iKeyIndex ] )
{
bFoundInvalidKey = true ;
break ;
}
}
if ( bFoundInvalidKey )
continue ;
// Key available?
ButtonCode_t bcCurButton = ( ButtonCode_t ) nCurButton ;
if ( ! : : Key_BindingForKey ( bcCurButton ) )
{
// Yes - use it.
V_snprintf ( szBindCmd , sizeof ( szBindCmd ) , " bind \" %s \" \" %s \" " , g_pInputSystem - > ButtonCodeToString ( bcCurButton ) , pBinding ) ;
Cbuf_AddText ( szBindCmd ) ;
bFound = true ;
break ;
}
}
// We tried really hard - did we fail?
if ( ! bFound )
{
Warning ( " Unable to bind a key for command \" %s \" after %i attempt(s). \n " , pBinding , nNumAttempts ) ;
}
}
}
//******************************************
// UseDefuaultBinding
//
// If the config.cfg file is not present, this
// function is called to set the default key
// bindings to match those defined in kb_def.lst
//******************************************
void UseDefaultBindings ( void )
{
FileHandle_t f ;
char szFileName [ _MAX_PATH ] ;
char token [ 1024 ] ;
char szKeyName [ 256 ] ;
// read kb_def file to get default key binds
Q_snprintf ( szFileName , sizeof ( szFileName ) , " %skb_def.lst " , SCRIPT_DIR ) ;
f = g_pFileSystem - > Open ( szFileName , " r " ) ;
if ( ! f )
{
ConMsg ( " Couldn't open kb_def.lst \n " ) ;
return ;
}
// read file into memory
int size = g_pFileSystem - > Size ( f ) ;
char * startbuf = new char [ size ] ;
g_pFileSystem - > Read ( startbuf , size , f ) ;
g_pFileSystem - > Close ( f ) ;
const char * buf = startbuf ;
while ( 1 )
{
buf = COM_ParseFile ( buf , token , sizeof ( token ) ) ;
if ( strlen ( token ) < = 0 )
break ;
Q_strncpy ( szKeyName , token , sizeof ( szKeyName ) ) ;
buf = COM_ParseFile ( buf , token , sizeof ( token ) ) ;
if ( strlen ( token ) < = 0 ) // Error
break ;
// finally, bind key
Key_SetBinding ( g_pInputSystem - > StringToButtonCode ( szKeyName ) , token ) ;
}
delete [ ] startbuf ; // cleanup on the way out
}
static bool g_bConfigCfgExecuted = false ;
//-----------------------------------------------------------------------------
// Purpose: Write out our 360 exclusive settings to internal storage
//-----------------------------------------------------------------------------
void Host_WriteConfiguration_360 ( void )
{
# ifdef _X360
if ( XBX_GetStorageDeviceId ( ) = = XBX_INVALID_STORAGE_ID | | XBX_GetStorageDeviceId ( ) = = XBX_STORAGE_DECLINED )
return ;
// Construct the name for our config settings for this mod
char strFilename [ MAX_PATH ] ;
Q_snprintf ( strFilename , sizeof ( strFilename ) , " cfg:/%s_config.cfg " , GetCurrentMod ( ) ) ;
// Always throw away all keys that are left over.
CUtlBuffer configBuff ( 0 , 0 , CUtlBuffer : : TEXT_BUFFER ) ;
configBuff . Printf ( " unbindall \n " ) ;
Key_WriteBindings ( configBuff ) ;
cv - > WriteVariables ( configBuff ) ;
ConVarRef mat_monitorgamma ( " mat_monitorgamma " ) ;
ConVarRef mat_monitorgamma_tv_enabled ( " mat_monitorgamma_tv_enabled " ) ;
char strVideoFilename [ MAX_PATH ] ;
CUtlBuffer videoBuff ( 0 , 0 , CUtlBuffer : : TEXT_BUFFER ) ;
Q_snprintf ( strVideoFilename , sizeof ( strVideoFilename ) , " cfg:/video_config.cfg " ) ;
videoBuff . Printf ( " mat_monitorgamma %f \n " , mat_monitorgamma . GetFloat ( ) ) ;
videoBuff . Printf ( " mat_monitorgamma_tv_enabled %d \n " , mat_monitorgamma_tv_enabled . GetBool ( ) ) ;
// Anything to write?
if ( configBuff . TellMaxPut ( ) )
{
g_pFileSystem - > WriteFile ( strFilename , NULL , configBuff ) ;
}
if ( videoBuff . TellMaxPut ( ) )
{
g_pFileSystem - > WriteFile ( strVideoFilename , NULL , videoBuff ) ;
}
g_pXboxSystem - > FinishContainerWrites ( ) ;
# endif // #ifdef _X360
}
/*
= = = = = = = = = = = = = = =
Host_WriteConfiguration
Writes key bindings and archived cvars to config . cfg
= = = = = = = = = = = = = = =
*/
void Host_WriteConfiguration ( const char * filename , bool bAllVars )
{
const bool cbIsUserRequested = ( filename ! = NULL ) ;
if ( ! filename )
filename = " config.cfg " ;
if ( ! g_bConfigCfgExecuted )
return ;
if ( ! host_initialized )
return ;
// Don't write config when in default--most of the values are defaults which is not what the player wants.
// If bAllVars is set, go ahead and write out the file anyways, since it was requested explicitly.
if ( ! cbIsUserRequested & & ( CommandLine ( ) - > CheckParm ( " -default " ) | | host_competitive_ever_enabled . GetBool ( ) ) )
return ;
// Write to internal storage on the 360
if ( IsX360 ( ) )
{
Host_WriteConfiguration_360 ( ) ;
return ;
}
// If in map editing mode don't save configuration
if ( g_bInEditMode )
{
ConMsg ( " skipping %s output when in map edit mode \n " , filename ) ;
return ;
}
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if ( sv . IsDedicated ( ) )
return ;
if ( IsPC ( ) & & Key_CountBindings ( ) < = 1 )
{
ConMsg ( " skipping %s output, no keys bound \n " , filename ) ;
return ;
}
// force any queued convar changes to flush before reading/writing them
UpdateMaterialSystemConfig ( ) ;
// Generate a new .cfg file.
char szFileName [ MAX_PATH ] ;
CUtlBuffer configBuff ( 0 , 0 , CUtlBuffer : : TEXT_BUFFER ) ;
Q_snprintf ( szFileName , sizeof ( szFileName ) , " cfg/%s " , filename ) ;
g_pFileSystem - > CreateDirHierarchy ( " cfg " , " MOD " ) ;
if ( g_pFileSystem - > FileExists ( szFileName , " MOD " ) & & ! g_pFileSystem - > IsFileWritable ( szFileName , " MOD " ) )
{
ConMsg ( " Config file %s is read-only!! \n " , szFileName ) ;
return ;
}
// Always throw away all keys that are left over.
configBuff . Printf ( " unbindall \n " ) ;
Key_WriteBindings ( configBuff ) ;
cv - > WriteVariables ( configBuff , bAllVars ) ;
# if !defined( SWDS )
bool down ;
if ( g_ClientDLL - > IN_IsKeyDown ( " in_jlook " , down ) & & down )
{
configBuff . Printf ( " +jlook \n " ) ;
}
# endif // SWDS
if ( ! configBuff . TellMaxPut ( ) )
{
// nothing to write
return ;
}
# if defined(NO_STEAM)
AssertMsg ( false , " SteamCloud not available on Xbox 360. Badger Martin to fix this. " ) ;
# else
ISteamRemoteStorage * pRemoteStorage = SteamClient ( ) ? ( ISteamRemoteStorage * ) SteamClient ( ) - > GetISteamGenericInterface (
SteamAPI_GetHSteamUser ( ) , SteamAPI_GetHSteamPipe ( ) , STEAMREMOTESTORAGE_INTERFACE_VERSION ) : NULL ;
if ( pRemoteStorage )
{
int32 availableBytes , totalBytes = 0 ;
if ( pRemoteStorage - > GetQuota ( & totalBytes , & availableBytes ) )
{
if ( totalBytes > 0 )
{
if ( cl_cloud_settings . GetInt ( ) = = STEAMREMOTESTORAGE_CLOUD_ON )
{
// TODO put MOD dir in pathname
if ( pRemoteStorage - > FileWrite ( szFileName , configBuff . Base ( ) , configBuff . TellMaxPut ( ) ) )
{
DevMsg ( " [Cloud]: SUCCEESS saving %s in remote storage \n " , szFileName ) ;
}
else
{
// probably a quota issue. TODO what to do ?
DevMsg ( " [Cloud]: FAILED saving %s in remote storage \n " , szFileName ) ;
}
// write the current logo file
char szLogoFileName [ MAX_PATH ] ;
Q_strncpy ( szLogoFileName , cl_logofile . GetString ( ) , sizeof ( szLogoFileName ) ) ; // .vtf file
if ( g_pFileSystem - > FileExists ( szLogoFileName , " MOD " ) )
{
// store logo .VTF file
FileHandle_t hFile = g_pFileSystem - > Open ( szLogoFileName , " rb " , " MOD " ) ;
if ( FILESYSTEM_INVALID_HANDLE ! = hFile )
{
unsigned int unSize = g_pFileSystem - > Size ( hFile ) ;
byte * pBuffer = ( byte * ) malloc ( unSize ) ;
if ( g_pFileSystem - > Read ( pBuffer , unSize , hFile ) = = unSize )
{
Q_SetExtension ( g_szDefaultLogoFileName , " .vtf " , sizeof ( g_szDefaultLogoFileName ) ) ;
if ( pRemoteStorage - > FileWrite ( g_szDefaultLogoFileName , pBuffer , unSize ) )
{
DevMsg ( " [Cloud]: SUCCEESS saving %s in remote storage \n " , g_szDefaultLogoFileName ) ;
}
else
{
DevMsg ( " [Cloud]: FAILED saving %s in remote storage \n " , g_szDefaultLogoFileName ) ;
}
}
free ( pBuffer ) ;
g_pFileSystem - > Close ( hFile ) ;
}
// store logo .VMT file
Q_SetExtension ( szLogoFileName , " .vmt " , sizeof ( szLogoFileName ) ) ;
hFile = g_pFileSystem - > Open ( szLogoFileName , " rb " , " MOD " ) ;
if ( FILESYSTEM_INVALID_HANDLE ! = hFile )
{
unsigned int unSize = g_pFileSystem - > Size ( hFile ) ;
byte * pBuffer = ( byte * ) malloc ( unSize ) ;
if ( g_pFileSystem - > Read ( pBuffer , unSize , hFile ) = = unSize )
{
Q_SetExtension ( g_szDefaultLogoFileName , " .vmt " , sizeof ( g_szDefaultLogoFileName ) ) ;
if ( pRemoteStorage - > FileWrite ( g_szDefaultLogoFileName , pBuffer , unSize ) )
{
DevMsg ( " [Cloud]: SUCCEESS saving %s in remote storage \n " , g_szDefaultLogoFileName ) ;
}
else
{
DevMsg ( " [Cloud]: FAILED saving %s in remote storage \n " , g_szDefaultLogoFileName ) ;
}
}
free ( pBuffer ) ;
g_pFileSystem - > Close ( hFile ) ;
}
}
}
}
}
// even if SteamCloud worked we still safe the same file locally
}
# endif
// make a persistent copy that async will use and free
char * tempBlock = new char [ configBuff . TellMaxPut ( ) ] ;
Q_memcpy ( tempBlock , configBuff . Base ( ) , configBuff . TellMaxPut ( ) ) ;
// async write the buffer, and then free it
g_pFileSystem - > AsyncWrite ( szFileName , tempBlock , configBuff . TellMaxPut ( ) , true ) ;
ConMsg ( " Host_WriteConfiguration: Wrote %s \n " , szFileName ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Retrieve and set any defaults from the user's gamer profile
//-----------------------------------------------------------------------------
bool XBX_SetProfileDefaultSettings ( void )
{
// These defined values can't play nicely with the PC, so we need to ignore them for that build target
# ifdef _X360
// These will act as indices into the array that is returned by the API
enum
{
XPS_GAMER_DIFFICULTY ,
XPS_GAMER_ACTION_MOVEMENT_CONTROL ,
XPS_GAMER_YAXIS_INVERSION ,
XPS_OPTION_CONTROLLER_VIBRATION ,
NUM_PROFILE_SETTINGS
} ;
// These are the values we're interested in having returned (must match the indices above)
const DWORD dwSettingIds [ NUM_PROFILE_SETTINGS ] =
{
XPROFILE_GAMER_DIFFICULTY ,
XPROFILE_GAMER_ACTION_MOVEMENT_CONTROL ,
XPROFILE_GAMER_YAXIS_INVERSION ,
XPROFILE_OPTION_CONTROLLER_VIBRATION
} ;
// Must have a valid primary user by this point
int nPrimaryID = XBX_GetPrimaryUserId ( ) ;
// First, we call with a NULL pointer and zero size to retrieve the buffer size we'll get back
DWORD dwResultSize = 0 ; // Must be zero to get the correct size back
XUSER_READ_PROFILE_SETTING_RESULT * pResults = NULL ;
DWORD dwError = XUserReadProfileSettings ( 0 , // Family ID (current title)
nPrimaryID , // User ID
NUM_PROFILE_SETTINGS ,
dwSettingIds ,
& dwResultSize ,
pResults ,
NULL ) ;
// We need this to inform us that it's given us a size back for the buffer
if ( dwError ! = ERROR_INSUFFICIENT_BUFFER )
return false ;
// Now we allocate that buffer and supply it to the call
BYTE * pData = ( BYTE * ) stackalloc ( dwResultSize ) ;
ZeroMemory ( pData , dwResultSize ) ;
pResults = ( XUSER_READ_PROFILE_SETTING_RESULT * ) pData ;
dwError = XUserReadProfileSettings ( 0 , // Family ID (current title)
nPrimaryID , // User ID
NUM_PROFILE_SETTINGS ,
dwSettingIds ,
& dwResultSize ,
pResults ,
NULL ) ; // Not overlapped, must be synchronous
// We now have a raw buffer of results
if ( dwError ! = ERROR_SUCCESS )
return false ;
//
// Skill
//
XUSER_PROFILE_SETTING * pSetting = pResults - > pSettings + XPS_GAMER_DIFFICULTY ;
Assert ( pSetting - > data . type = = XUSER_DATA_TYPE_INT32 ) ;
int nSkillSetting = pSetting - > data . nData ;
int nResultSkill = 0 ;
switch ( nSkillSetting )
{
case XPROFILE_GAMER_DIFFICULTY_NORMAL :
nResultSkill = 2 ;
break ;
case XPROFILE_GAMER_DIFFICULTY_HARD :
nResultSkill = 3 ;
break ;
case XPROFILE_GAMER_DIFFICULTY_EASY :
default :
nResultSkill = 1 ;
break ;
}
// If the mod has no difficulty setting, only easy is allowed
KeyValues * modinfo = new KeyValues ( " ModInfo " ) ;
if ( modinfo - > LoadFromFile ( g_pFileSystem , " gameinfo.txt " ) )
{
if ( stricmp ( modinfo - > GetString ( " nodifficulty " , " 0 " ) , " 1 " ) = = 0 )
nResultSkill = 1 ;
}
modinfo - > deleteThis ( ) ;
char szScratch [ MAX_PATH ] ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " skill %d " , nResultSkill ) ;
Cbuf_AddText ( szScratch ) ;
//
// Movement control
//
pSetting = pResults - > pSettings + XPS_GAMER_ACTION_MOVEMENT_CONTROL ;
Assert ( pSetting - > data . type = = XUSER_DATA_TYPE_INT32 ) ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " joy_movement_stick %d " , ( pSetting - > data . nData = = XPROFILE_ACTION_MOVEMENT_CONTROL_L_THUMBSTICK ) ? 0 : 1 ) ;
Cbuf_AddText ( szScratch ) ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " joy_movement_stick_default %d " , ( pSetting - > data . nData = = XPROFILE_ACTION_MOVEMENT_CONTROL_L_THUMBSTICK ) ? 0 : 1 ) ;
Cbuf_AddText ( szScratch ) ;
Cbuf_AddText ( " joyadvancedupdate " ) ;
//
// Y-Inversion
//
pSetting = pResults - > pSettings + XPS_GAMER_YAXIS_INVERSION ;
Assert ( pSetting - > data . type = = XUSER_DATA_TYPE_INT32 ) ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " joy_inverty %d " , pSetting - > data . nData ) ;
Cbuf_AddText ( szScratch ) ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " joy_inverty_default %d " , pSetting - > data . nData ) ;
Cbuf_AddText ( szScratch ) ;
//
// Vibration control
//
pSetting = pResults - > pSettings + XPS_OPTION_CONTROLLER_VIBRATION ;
Assert ( pSetting - > data . type = = XUSER_DATA_TYPE_INT32 ) ;
Q_snprintf ( szScratch , sizeof ( szScratch ) , " cl_rumblescale %d " , ( pSetting - > data . nData ! = 0 ) ? 1 : 0 ) ;
Cbuf_AddText ( szScratch ) ;
// Execute all commands we've queued up
Cbuf_Execute ( ) ;
# endif // _X360
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: Read our configuration from the 360, filling in defaults on our first run
//-----------------------------------------------------------------------------
void Host_ReadConfiguration_360 ( void )
{
# ifdef _X360
// Exec our defaults on the first pass
if ( g_bConfigCfgExecuted = = false )
{
// First, we exec our default configuration for the 360
Cbuf_AddText ( " exec config.360.cfg game \n " ) ;
Cbuf_Execute ( ) ;
}
// Can't do any more in this function if we don't have a valid user id
if ( XBX_GetPrimaryUserId ( ) = = INVALID_USER_ID )
return ;
// Build the config name we're looking for
char strFileName [ MAX_PATH ] ;
Q_snprintf ( strFileName , sizeof ( strFileName ) , " cfg:/%s_config.cfg " , GetCurrentMod ( ) ) ;
bool bStorageDeviceValid = ( XBX_GetStorageDeviceId ( ) ! = XBX_INVALID_STORAGE_ID & & XBX_GetStorageDeviceId ( ) ! = XBX_STORAGE_DECLINED ) ;
bool bSaveConfig = false ;
// Call through normal API function once the content container is opened
if ( CommandLine ( ) - > CheckParm ( " -forcexboxreconfig " ) | | bStorageDeviceValid = = false | | g_pFileSystem - > FileExists ( strFileName ) = = false )
{
// If we've already done this in this session, never do it again (we don't want to stomp their settings under any circumstances)
if ( g_bConfigCfgExecuted = = false )
{
// Get and set all our default setting we care about from the Xbox
XBX_SetProfileDefaultSettings ( ) ;
}
// Save out what we have
bSaveConfig = true ;
}
else
{
// Otherwise, exec the user settings stored on the 360
char szCommand [ MAX_PATH ] ;
Q_snprintf ( szCommand , sizeof ( szCommand ) , " exec %s_config.cfg x360 \n " , GetCurrentMod ( ) ) ;
Cbuf_AddText ( szCommand ) ;
// Exec the video config as well
Q_snprintf ( szCommand , sizeof ( szCommand ) , " exec video_config.cfg x360 \n " , GetCurrentMod ( ) ) ;
Cbuf_AddText ( szCommand ) ;
Cbuf_Execute ( ) ;
}
// Mark that we've loaded a config and can now save it
g_bConfigCfgExecuted = true ;
if ( bSaveConfig )
{
// An ugly hack, but we can probably save this safely
bool saveinit = host_initialized ;
host_initialized = true ;
Host_WriteConfiguration_360 ( ) ;
host_initialized = saveinit ;
}
# endif // _X360
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : false -
//-----------------------------------------------------------------------------
void Host_ReadConfiguration ( )
{
if ( sv . IsDedicated ( ) )
return ;
// Rebind keys and set cvars
if ( ! g_pFileSystem )
{
Sys_Error ( " Host_ReadConfiguration: g_pFileSystem == NULL \n " ) ;
}
// Handle the 360 case
if ( IsX360 ( ) )
{
Host_ReadConfiguration_360 ( ) ;
return ;
}
bool saveconfig = false ;
ISteamRemoteStorage * pRemoteStorage = SteamClient ( ) ? ( ISteamRemoteStorage * ) SteamClient ( ) - > GetISteamGenericInterface (
SteamAPI_GetHSteamUser ( ) , SteamAPI_GetHSteamPipe ( ) , STEAMREMOTESTORAGE_INTERFACE_VERSION ) : NULL ;
if ( pRemoteStorage )
{
// if cloud settings is default but remote storage does not exist yet, set it to sync all because this is the first
// computer the game is run on--default to copying everything to the cloud
if ( ! pRemoteStorage - > FileExists ( " cfg/config.cfg " ) )
{
DevMsg ( " [Cloud]: Default setting with remote data non-existent, sync all \n " ) ;
cl_cloud_settings . SetValue ( STEAMREMOTESTORAGE_CLOUD_ON ) ;
}
if ( cl_cloud_settings . GetInt ( ) = = STEAMREMOTESTORAGE_CLOUD_ON )
{
// config files are run through the exec command which got pretty complicated with all the splitscreen
// stuff. Steam UFS doens't support split screen well (2 users ?)
GetFileFromRemoteStorage ( pRemoteStorage , " cfg/config.cfg " , " cfg/config.cfg " ) ;
}
}
if ( g_pFileSystem - > FileExists ( " //mod/cfg/config.cfg " ) )
{
Cbuf_AddText ( " exec config.cfg \n " ) ;
}
else
{
Cbuf_AddText ( " exec config_default.cfg \n " ) ;
saveconfig = true ;
}
Cbuf_Execute ( ) ;
if ( pRemoteStorage )
{
if ( cl_cloud_settings . GetInt ( ) = = STEAMREMOTESTORAGE_CLOUD_ON )
{
// get logo .VTF file
Q_SetExtension ( g_szDefaultLogoFileName , " .vtf " , sizeof ( g_szDefaultLogoFileName ) ) ;
GetFileFromRemoteStorage ( pRemoteStorage , g_szDefaultLogoFileName , g_szDefaultLogoFileName ) ;
cl_logofile . SetValue ( g_szDefaultLogoFileName ) ;
// get logo .VMT file
Q_SetExtension ( g_szDefaultLogoFileName , " .vmt " , sizeof ( g_szDefaultLogoFileName ) ) ;
GetFileFromRemoteStorage ( pRemoteStorage , g_szDefaultLogoFileName , g_szDefaultLogoFileName ) ;
}
}
// check to see if we actually set any keys, if not, load defaults from kb_def.lst
// so we at least have basics setup.
int nNumBinds = Key_CountBindings ( ) ;
if ( nNumBinds = = 0 )
{
UseDefaultBindings ( ) ;
}
else
{
// Setup new bindings - if we ship an update that requires that every user has a key bound for
// X concommand, SetupNewBindings() will do its best to ensure that a key is bound. We assume
// that kb_def.lst includes any bindings that SetupNewBindings() might include in the case
// that nNumBinds == 0 above.
SetupNewBindings ( ) ;
}
Key_SetBinding ( KEY_ESCAPE , " cancelselect " ) ;
// Make sure that something is always bound to console
if ( NULL = = Key_NameForBinding ( " toggleconsole " ) )
{
// If nothing is bound to it then bind it to '
Key_SetBinding ( KEY_BACKQUOTE , " toggleconsole " ) ;
}
SetupDefaultAskConnectAcceptKey ( ) ;
g_bConfigCfgExecuted = true ;
if ( saveconfig )
{
// An ugly hack, but we can probably save this safely
bool saveinit = host_initialized ;
host_initialized = true ;
Host_WriteConfiguration ( ) ;
host_initialized = saveinit ;
}
}
CON_COMMAND ( host_writeconfig , " Store current settings to config.cfg (or specified .cfg file). " )
{
if ( args . ArgC ( ) > 3 )
{
ConMsg ( " Usage: writeconfig <filename.cfg> [full] \n " ) ;
ConMsg ( " <filename.cfg> is required, optionally specify \" full \" to write out all archived convars. \n " ) ;
ConMsg ( " By default, only non-default values are written out. \n " ) ;
return ;
}
if ( args . ArgC ( ) > = 2 )
{
bool bWriteAll = ( args . ArgC ( ) = = 3 & & V_stricmp ( args [ 2 ] , " full " ) = = 0 ) ;
char const * filename = args [ 1 ] ;
if ( ! filename | | ! filename [ 0 ] )
{
return ;
}
char outfile [ MAX_QPATH ] ;
// Strip path and extension from filename
Q_FileBase ( filename , outfile , sizeof ( outfile ) ) ;
Host_WriteConfiguration ( va ( " %s.cfg " , outfile ) , bWriteAll ) ;
if ( ! bWriteAll )
ConMsg ( " Wrote partial config file \" %s \" out, to write full file use host_writeconfig \" %s \" full \n " , outfile , outfile ) ;
}
else
{
Host_WriteConfiguration ( NULL , true ) ;
}
}
# endif
//-----------------------------------------------------------------------------
// Purpose: Does a quick parse of the config.cfg to read cvars that
// need to be read before any games systems are initialized
// assumes only cvars and filesystem are initialized
//-----------------------------------------------------------------------------
void Host_ReadPreStartupConfiguration ( )
{
FileHandle_t f = NULL ;
if ( IsX360 ( ) )
{
// 360 config is less restrictive and can be anywhere in the game path
f = g_pFileSystem - > Open ( " //game/cfg/config.360.cfg " , " rt " ) ;
}
else
{
f = g_pFileSystem - > Open ( " //mod/cfg/config.cfg " , " rt " ) ;
}
if ( ! f )
return ;
// read file into memory
int size = g_pFileSystem - > Size ( f ) ;
char * configBuffer = new char [ size + 1 ] ;
g_pFileSystem - > Read ( configBuffer , size , f ) ;
configBuffer [ size ] = 0 ;
g_pFileSystem - > Close ( f ) ;
// parse out file
static const char * s_PreStartupConfigConVars [ ] =
{
" sv_unlockedchapters " , // needed to display the startup graphic while loading
" snd_legacy_surround " , // needed to init the sound system
" gameui_xbox " , // needed to initialize the correct UI
" save_in_memory " // needed to preread data from the correct location in UI
} ;
// loop through looking for all the cvars to apply
for ( int i = 0 ; i < ARRAYSIZE ( s_PreStartupConfigConVars ) ; i + + )
{
const char * search = Q_stristr ( configBuffer , s_PreStartupConfigConVars [ i ] ) ;
if ( search )
{
// read over the token
search = COM_Parse ( search ) ;
// read the value
COM_Parse ( search ) ;
// apply the value
ConVar * var = ( ConVar * ) g_pCVar - > FindVar ( s_PreStartupConfigConVars [ i ] ) ;
if ( var )
{
var - > SetValue ( com_token ) ;
}
}
}
// free
delete [ ] configBuffer ;
}
void Host_RecomputeSpeed_f ( void )
{
ConMsg ( " Recomputing clock speed... \n " ) ;
CClockSpeedInit : : Init ( ) ;
ConMsg ( " Clock speed: %.0f Mhz \n " , CFastTimer : : GetClockSpeed ( ) / 1000000.0 ) ;
}
static ConCommand recompute_speed ( " recompute_speed " , Host_RecomputeSpeed_f , " Recomputes clock speed (for debugging purposes) . " , FCVAR_CHEAT ) ;
void DTI_Flush_f ( )
{
DTI_Flush ( ) ;
ServerDTI_Flush ( ) ;
}
static ConCommand dti_flush ( " dti_flush " , DTI_Flush_f , " Write out the datatable instrumentation files (you must run with -dti for this to work) . " ) ;
/*
= = = = = = = = = = = = = = = = = =
Host_ShutdownServer
This only happens at the end of a game , not between levels
= = = = = = = = = = = = = = = = = =
*/
void Host_ShutdownServer ( void )
{
if ( ! sv . IsActive ( ) )
return ;
Host_AllowQueuedMaterialSystem ( false ) ;
// clear structures
# if !defined( SWDS )
g_pShadowMgr - > LevelShutdown ( ) ;
# endif
StaticPropMgr ( ) - > LevelShutdown ( ) ;
Host_FreeStateAndWorld ( true ) ;
sv . Shutdown ( ) ; // sv.Shutdown() references some heap memory, so run it before Host_FreeToLowMark()
Host_FreeToLowMark ( true ) ;
IGameEvent * event = g_GameEventManager . CreateEvent ( " server_shutdown " ) ;
if ( event )
{
event - > SetString ( " reason " , " restart " ) ;
g_GameEventManager . FireEvent ( event ) ;
}
g_Log . Close ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
// Output : bool
//-----------------------------------------------------------------------------
void Host_AccumulateTime ( float dt )
{
// Accumulate some time
realtime + = dt ;
bool bUseNormalTickTime = true ;
# if !defined(SWDS)
if ( demoplayer - > IsPlayingTimeDemo ( ) )
bUseNormalTickTime = false ;
# endif
if ( g_bDedicatedServerBenchmarkMode )
bUseNormalTickTime = false ;
if ( bUseNormalTickTime )
{
host_frametime = dt ;
}
else
{
// Used to help increase reproducibility of timedemos
host_frametime = host_state . interval_per_tick ;
}
# if 1
if ( host_framerate . GetFloat ( ) > 0
# if !defined(SWDS)
& & ( CanCheat ( ) | | demoplayer - > IsPlayingBack ( ) )
# endif
)
{
float fps = host_framerate . GetFloat ( ) ;
if ( fps > 1 )
{
fps = 1.0f / fps ;
}
host_frametime = fps ;
# if !defined(SWDS) && defined( REPLAY_ENABLED )
extern IDemoPlayer * g_pReplayDemoPlayer ;
if ( demoplayer - > IsPlayingBack ( ) & & demoplayer = = g_pReplayDemoPlayer )
{
// adjust time scale if playing back demo
host_frametime * = demoplayer - > GetPlaybackTimeScale ( ) ;
}
# endif
host_frametime_unbounded = host_frametime ;
}
else if ( host_timescale . GetFloat ( ) > 0
# if !defined(SWDS)
& & ( CanCheat ( ) | | demoplayer - > IsPlayingBack ( ) )
# endif
)
{
float fullscale = host_timescale . GetFloat ( ) ;
# if !defined(SWDS)
if ( demoplayer - > IsPlayingBack ( ) )
{
// adjust time scale if playing back demo
fullscale * = demoplayer - > GetPlaybackTimeScale ( ) ;
}
# endif
host_frametime * = fullscale ;
host_frametime_unbounded = host_frametime ;
# ifndef NO_TOOLFRAMEWORK
if ( CommandLine ( ) - > CheckParm ( " -tools " ) = = NULL )
{
# endif
host_frametime = min ( ( double ) host_frametime , MAX_FRAMETIME * fullscale ) ;
# ifndef NO_TOOLFRAMEWORK
}
# endif
}
else
# ifndef NO_TOOLFRAMEWORK
if ( CommandLine ( ) - > CheckParm ( " -tools " ) ! = NULL )
{
host_frametime_unbounded = host_frametime ;
}
else
# endif // !NO_TOOLFRAMEWORK
{ // don't allow really long or short frames
host_frametime_unbounded = host_frametime ;
host_frametime = min ( ( double ) host_frametime , MAX_FRAMETIME ) ;
host_frametime = max ( ( double ) host_frametime , MIN_FRAMETIME ) ;
}
# endif
// Adjust the client clock very slightly to keep it in line with the server clock.
float adj = cl . GetClockDriftMgr ( ) . AdjustFrameTime ( host_frametime ) - host_frametime ;
host_frametime + = adj ;
host_frametime_unbounded + = adj ;
if ( g_pSoundServices ) // not present on linux server
g_pSoundServices - > SetSoundFrametime ( dt , host_frametime ) ;
}
# define FPS_AVG_FRAC 0.9f
float g_fFramesPerSecond = 0.0f ;
/*
= = = = = = = = = = = = = = = = = =
Host_PostFrameRate
= = = = = = = = = = = = = = = = = =
*/
void Host_PostFrameRate ( float frameTime )
{
frameTime = clamp ( frameTime , 0.0001f , 1.0f ) ;
float fps = 1.0f / frameTime ;
g_fFramesPerSecond = g_fFramesPerSecond * FPS_AVG_FRAC + ( 1.0f - FPS_AVG_FRAC ) * fps ;
}
/*
= = = = = = = = = = = = = = = = = =
Host_GetHostInfo
= = = = = = = = = = = = = = = = = =
*/
void Host_GetHostInfo ( float * fps , int * nActive , int * nMaxPlayers , char * pszMap , int maxlen )
{
// Count clients, report
int clients = sv . GetNumClients ( ) ;
* fps = g_fFramesPerSecond ;
* nActive = clients ;
if ( pszMap )
{
if ( sv . m_szMapname & & sv . m_szMapname [ 0 ] )
Q_strncpy ( pszMap , sv . m_szMapname , maxlen ) ;
else
pszMap [ 0 ] = ' \0 ' ;
}
* nMaxPlayers = sv . GetMaxClients ( ) ;
}
static bool AppearsNumeric ( char const * in )
{
char const * p = in ;
int special [ 3 ] ;
Q_memset ( special , 0 , sizeof ( special ) ) ;
for ( ; * p ; p + + )
{
if ( * p = = ' - ' )
{
special [ 0 ] + + ;
continue ;
}
if ( * p = = ' + ' )
{
special [ 1 ] + + ;
continue ;
}
if ( * p > = ' 0 ' & & * p < = ' 9 ' )
{
continue ;
}
if ( * p = = ' . ' )
{
special [ 2 ] + + ;
continue ;
}
return false ;
}
// Can't have multiple +, -, or decimals
for ( int i = 0 ; i < 3 ; i + + )
{
if ( special [ i ] > 1 )
return false ;
}
// can't be + and - at same time
if ( special [ 0 ] & & special [ 1 ] )
return false ;
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: If the value is numeric, remove unnecessary trailing zeros
// Input : *invalue -
// Output : char const
//-----------------------------------------------------------------------------
char const * Host_CleanupConVarStringValue ( char const * invalue )
{
static char clean [ 256 ] ;
Q_snprintf ( clean , sizeof ( clean ) , " %s " , invalue ) ;
// Don't mess with empty string
// Otherwise, if it appears numeric and has a decimal, try to strip all zeroes after decimal
if ( Q_strlen ( clean ) > = 1 & & AppearsNumeric ( clean ) & & Q_strstr ( clean , " . " ) )
{
char * end = clean + strlen ( clean ) - 1 ;
while ( * end & & end > = clean )
{
// Removing trailing zeros
if ( * end ! = ' 0 ' )
{
// Remove decimal, zoo
if ( * end = = ' . ' )
{
if ( end = = clean )
{
* end = ' 0 ' ;
}
else
{
* end = 0 ;
}
}
break ;
}
* end - - = 0 ;
}
}
return clean ;
}
int Host_CountVariablesWithFlags ( int flags , bool nonDefault )
{
int i = 0 ;
const ConCommandBase * var ;
for ( var = g_pCVar - > GetCommands ( ) ; var ; var = var - > GetNext ( ) )
{
if ( var - > IsCommand ( ) )
continue ;
const ConVar * pCvar = ( const ConVar * ) var ;
if ( ! pCvar - > IsFlagSet ( flags ) )
continue ;
// It's == to the default value, don't count
if ( nonDefault & & ! Q_strcasecmp ( pCvar - > GetDefault ( ) , pCvar - > GetString ( ) ) )
continue ;
i + + ;
}
return i ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg -
//-----------------------------------------------------------------------------
void Host_BuildConVarUpdateMessage ( NET_SetConVar * cvarMsg , int flags , bool nonDefault )
{
int count = Host_CountVariablesWithFlags ( flags , nonDefault ) ;
// Nothing to send
if ( count < = 0 )
return ;
// Too many to send, error out and have mod author get a clue.
if ( count > 255 )
{
Sys_Error ( " Engine only supports 255 ConVars marked %i \n " , flags ) ;
return ;
}
const ConCommandBase * var ;
for ( var = g_pCVar - > GetCommands ( ) ; var ; var = var - > GetNext ( ) )
{
if ( var - > IsCommand ( ) )
continue ;
const ConVar * pCvar = ( const ConVar * ) var ;
if ( ! pCvar - > IsFlagSet ( flags ) )
continue ;
// It's == to the default value, don't count
if ( nonDefault & & ! Q_strcasecmp ( pCvar - > GetDefault ( ) , pCvar - > GetString ( ) ) )
continue ;
NET_SetConVar : : cvar_t acvar ;
Q_strncpy ( acvar . name , pCvar - > GetName ( ) , MAX_OSPATH ) ;
Q_strncpy ( acvar . value , Host_CleanupConVarStringValue ( pCvar - > GetString ( ) ) , MAX_OSPATH ) ;
cvarMsg - > m_ConVars . AddToTail ( acvar ) ;
}
// Make sure this count matches original one!!!
Assert ( cvarMsg - > m_ConVars . Count ( ) = = count ) ;
}
# if !defined( SWDS )
// FIXME: move me somewhere more appropriate
void CL_SendVoicePacket ( bool bFinal )
{
# if !defined( NO_VOICE )
if ( ! Voice_IsRecording ( ) )
return ;
CLC_VoiceData voiceMsg ;
// Get whatever compressed data there is and and send it.
char uchVoiceData [ 2048 ] ;
voiceMsg . m_DataOut . StartWriting ( uchVoiceData , sizeof ( uchVoiceData ) ) ;
voiceMsg . m_nLength = Voice_GetCompressedData ( uchVoiceData , sizeof ( uchVoiceData ) , bFinal ) * 8 ;
if ( ! voiceMsg . m_nLength )
return ;
voiceMsg . m_DataOut . SeekToBit ( voiceMsg . m_nLength ) ; // set correct writing position
if ( cl . IsActive ( ) )
{
cl . m_NetChannel - > SendNetMsg ( voiceMsg ) ;
}
# endif
}
# if defined ( _X360 )
void CL_ProcessXboxVoiceData ( )
{
if ( Audio_GetXVoice ( ) = = NULL )
return ;
if ( Audio_GetXVoice ( ) - > VoiceUpdateData ( ) = = true )
{
if ( cl . IsActive ( ) )
{
Audio_GetXVoice ( ) - > VoiceSendData ( cl . m_NetChannel ) ;
}
}
}
# endif
void CL_ProcessVoiceData ( )
{
VPROF_BUDGET ( " CL_ProcessVoiceData " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
# if !defined( NO_VOICE )
Voice_Idle ( host_frametime ) ;
CL_SendVoicePacket ( false ) ;
# endif
# if defined ( _X360 )
CL_ProcessXboxVoiceData ( ) ;
# endif
}
# endif
/*
= = = = = = = = = = = = = = = = = = = = =
Host_UpdateScreen
Refresh the screen
= = = = = = = = = = = = = = = = = = = = =
*/
void Host_UpdateScreen ( void )
{
# ifndef SWDS
# ifdef _DEBUG
if ( r_ForceRestore . GetInt ( ) )
{
ForceMatSysRestore ( ) ;
r_ForceRestore . SetValue ( 0 ) ;
}
# endif // _DEBUG
// Refresh the screen
SCR_UpdateScreen ( ) ;
# endif
}
/*
= = = = = = = = = = = = = = = = = = = =
Host_UpdateSounds
Update sound subsystem and cd audio
= = = = = = = = = = = = = = = = = = = =
*/
void Host_UpdateSounds ( void )
{
# if !defined( SWDS )
// update audio
if ( cl . IsActive ( ) )
{
S_Update ( & s_AudioState ) ;
}
else
{
S_Update ( NULL ) ;
}
# endif
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Host_Speeds
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void CFrameTimer : : ResetDeltas ( )
{
for ( int i = 0 ; i < NUM_FRAME_SEGMENTS ; i + + )
{
deltas [ i ] = 0.0f ;
}
}
void CFrameTimer : : MarkFrame ( )
{
double frameTime ;
double fps ;
// ConDMsg("%f %f %f\n", time1, time2, time3 );
float fs_input = ( deltas [ FRAME_SEGMENT_INPUT ] ) * 1000.0 ;
float fs_client = ( deltas [ FRAME_SEGMENT_CLIENT ] ) * 1000.0 ;
float fs_server = ( deltas [ FRAME_SEGMENT_SERVER ] ) * 1000.0 ;
float fs_render = ( deltas [ FRAME_SEGMENT_RENDER ] ) * 1000.0 ;
float fs_sound = ( deltas [ FRAME_SEGMENT_SOUND ] ) * 1000.0 ;
float fs_cldll = ( deltas [ FRAME_SEGMENT_CLDLL ] ) * 1000.0 ;
float fs_exec = ( deltas [ FRAME_SEGMENT_CMD_EXECUTE ] ) * 1000.0 ;
ResetDeltas ( ) ;
frameTime = host_frametime ;
//frameTime /= 1000.0;
if ( frameTime < 0.0001 )
{
fps = 999.0 ;
}
else
{
fps = 1.0 / frameTime ;
}
if ( host_speeds . GetInt ( ) )
{
int ent_count = 0 ;
int i ;
static int last_host_tickcount ;
int ticks = host_tickcount - last_host_tickcount ;
last_host_tickcount = host_tickcount ;
// count used entities
for ( i = 0 ; i < sv . num_edicts ; i + + )
{
if ( ! sv . edicts [ i ] . IsFree ( ) )
ent_count + + ;
}
char sz [ 256 ] ;
Q_snprintf ( sz , sizeof ( sz ) ,
" %3i fps -- inp(%.2f) sv(%.2f) cl(%.2f) render(%.2f) snd(%.2f) cl_dll(%.2f) exec(%.2f) ents(%d) ticks(%d) " ,
( int ) fps ,
fs_input ,
fs_server ,
fs_client ,
fs_render ,
fs_sound ,
fs_cldll ,
fs_exec ,
ent_count ,
ticks ) ;
# ifndef SWDS
if ( host_speeds . GetInt ( ) > = 2 )
{
Con_NPrintf ( 0 , sz ) ;
}
else
{
ConDMsg ( " %s \n " , sz ) ;
}
# endif
}
}
# define FRAME_TIME_FILTER_TIME 0.5f
void CFrameTimer : : ComputeFrameVariability ( )
{
m_pFrameTimeHistory [ m_nFrameTimeHistoryIndex ] = frametime ;
if ( + + m_nFrameTimeHistoryIndex > = FRAME_HISTORY_COUNT )
{
m_nFrameTimeHistoryIndex = 0 ;
}
// Compute a low-pass filter of the frame time over the last half-second
// Count the number of samples that live within the last half-second
int i = m_nFrameTimeHistoryIndex ;
int nMaxSamples = 0 ;
float flTotalTime = 0.0f ;
while ( ( nMaxSamples < FRAME_HISTORY_COUNT ) & & ( flTotalTime < = FRAME_TIME_FILTER_TIME ) )
{
if ( - - i < 0 )
{
i = FRAME_HISTORY_COUNT - 1 ;
}
if ( m_pFrameTimeHistory [ i ] = = 0.0f )
break ;
flTotalTime + = m_pFrameTimeHistory [ i ] ;
+ + nMaxSamples ;
}
if ( nMaxSamples = = 0 )
{
m_flFPSVariability = 0.0f ;
m_flFPSStdDeviationSeconds = 0.0f ;
return ;
}
float flExponent = - 2.0f / ( int ) nMaxSamples ;
i = m_nFrameTimeHistoryIndex ;
float flAverageTime = 0.0f ;
float flExpCurveArea = 0.0f ;
int n = 0 ;
while ( n < nMaxSamples )
{
if ( - - i < 0 )
{
i = FRAME_HISTORY_COUNT - 1 ;
}
flExpCurveArea + = exp ( flExponent * n ) ;
flAverageTime + = m_pFrameTimeHistory [ i ] * exp ( flExponent * n ) ;
+ + n ;
}
flAverageTime / = flExpCurveArea ;
float flAveFPS = 0.0f ;
if ( flAverageTime ! = 0.0f )
{
flAveFPS = 1.0f / flAverageTime ;
}
float flCurrentFPS = 0.0f ;
if ( frametime ! = 0.0f )
{
flCurrentFPS = 1.0f / frametime ;
}
// Now subtract out the current fps to get variability in FPS
m_flFPSVariability = fabs ( flCurrentFPS - flAveFPS ) ;
// Now compute variance/stddeviation
double sum = 0.0f ;
int count = 0 ;
for ( int j = 0 ; j < FRAME_HISTORY_COUNT ; + + j )
{
if ( m_pFrameTimeHistory [ j ] = = 0.0f )
continue ;
double ft = min ( ( double ) m_pFrameTimeHistory [ j ] , 0.25 ) ;
sum + = ft ;
+ + count ;
}
if ( count < = 1 )
{
return ;
}
double avg = sum / ( double ) count ;
double devSquared = 0.0f ;
for ( int j = 0 ; j < FRAME_HISTORY_COUNT ; + + j )
{
if ( m_pFrameTimeHistory [ j ] = = 0.0f )
continue ;
double ft = min ( ( double ) m_pFrameTimeHistory [ j ] , 0.25 ) ;
double dt = ft - avg ;
devSquared + = ( dt * dt ) ;
}
double variance = devSquared / ( double ) ( count - 1 ) ;
m_flFPSStdDeviationSeconds = sqrt ( variance ) ;
}
void Host_Speeds ( )
{
g_HostTimes . MarkFrame ( ) ;
# if !defined(SWDS)
ToClientDemoPlayer ( demoplayer ) - > MarkFrame ( g_HostTimes . m_flFPSVariability ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose: When singlestep == 1, then you must set next == 1 to run to the
// next frame.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool Host_ShouldRun ( void )
{
static int current_tick = - 1 ;
// See if we are single stepping
if ( ! singlestep . GetInt ( ) )
{
return true ;
}
// Did user set "next" to 1?
if ( cvarNext . GetInt ( ) )
{
// Did we finally finish this frame ( Host_ShouldRun is called in 3 spots to pause
// three different things ).
if ( current_tick ! = ( host_tickcount - 1 ) )
{
// Okay, time to reset to halt execution again
cvarNext . SetValue ( 0 ) ;
return false ;
}
// Otherwise, keep running this one frame since we are still finishing this frame
return true ;
}
else
{
// Remember last frame without "next" being reset ( time is locked )
current_tick = host_tickcount ;
// Time is locked
return false ;
}
}
static ConVar mem_periodicdumps ( " mem_periodicdumps " , " 0 " , 0 , " Write periodic memstats dumps every n seconds. " ) ;
static double g_flLastPeriodicMemDump = - 1.0f ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static float g_TimeLastMemTest ;
void Host_CheckDumpMemoryStats ( void )
{
if ( mem_test_each_frame . GetBool ( ) )
{
if ( ! MemAlloc_CrtCheckMemory ( ) )
{
DebuggerBreakIfDebugging ( ) ;
Error ( " Heap is corrupt \n " ) ;
}
}
else if ( mem_test_every_n_seconds . GetInt ( ) > 0 )
{
float now = Plat_FloatTime ( ) ;
if ( now - g_TimeLastMemTest > mem_test_every_n_seconds . GetInt ( ) )
{
g_TimeLastMemTest = now ;
if ( ! MemAlloc_CrtCheckMemory ( ) )
{
DebuggerBreakIfDebugging ( ) ;
Error ( " Heap is corrupt \n " ) ;
}
}
}
if ( mem_periodicdumps . GetFloat ( ) > 0.0f )
{
double curtime = Plat_FloatTime ( ) ;
if ( curtime - g_flLastPeriodicMemDump > mem_periodicdumps . GetFloat ( ) )
{
const char * pTest = sv . GetMapName ( ) ;
if ( ! pTest | | ! pTest [ 0 ] )
{
// possibly at menu
pTest = " nomap " ;
}
char mapname [ 256 ] ;
Q_FileBase ( pTest , mapname , sizeof ( mapname ) ) ;
# if defined( _MEMTEST )
MemAlloc_SetStatsExtraInfo ( pTest , " " ) ;
# endif
MemAlloc_DumpStatsFileBase ( mapname ) ;
g_flLastPeriodicMemDump = curtime ;
}
}
# if defined(_WIN32)
if ( mem_dumpstats . GetInt ( ) < = 0 )
return ;
if ( mem_dumpstats . GetInt ( ) = = 1 )
mem_dumpstats . SetValue ( 0 ) ; // reset cvar, dump stats only once
_CrtMemState state ;
Q_memset ( & state , 0 , sizeof ( state ) ) ;
_CrtMemCheckpoint ( & state ) ;
unsigned int size = 0 ;
for ( int use = 0 ; use < _MAX_BLOCKS ; use + + )
{
size + = state . lSizes [ use ] ;
}
Msg ( " MEMORY: Run-time Heap \n ------------------------------------ \n " ) ;
Msg ( " \t High water %s \n " , Q_pretifymem ( state . lHighWaterCount , 4 ) ) ;
Msg ( " \t Current mem %s \n " , Q_pretifymem ( size , 4 ) ) ;
Msg ( " ------------------------------------ \n " ) ;
int hunk = Hunk_MallocSize ( ) ;
Msg ( " \t Allocated outside hunk: %s \n " , Q_pretifymem ( size - hunk ) ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void _Host_SetGlobalTime ( )
{
// Server
g_ServerGlobalVariables . realtime = realtime ;
g_ServerGlobalVariables . framecount = host_framecount ;
g_ServerGlobalVariables . absoluteframetime = host_frametime ;
g_ServerGlobalVariables . interval_per_tick = host_state . interval_per_tick ;
g_ServerGlobalVariables . serverCount = Host_GetServerCount ( ) ;
# ifndef SWDS
// Client
g_ClientGlobalVariables . realtime = realtime ;
g_ClientGlobalVariables . framecount = host_framecount ;
g_ClientGlobalVariables . absoluteframetime = host_frametime ;
g_ClientGlobalVariables . interval_per_tick = host_state . interval_per_tick ;
# endif
}
/*
= = = = = = = = = = = = = = = = = =
_Host_RunFrame
Runs all active servers
= = = = = = = = = = = = = = = = = =
*/
void _Host_RunFrame_Input ( float accumulated_extra_samples , bool bFinalTick )
{
VPROF_BUDGET ( " _Host_RunFrame_Input " , _T ( " Input " ) ) ;
// Run a test script?
static bool bFirstFrame = true ;
if ( bFirstFrame )
{
bFirstFrame = false ;
const char * pScriptFilename = CommandLine ( ) - > ParmValue ( " -testscript " ) ;
if ( pScriptFilename )
{
if ( ! GetTestScriptMgr ( ) - > StartTestScript ( pScriptFilename ) )
{
Error ( " StartTestScript( %s ) failed. " , pScriptFilename ) ;
}
}
}
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_INPUT ) ;
# ifndef SWDS
// Client can process input
ClientDLL_ProcessInput ( ) ;
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_CMD_EXECUTE ) ;
// process console commands
Cbuf_Execute ( ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_CMD_EXECUTE ) ;
// Send any current movement commands to server and flush reliable buffer even if not moving yet.
CL_Move ( accumulated_extra_samples , bFinalTick ) ;
# endif
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_INPUT ) ;
}
void _Host_RunFrame_Server ( bool finaltick )
{
VPROF_BUDGET ( " _Host_RunFrame_Server " , VPROF_BUDGETGROUP_GAME ) ;
VPROF_INCREMENT_COUNTER ( " ticks " , 1 ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
// Run the Server frame ( read, run physics, respond )
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_SERVER ) ;
SV_Frame ( finaltick ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_SERVER ) ;
// Look for connectionless rcon packets on dedicated servers
// SV_CheckRcom(); TODO
}
void _Host_RunFrame_Server_Async ( int numticks )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s %d " , __FUNCTION__ , numticks ) ;
for ( int tick = 0 ; tick < numticks ; tick + + )
{
g_ServerGlobalVariables . tickcount = sv . m_nTickCount ;
g_ServerGlobalVariables . simTicksThisFrame = numticks - tick ;
bool bFinalTick = ( tick = = ( numticks - 1 ) ) ;
_Host_RunFrame_Server ( bFinalTick ) ;
}
}
void _Host_RunFrame_Client ( bool framefinished )
{
# ifndef SWDS
VPROF ( " _Host_RunFrame_Client " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s %d " , __FUNCTION__ , framefinished ) ;
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_CLIENT ) ;
// Get any current state update from server, etc.
CL_ReadPackets ( framefinished ) ;
# if defined( VOICE_OVER_IP )
// Send any enqueued voice data to the server
CL_ProcessVoiceData ( ) ;
# endif // VOICE_OVER_IP
cl . CheckUpdatingSteamResources ( ) ;
cl . CheckFileCRCsWithServer ( ) ;
// Resend connection request if needed.
cl . RunFrame ( ) ;
if ( CL_IsHL2Demo ( ) | | CL_IsPortalDemo ( ) ) // don't need sv.IsDedicated() because ded servers don't run this
{
void CL_DemoCheckGameUIRevealTime ( ) ;
CL_DemoCheckGameUIRevealTime ( ) ;
}
Steam3Client ( ) . RunFrame ( ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_CLIENT ) ;
// This takes 1 usec, so it's pretty cheap...
CL_SetPagedPoolInfo ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose: Used to set limits on certain convars in multiplayer/sv_cheats mode.
// Returns true if it was called recursively and it early-outed.
//-----------------------------------------------------------------------------
bool CheckVarRange_Generic ( ConVar * pVar , int minVal , int maxVal )
{
if ( ! CanCheat ( ) & & ! Host_IsSinglePlayerGame ( ) )
{
int clampedValue = clamp ( pVar - > GetInt ( ) , minVal , maxVal ) ;
if ( clampedValue ! = pVar - > GetInt ( ) )
{
Warning ( " sv_cheats=0 prevented changing %s outside of the range [%d,%d] (was %d). \n " , pVar - > GetName ( ) , minVal , maxVal , pVar - > GetInt ( ) ) ;
pVar - > SetValue ( clampedValue ) ;
}
}
return false ;
}
void CheckSpecialCheatVars ( )
{
static ConVar * mat_picmip = NULL ;
if ( ! mat_picmip )
mat_picmip = g_pCVar - > FindVar ( " mat_picmip " ) ;
CheckVarRange_r_rootlod ( ) ;
CheckVarRange_r_lod ( ) ;
HandleServerAllowColorCorrection ( ) ;
}
void _Host_RunFrame_Render ( )
{
# ifndef SWDS
VPROF ( " _Host_RunFrame_Render " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " _Host_RunFrame_Render " ) ;
CheckSpecialCheatVars ( ) ;
int nOrgNoRendering = mat_norendering . GetInt ( ) ;
if ( cl_takesnapshot )
{
// turn off no-rendering mode, if taking screenshot
mat_norendering . SetValue ( 0 ) ;
}
// update video if not running in background
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_RENDER ) ;
CL_LatchInterpolationAmount ( ) ;
{
VPROF ( " _Host_RunFrame_Render - UpdateScreen " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " _Host_RunFrame_Render - UpdateScreen " ) ;
Host_UpdateScreen ( ) ;
}
{
VPROF ( " _Host_RunFrame_Render - CL_DecayLights " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " _Host_RunFrame_Render - CL_DecayLights " ) ;
CL_DecayLights ( ) ;
}
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_RENDER ) ;
saverestore - > OnFrameRendered ( ) ;
# ifdef USE_SDL
if ( g_pLauncherMgr )
{
g_pLauncherMgr - > OnFrameRendered ( ) ;
}
# endif
mat_norendering . SetValue ( nOrgNoRendering ) ;
# endif
}
void CL_FindInterpolatedAddAngle ( float t , float & frac , AddAngle * * prev , AddAngle * * next )
{
int c = cl . addangle . Count ( ) ;
* prev = NULL ;
* next = NULL ;
AddAngle * pentry = NULL ;
for ( int i = 0 ; i < c ; i + + )
{
AddAngle * entry = & cl . addangle [ i ] ;
* next = entry ;
// Time is earlier
if ( t < entry - > starttime )
{
if ( i = = 0 )
{
* prev = * next ;
frac = 0.0f ;
return ;
}
// Avoid div by zero
if ( entry - > starttime = = pentry - > starttime )
{
frac = 0.0f ;
return ;
}
// Time spans the two entries
frac = ( t - pentry - > starttime ) / ( entry - > starttime - pentry - > starttime ) ;
frac = clamp ( frac , 0.0f , 1.0f ) ;
return ;
}
* prev = * next ;
pentry = entry ;
}
}
void CL_DiscardOldAddAngleEntries ( float t )
{
float killtime = t - host_state . interval_per_tick - 0.1f ;
for ( int i = 0 ; i < cl . addangle . Count ( ) ; i + + )
{
AddAngle * p = & cl . addangle [ i ] ;
if ( p - > starttime < = killtime )
{
cl . addangle . Remove ( i ) ;
- - i ;
}
}
// It's safe to reset the master counter once all the entries decay
if ( cl . addangle . Count ( ) = = 0 )
{
cl . prevaddangletotal = cl . addangletotal = 0.0f ;
}
}
# ifndef SWDS
void CL_ApplyAddAngle ( )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
float curtime = cl . GetTime ( ) - host_state . interval_per_tick ;
AddAngle * prev = NULL , * next = NULL ;
float frac = 0.0f ;
float addangletotal = 0.0f ;
CL_FindInterpolatedAddAngle ( curtime , frac , & prev , & next ) ;
if ( prev & & next )
{
addangletotal = prev - > total + frac * ( next - > total - prev - > total ) ;
}
else
{
addangletotal = cl . prevaddangletotal ;
}
float amove = addangletotal - cl . prevaddangletotal ;
// Update view angles
cl . viewangles [ 1 ] + = amove ;
// Update client .dll view of angles
g_pClientSidePrediction - > SetLocalViewAngles ( cl . viewangles ) ;
// Remember last total
cl . prevaddangletotal = addangletotal ;
CL_DiscardOldAddAngleEntries ( curtime ) ;
}
# endif
void _Host_RunFrame_Sound ( )
{
# ifndef SWDS
VPROF_BUDGET ( " _Host_RunFrame_Sound " , VPROF_BUDGETGROUP_OTHER_SOUND ) ;
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_SOUND ) ;
Host_UpdateSounds ( ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_SOUND ) ;
# endif
}
float Host_GetSoundDuration ( const char * pSample )
{
# ifndef SWDS
if ( ! sv . IsDedicated ( ) )
{
extern float SV_GetSoundDuration ( const char * pSample ) ;
extern float AudioSource_GetSoundDuration ( CSfxTable * pSfx ) ;
int index = cl . LookupSoundIndex ( pSample ) ;
if ( index > = 0 )
return AudioSource_GetSoundDuration ( cl . GetSound ( index ) ) ;
return SV_GetSoundDuration ( pSample ) ;
}
# endif
return 0.0f ;
}
CON_COMMAND ( host_runofftime , " Run off some time without rendering/updating sounds \n " )
{
if ( args . ArgC ( ) ! = 2 )
{
ConMsg ( " Usage: host_runofftime <seconds> \n " ) ;
return ;
}
if ( ! sv . IsActive ( ) )
{
ConMsg ( " host_ruofftime: must be running a server \n " ) ;
return ;
}
if ( sv . IsMultiplayer ( ) )
{
ConMsg ( " host_ruofftime: only valid in single player \n " ) ;
return ;
}
float advanceTime = atof ( args [ 1 ] ) ;
if ( advanceTime < = 0.0f )
return ;
// 15 minutes is a _long_ time!!!
if ( advanceTime > 15.0f * 60.0f )
{
ConMsg ( " host_runofftime would run off %.2f minutes!!! ignoring \n " ,
advanceTime / 60.0f ) ;
return ;
}
ConMsg ( " Skipping ahead for %f seconds \n " , advanceTime ) ;
SCR_UpdateScreen ( ) ;
SCR_UpdateScreen ( ) ;
}
# if !defined( _X360 )
S_API int SteamGameServer_GetIPCCallCount ( ) ;
# else
S_API int SteamGameServer_GetIPCCallCount ( ) { return 0 ; }
# endif
void Host_ShowIPCCallCount ( )
{
// If set to 0 then get out.
if ( host_ShowIPCCallCount . GetInt ( ) = = 0 )
return ;
static float s_flLastTime = 0 ;
static int s_nLastTick = host_tickcount ;
static int s_nLastFrame = host_framecount ;
// Figure out how often they want to update.
double flInterval = 0 ;
if ( host_ShowIPCCallCount . GetFloat ( ) > 0 )
{
flInterval = 1.0f / host_ShowIPCCallCount . GetFloat ( ) ;
}
// This is called every frame so increment the frame counter.
double flCurTime = Plat_FloatTime ( ) ;
if ( flCurTime - s_flLastTime > = flInterval )
{
uint32 callCount ;
ISteamClient * pSteamClient = SteamClient ( ) ;
if ( pSteamClient )
{
callCount = pSteamClient - > GetIPCCallCount ( ) ;
}
else
{
// Ok, we're a dedicated server and we need to use this to get it.
callCount = ( uint32 ) SteamGameServer_GetIPCCallCount ( ) ;
}
// Avoid a divide by zero.
int frameCount = host_framecount - s_nLastFrame ;
int tickCount = host_tickcount - s_nLastTick ;
if ( frameCount = = 0 | | tickCount = = 0 )
return ;
Msg ( " host_ShowIPCCallCount: %d IPC calls in the past [%d frames, %d ticks] Avg: [%.2f/frame, %.2f/tick] \n " ,
callCount , frameCount , tickCount , ( float ) callCount / frameCount , ( float ) callCount / tickCount ) ;
s_flLastTime = flCurTime ;
s_nLastTick = host_tickcount ;
s_nLastFrame = host_framecount ;
}
}
void Host_SetClientInSimulation ( bool bInSimulation )
{
# ifndef SWDS
// Tracker 77931: If the game is paused, then lock the client clock at the previous tick boundary
// (otherwise we'll keep interpolating through the "remainder" time causing the paused characters
// to twitch like they have the shakes)
// TODO: Since this rounds down on the frame we paused, we could see a slight backsliding. We could remember the last "remainder" before pause and re-use it and
// set insimulation == false to be mroe exact. We'd still have to deal with the timing difference between
// when pause/unpause happens on the server versus the client
cl . insimulation = bInSimulation | | cl . IsPaused ( ) ;
// Compute absolute/render time stamp
g_ClientGlobalVariables . curtime = cl . GetTime ( ) ;
g_ClientGlobalVariables . frametime = cl . GetFrameTime ( ) ;
# endif
}
static ConVar host_Sleep ( " host_sleep " , " 0 " , FCVAR_CHEAT , " Force the host to sleep a certain number of milliseconds each frame. " ) ;
extern ConVar sv_alternateticks ;
# define LOG_FRAME_OUTPUT 0
void _Host_RunFrame ( float time )
{
MDLCACHE_COARSE_LOCK_ ( g_pMDLCache ) ;
static double host_remainder = 0.0f ;
double prevremainder ;
bool shouldrender ;
# if defined( RAD_TELEMETRY_ENABLED )
if ( g_Telemetry . DemoTickEnd = = ( uint32 ) - 1 )
{
Cbuf_AddText ( " quit \n " ) ;
}
# endif
int numticks ;
{
// Profile scope specific to the top of this function, protect from setjmp() problems
VPROF ( " _Host_RunFrame_Upto_MarkFrame " ) ;
if ( host_checkheap )
{
# if defined(_WIN32)
if ( _heapchk ( ) ! = _HEAPOK )
{
Sys_Error ( " _Host_RunFrame (top): _heapchk() != _HEAPOK \n " ) ;
}
# endif
}
// When playing back a VCR file, don't do host_sleep. That way, if it was recorded with
// host_sleep on, it'll play back way Faster.
if ( host_Sleep . GetInt ( ) & & VCRGetMode ( ) ! = VCR_Playback )
{
Sys_Sleep ( host_Sleep . GetInt ( ) ) ;
}
// Slow down the playback?
if ( g_iVCRPlaybackSleepInterval )
{
Sys_Sleep ( g_iVCRPlaybackSleepInterval ) ;
}
MapReslistGenerator ( ) . RunFrame ( ) ;
static int lastrunoffsecond = - 1 ;
if ( setjmp ( host_enddemo ) )
return ; // demo finished.
// decide the simulation time
Host_AccumulateTime ( time ) ;
_Host_SetGlobalTime ( ) ;
shouldrender = ! sv . IsDedicated ( ) ;
// FIXME: Could track remainder as fractional ticks instead of msec
prevremainder = host_remainder ;
if ( prevremainder < 0 )
prevremainder = 0 ;
# if !defined(SWDS)
if ( ! demoplayer - > IsPlaybackPaused ( ) )
# endif
{
host_remainder + = host_frametime ;
}
numticks = 0 ; // how many ticks we will simulate this frame
if ( host_remainder > = host_state . interval_per_tick )
{
numticks = ( int ) ( floor ( host_remainder / host_state . interval_per_tick ) ) ;
// round to nearest even ending tick in alternate ticks mode so the last
// tick is always simulated prior to updating the network data
// NOTE: alternate ticks only applies in SP!!!
if ( Host_IsSinglePlayerGame ( ) & &
sv_alternateticks . GetBool ( ) )
{
int startTick = g_ServerGlobalVariables . tickcount ;
int endTick = startTick + numticks ;
endTick = AlignValue ( endTick , 2 ) ;
numticks = endTick - startTick ;
}
host_remainder - = numticks * host_state . interval_per_tick ;
}
host_nexttick = host_state . interval_per_tick - host_remainder ;
g_pMDLCache - > MarkFrame ( ) ;
}
{
// Profile scope, protect from setjmp() problems
VPROF ( " _Host_RunFrame " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " _Host_RunFrame " ) ;
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_CMD_EXECUTE ) ;
// process console commands
Cbuf_Execute ( ) ;
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated ( ) & & ! NET_IsMultiplayer ( ) )
NET_SetMutiplayer ( true ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_CMD_EXECUTE ) ;
// Msg( "Running %i ticks (%f remainder) for frametime %f total %f tick %f delta %f\n", numticks, remainder, host_frametime, host_time );
g_ServerGlobalVariables . interpolation_amount = 0.0f ;
# ifndef SWDS
g_ClientGlobalVariables . interpolation_amount = 0.0f ;
cl . insimulation = true ;
# endif
host_frameticks = numticks ;
host_currentframetick = 0 ;
# if !defined( SWDS )
// This is to make the tool do both sim + rendering on the initial frame
// cl.IsActive changes in the loop below, as does scr_nextdrawtick
// We're just caching off the state here so that we have a consistent return value
// for enginetool->IsInGame the entire frame
g_pEngineToolInternal - > SetIsInGame ( cl . IsActive ( ) & & ( scr_nextdrawtick = = 0 ) ) ;
# endif
CJob * pGameJob = NULL ;
// threaded path only supported in listen server
# ifndef SWDS
if ( ! IsEngineThreaded ( ) )
# endif
{
# ifndef SWDS
if ( g_ClientDLL )
{
g_ClientDLL - > IN_SetSampleTime ( host_frametime ) ;
}
g_ClientGlobalVariables . simTicksThisFrame = 1 ;
# endif
cl . m_tickRemainder = host_remainder ;
g_ServerGlobalVariables . simTicksThisFrame = 1 ;
cl . SetFrameTime ( host_frametime ) ;
for ( int tick = 0 ; tick < numticks ; tick + + )
{
// Emit an ETW event every simulation frame.
ETWSimFrameMark ( sv . IsDedicated ( ) ) ;
double now = Plat_FloatTime ( ) ;
float jitter = now - host_idealtime ;
// Track jitter (delta between ideal time and actual tick execution time)
host_jitterhistory [ host_jitterhistorypos ] = jitter ;
host_jitterhistorypos = ( host_jitterhistorypos + 1 ) % ARRAYSIZE ( host_jitterhistory ) ;
// Very slowly decay "ideal" towards current wall clock unless delta is large
if ( fabs ( jitter ) > 1.0f )
{
host_idealtime = now ;
}
else
{
host_idealtime = 0.99 * host_idealtime + 0.01 * now ;
}
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame ( now ) ;
// Only send updates on final tick so we don't re-encode network data multiple times per frame unnecessarily
bool bFinalTick = ( tick = = ( numticks - 1 ) ) ;
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated ( ) & & ! NET_IsMultiplayer ( ) )
NET_SetMutiplayer ( true ) ;
g_ServerGlobalVariables . tickcount = sv . m_nTickCount ;
// NOTE: Do we want do this at start or end of this loop?
+ + host_tickcount ;
+ + host_currentframetick ;
# ifndef SWDS
g_ClientGlobalVariables . tickcount = cl . GetClientTickCount ( ) ;
// Make sure state is correct
CL_CheckClientState ( ) ;
# endif
//-------------------
// input processing
//-------------------
_Host_RunFrame_Input ( prevremainder , bFinalTick ) ;
prevremainder = 0 ;
//-------------------
//
// server operations
//
//-------------------
_Host_RunFrame_Server ( bFinalTick ) ;
// Additional networking ops for SPLITPACKET stuff (99.9% of the time this will be an empty list of work)
NET_SendQueuedPackets ( ) ;
//-------------------
//
// client operations
//
//-------------------
# ifndef SWDS
if ( ! sv . IsDedicated ( ) )
{
_Host_RunFrame_Client ( bFinalTick ) ;
}
toolframework - > Think ( bFinalTick ) ;
# endif
host_idealtime + = host_state . interval_per_tick ;
}
// run HLTV if active
if ( hltv )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " hltv->RunFrame() " ) ;
hltv - > RunFrame ( ) ;
}
if ( hltvtest )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " hltvtest->RunFrame() " ) ;
hltvtest - > RunFrame ( ) ;
}
# if defined( REPLAY_ENABLED )
// run replay if active
if ( replay )
{
replay - > RunFrame ( ) ;
}
// Update server-side replay history manager
if ( sv . IsDedicated ( ) & & g_pServerReplayContext & & g_pServerReplayContext - > IsInitialized ( ) )
{
g_pServerReplayContext - > Think ( ) ;
}
# endif
# ifndef SWDS
// This is a hack to let timedemo pull messages from the queue faster than every 15 msec
// Also when demoplayer is skipping packets to a certain tick we should process the queue
// as quickly as we can.
if ( numticks = = 0 & & ( demoplayer - > IsPlayingTimeDemo ( ) | | demoplayer - > IsSkipping ( ) ) )
{
_Host_RunFrame_Client ( true ) ;
}
if ( ! sv . IsDedicated ( ) )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " Host_SetClientInSimulation " ) ;
// This causes cl.gettime() to return the true clock being used for rendering (tickcount * rate + remainder)
Host_SetClientInSimulation ( false ) ;
// Now allow for interpolation on client
g_ClientGlobalVariables . interpolation_amount = ( cl . m_tickRemainder / host_state . interval_per_tick ) ;
# if defined( REPLAY_ENABLED )
// Update client-side replay history manager - called here since interpolation_amount is set
if ( g_pClientReplayContext & & g_pClientReplayContext - > IsInitialized ( ) )
{
g_pClientReplayContext - > Think ( ) ;
}
# endif
//-------------------
// Run prediction if it hasn't been run yet
//-------------------
// If we haven't predicted/simulated the player (multiplayer with prediction enabled and
// not a listen server with zero frame lag, then go ahead and predict now
CL_RunPrediction ( PREDICTION_NORMAL ) ;
CL_ApplyAddAngle ( ) ;
// The mouse is always simulated for the current frame's time
// This makes updates smooth in every case
// continuous controllers affecting the view are also simulated this way
// but they have a cap applied by IN_SetSampleTime() so they are not also
// simulated during input gathering
CL_ExtraMouseUpdate ( g_ClientGlobalVariables . frametime ) ;
}
# endif
# if defined( REPLAY_ENABLED )
// Let the replay system think
if ( g_pReplay )
{
g_pReplay - > Think ( ) ;
}
# endif
# if LOG_FRAME_OUTPUT
if ( ! cl . IsPaused ( ) | | ! sv . IsPaused ( ) )
{
Msg ( " =============SIM: CLIENT %5d + %d, SERVER %5d + %d \t REM: %.2f \n " , cl . GetClientTickCount ( ) , numticks , sv . m_nTickCount , numticks , host_remainder * 1000.0f ) ;
}
# endif
}
# ifndef SWDS
else
{
static int numticks_last_frame = 0 ;
static float host_remainder_last_frame = 0 , prev_remainder_last_frame = 0 , last_frame_time = 0 ;
int clientticks ;
int serverticks ;
clientticks = numticks_last_frame ;
cl . m_tickRemainder = host_remainder_last_frame ;
cl . SetFrameTime ( last_frame_time ) ;
if ( g_ClientDLL )
{
g_ClientDLL - > IN_SetSampleTime ( last_frame_time ) ;
}
last_frame_time = host_frametime ;
serverticks = numticks ;
g_ClientGlobalVariables . simTicksThisFrame = clientticks ;
g_ServerGlobalVariables . simTicksThisFrame = serverticks ;
g_ServerGlobalVariables . tickcount = sv . m_nTickCount ;
// THREADED: Run Client
// -------------------
for ( int tick = 0 ; tick < clientticks ; tick + + )
{
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame ( Plat_FloatTime ( ) ) ;
// Only send updates on final tick so we don't re-encode network data multiple times per frame unnecessarily
bool bFinalTick = ( tick = = ( clientticks - 1 ) ) ;
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated ( ) & & ! NET_IsMultiplayer ( ) )
NET_SetMutiplayer ( true ) ;
g_ClientGlobalVariables . tickcount = cl . GetClientTickCount ( ) ;
// Make sure state is correct
CL_CheckClientState ( ) ;
// Additional networking ops for SPLITPACKET stuff (99.9% of the time this will be an empty list of work)
NET_SendQueuedPackets ( ) ;
//-------------------
//
// client operations
//
//-------------------
if ( ! sv . IsDedicated ( ) )
{
_Host_RunFrame_Client ( bFinalTick ) ;
}
toolframework - > Think ( bFinalTick ) ;
}
// This is a hack to let timedemo pull messages from the queue faster than every 15 msec
// Also when demoplayer is skipping packets to a certain tick we should process the queue
// as quickly as we can.
if ( clientticks = = 0 & & ( demoplayer - > IsPlayingTimeDemo ( ) | | demoplayer - > IsSkipping ( ) ) )
{
_Host_RunFrame_Client ( true ) ;
}
// This causes cl.gettime() to return the true clock being used for rendering (tickcount * rate + remainder)
Host_SetClientInSimulation ( false ) ;
// Now allow for interpolation on client
g_ClientGlobalVariables . interpolation_amount = ( cl . m_tickRemainder / host_state . interval_per_tick ) ;
//-------------------
// Run prediction if it hasn't been run yet
//-------------------
// If we haven't predicted/simulated the player (multiplayer with prediction enabled and
// not a listen server with zero frame lag, then go ahead and predict now
CL_RunPrediction ( PREDICTION_NORMAL ) ;
CL_ApplyAddAngle ( ) ;
Host_SetClientInSimulation ( true ) ;
// THREADED: Run Input
// -------------------
int saveTick = g_ClientGlobalVariables . tickcount ;
for ( int tick = 0 ; tick < serverticks ; tick + + )
{
// NOTE: Do we want do this at start or end of this loop?
+ + host_tickcount ;
+ + host_currentframetick ;
g_ClientGlobalVariables . tickcount = host_tickcount ;
bool bFinalTick = tick = = ( serverticks - 1 ) ? true : false ;
_Host_RunFrame_Input ( prevremainder , bFinalTick ) ;
prevremainder = 0 ;
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame ( Plat_FloatTime ( ) ) ;
}
Host_SetClientInSimulation ( false ) ;
// The mouse is always simulated for the current frame's time
// This makes updates smooth in every case
// continuous controllers affecting the view are also simulated this way
// but they have a cap applied by IN_SetSampleTime() so they are not also
// simulated during input gathering
CL_ExtraMouseUpdate ( g_ClientGlobalVariables . frametime ) ;
g_ClientGlobalVariables . tickcount = saveTick ;
numticks_last_frame = numticks ;
host_remainder_last_frame = host_remainder ;
// THREADED: Run Server
// -------------------
// set net_time once before running the server
NET_SetTime ( Plat_FloatTime ( ) ) ;
pGameJob = new CFunctorJob ( CreateFunctor ( _Host_RunFrame_Server_Async , serverticks ) ) ;
if ( IsX360 ( ) )
{
pGameJob - > SetServiceThread ( g_nServerThread ) ;
}
g_pThreadPool - > AddJob ( pGameJob ) ;
# if LOG_FRAME_OUTPUT
if ( ! cl . IsPaused ( ) | | ! sv . IsPaused ( ) )
{
Msg ( " =============SIM: CLIENT %5d + %d, SERVER %5d + %d \t REM: %.2f \n " , cl . GetClientTickCount ( ) , clientticks , sv . m_nTickCount , serverticks , host_remainder * 1000.0f ) ;
}
# endif
}
# endif // SWDS
g_Log . RunFrame ( ) ;
if ( shouldrender )
{
# if LOG_FRAME_OUTPUT
if ( ! cl . IsPaused ( ) | | ! sv . IsPaused ( ) )
{
static float lastFrameTime = 0 ;
float frametime = g_ClientGlobalVariables . curtime - lastFrameTime ;
Msg ( " RENDER AT: %6.4f: %.2fms [%.2fms implicit] frametime \n " ,
g_ClientGlobalVariables . curtime , g_ClientGlobalVariables . frametime * 1000.0f , frametime * 1000.0f ) ;
lastFrameTime = g_ClientGlobalVariables . curtime ;
}
# endif
//-------------------
// rendering
//-------------------
_Host_RunFrame_Render ( ) ;
//-------------------
// sound
//-------------------
_Host_RunFrame_Sound ( ) ;
if ( g_bVCRSingleStep )
{
VCR_EnterPausedState ( ) ;
}
}
else
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " modelloader->UpdateDynamicModels " ) ;
VPROF ( " UpdateDynamicModels " ) ;
CMDLCacheCriticalSection critsec ( g_pMDLCache ) ;
modelloader - > UpdateDynamicModels ( ) ;
}
//-------------------
// simulation
//-------------------
g_HostTimes . MarkSwapTime ( ) ;
# ifndef SWDS
if ( ! sv . IsDedicated ( ) )
{
VPROF ( " _Host_RunFrame - ClientDLL_Update " ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " _Host_RunFrame - ClientDLL_Update " ) ;
// Client-side simulation
g_HostTimes . StartFrameSegment ( FRAME_SEGMENT_CLDLL ) ;
ClientDLL_Update ( ) ;
g_HostTimes . EndFrameSegment ( FRAME_SEGMENT_CLDLL ) ;
}
# endif
if ( pGameJob )
{
{
VPROF_BUDGET ( " WaitForAsyncServer " , " AsyncServer " ) ;
if ( Host_IsSinglePlayerGame ( ) )
{
// This should change to a YieldWait if the server starts wanting to parallel process. If
// so, will need some route for the server to queue up work it wants to execute outside
// its frame, otherwise some of it would be performed during the yield. Right now
// need to wait for server so we don't stall on queued AI operations (toml 7/3/2007)
pGameJob - > ExecuteAndRelease ( ) ;
}
else
{
pGameJob - > WaitForFinishAndRelease ( ) ;
}
}
SV_FrameExecuteThreadDeferred ( ) ;
}
//-------------------
// time
//-------------------
Host_Speeds ( ) ;
Host_UpdateMapList ( ) ;
host_framecount + + ;
# if !defined(SWDS)
if ( ! demoplayer - > IsPlaybackPaused ( ) )
# endif
{
host_time = host_tickcount * host_state . interval_per_tick + cl . m_tickRemainder ;
}
Host_PostFrameRate ( host_frametime ) ;
if ( host_checkheap )
{
# ifdef _WIN32
if ( _heapchk ( ) ! = _HEAPOK )
{
Sys_Error ( " _Host_RunFrame (bottom): _heapchk() != _HEAPOK \n " ) ;
}
# endif
}
Host_CheckDumpMemoryStats ( ) ;
GetTestScriptMgr ( ) - > CheckPoint ( " frame_end " ) ;
} // Profile scope, protect from setjmp() problems
Host_ShowIPCCallCount ( ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Host_Frame
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void Host_RunFrame ( float time )
{
static double timetotal = 0 ;
static int timecount = 0 ;
static double timestart = 0 ;
# ifndef SWDS
if ( ! scr_drawloading & & sv . IsActive ( ) & & cl . IsActive ( ) & & ! sv . m_bLoadgame )
{
switch ( host_thread_mode . GetInt ( ) )
{
case HTM_DISABLED : g_bThreadedEngine = false ; break ;
case HTM_DEFAULT : g_bThreadedEngine = ( g_pThreadPool - > NumThreads ( ) > 0 ) ; break ;
case HTM_FORCED : g_bThreadedEngine = true ; break ;
}
}
else
# endif
{
g_bThreadedEngine = false ;
}
if ( ! host_profile . GetBool ( ) )
{
_Host_RunFrame ( time ) ;
return ;
}
double time1 = Sys_FloatTime ( ) ;
_Host_RunFrame ( time ) ;
double time2 = Sys_FloatTime ( ) ;
timetotal + = time2 - time1 ; // time in seconds
timecount + + ;
if ( timecount < 1000 )
return ;
float fps = 1000 / ( time2 - timestart ) ;
ConMsg ( " host_profile : %i clients, %.1f msec, %.1f fps \n " ,
sv . GetNumClients ( ) , timetotal , fps ) ;
timecount = 0 ;
timetotal = 0 ;
timestart = time2 ;
}
//-----------------------------------------------------------------------------
// A more secure means of enforcing low violence.
//-----------------------------------------------------------------------------
bool IsLowViolence_Secure ( )
{
# ifndef DEDICATED
if ( ! IsX360 ( ) & & Steam3Client ( ) . SteamApps ( ) )
{
// let Steam determine current violence settings
return Steam3Client ( ) . SteamApps ( ) - > BIsLowViolence ( ) ;
}
else if ( IsX360 ( ) )
{
// Low violence for the 360 is enabled by the presence of a file.
if ( g_pFileSystem - > FileExists ( " cfg/violence.cfg " ) )
{
return true ;
}
return false ;
}
# endif
return false ;
}
//-----------------------------------------------------------------------------
// If "User Token 2" exists in HKEY_CURRENT_USER/Software/Valve/Half-Life/Settings
// then we disable gore. Obviously not very secure.
//-----------------------------------------------------------------------------
bool IsLowViolence_Registry ( )
{
char szSubKey [ 128 ] ;
int nBufferLen ;
char szBuffer [ 128 ] ;
bool bReducedGore = false ;
memset ( szBuffer , 0 , 128 ) ;
char const * appname = " Source " ;
Q_snprintf ( szSubKey , sizeof ( szSubKey ) , " Software \\ Valve \\ %s \\ Settings " , appname ) ;
nBufferLen = 127 ;
Q_strncpy ( szBuffer , " " , sizeof ( szBuffer ) ) ;
Sys_GetRegKeyValue ( szSubKey , " User Token 2 " , szBuffer , nBufferLen , szBuffer ) ;
// Gore reduction active?
bReducedGore = ( Q_strlen ( szBuffer ) > 0 ) ? true : false ;
if ( ! bReducedGore )
{
Sys_GetRegKeyValue ( szSubKey , " User Token 3 " , szBuffer , nBufferLen , szBuffer ) ;
bReducedGore = ( Q_strlen ( szBuffer ) > 0 ) ? true : false ;
}
char gamedir [ MAX_OSPATH ] ;
Q_FileBase ( com_gamedir , gamedir , sizeof ( gamedir ) ) ;
// also check mod specific directories for LV changes
Q_snprintf ( szSubKey , sizeof ( szSubKey ) , " Software \\ Valve \\ %s \\ %s \\ Settings " , appname , gamedir ) ;
nBufferLen = 127 ;
Q_strncpy ( szBuffer , " " , sizeof ( szBuffer ) ) ;
Sys_GetRegKeyValue ( szSubKey , " User Token 2 " , szBuffer , nBufferLen , szBuffer ) ;
if ( Q_strlen ( szBuffer ) > 0 )
{
bReducedGore = true ;
}
Sys_GetRegKeyValue ( szSubKey , " User Token 3 " , szBuffer , nBufferLen , szBuffer ) ;
if ( Q_strlen ( szBuffer ) > 0 )
{
bReducedGore = true ;
}
return bReducedGore ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Host_CheckGore ( void )
{
bool bLowViolenceRegistry = false ;
bool bLowViolenceSecure = false ;
//
// First check the old method of enabling low violence via the registry.
//
# ifdef WIN32
bLowViolenceRegistry = IsLowViolence_Registry ( ) ;
# endif
//
// Next check the new method of enabling low violence based on country of purchase
// and other means that are inaccessible by the user.
//
if ( GetCurrentMod ( ) & & Q_stricmp ( GetCurrentMod ( ) , " cstrike " ) ! = 0 )
bLowViolenceSecure = IsLowViolence_Secure ( ) ;
//
// If either method says "yes" to low violence, we're in low violence mode.
//
if ( bLowViolenceRegistry | | bLowViolenceSecure )
{
g_bLowViolence = true ;
if ( bLowViolenceRegistry )
{
violence_hblood . SetValue ( 0 ) ;
violence_hgibs . SetValue ( 0 ) ;
violence_ablood . SetValue ( 0 ) ;
violence_agibs . SetValue ( 0 ) ;
}
}
else
{
g_bLowViolence = false ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_InitProcessor ( void )
{
const CPUInformation & pi = * GetCPUInformation ( ) ;
// Compute Frequency in Mhz:
char * szFrequencyDenomination = " Mhz " ;
double fFrequency = pi . m_Speed / 1000000.0 ;
// Adjust to Ghz if nessecary:
if ( fFrequency > 1000.0 )
{
fFrequency / = 1000.0 ;
szFrequencyDenomination = " Ghz " ;
}
char szFeatureString [ 256 ] ;
Q_strncpy ( szFeatureString , pi . m_szProcessorID , sizeof ( szFeatureString ) ) ;
Q_strncat ( szFeatureString , " " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
if ( pi . m_bSSE )
{
if ( MathLib_SSEEnabled ( ) ) Q_strncat ( szFeatureString , " SSE " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
else Q_strncat ( szFeatureString , " (SSE) " , sizeof( szFeatureString ), COPY_ALL_CHARACTERS ) ;
}
if ( pi . m_bSSE2 )
{
if ( MathLib_SSE2Enabled ( ) ) Q_strncat ( szFeatureString , " SSE2 " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
else Q_strncat ( szFeatureString , " (SSE2) " , sizeof( szFeatureString ), COPY_ALL_CHARACTERS ) ;
}
if ( pi . m_bMMX )
{
if ( MathLib_MMXEnabled ( ) ) Q_strncat ( szFeatureString , " MMX " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
else Q_strncat ( szFeatureString , " (MMX) " , sizeof( szFeatureString ), COPY_ALL_CHARACTERS ) ;
}
if ( pi . m_b3DNow )
{
if ( MathLib_3DNowEnabled ( ) ) Q_strncat ( szFeatureString , " 3DNow " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
else Q_strncat ( szFeatureString , " (3DNow) " , sizeof( szFeatureString ), COPY_ALL_CHARACTERS ) ;
}
if ( pi . m_bRDTSC ) Q_strncat ( szFeatureString , " RDTSC " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
if ( pi . m_bCMOV ) Q_strncat ( szFeatureString , " CMOV " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
if ( pi . m_bFCMOV ) Q_strncat ( szFeatureString , " FCMOV " , sizeof ( szFeatureString ) , COPY_ALL_CHARACTERS ) ;
// Remove the trailing space. There will always be one.
szFeatureString [ Q_strlen ( szFeatureString ) - 1 ] = ' \0 ' ;
// Dump CPU information:
if ( pi . m_nLogicalProcessors = = 1 )
{
ConDMsg ( " 1 CPU, Frequency: %.01f %s, Features: %s \n " ,
fFrequency ,
szFrequencyDenomination ,
szFeatureString
) ;
}
else
{
char buffer [ 256 ] = " " ;
if ( pi . m_nPhysicalProcessors ! = pi . m_nLogicalProcessors )
{
Q_snprintf ( buffer , sizeof ( buffer ) , " (%i physical) " , ( int ) pi . m_nPhysicalProcessors ) ;
}
ConDMsg ( " %i CPUs%s, Frequency: %.01f %s, Features: %s \n " ,
( int ) pi . m_nLogicalProcessors ,
buffer ,
fFrequency ,
szFrequencyDenomination ,
szFeatureString
) ;
}
# if defined( _WIN32 )
if ( s_bInitPME )
{
// Initialize the performance monitoring events code.
InitPME ( ) ;
}
# endif
}
//-----------------------------------------------------------------------------
// Specifically used by the model loading code to mark models
// touched by the current map
//-----------------------------------------------------------------------------
int Host_GetServerCount ( void )
{
if ( cl . m_nSignonState > = SIGNONSTATE_NEW )
{
// the server count cannot be relied on until the server info message
// the new state guarantees its validity
return cl . m_nServerCount ;
}
else if ( sv . m_State > = ss_loading )
{
return sv . GetSpawnCount ( ) ;
}
// this is unfortunate, and happens, but the caller is too early in the protocol or a demo
// cannot identify the correct server count
// return the same count that demo will use
return gHostSpawnCount ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_PostInit ( )
{
if ( serverGameDLL )
{
serverGameDLL - > PostInit ( ) ;
}
# if !defined( SWDS )
if ( g_ClientDLL )
{
g_ClientDLL - > PostInit ( ) ;
}
toolframework - > PostInit ( ) ;
if ( ! sv . IsDedicated ( ) )
{
// vgui needs other systems to finalize
EngineVGui ( ) - > PostInit ( ) ;
}
# if defined( LINUX ) && !defined ANDROID
const char en_US [ ] = " en_US.UTF-8 " ;
const char * CurrentLocale = setlocale ( LC_ALL , NULL ) ;
if ( ! CurrentLocale )
CurrentLocale = " c " ;
if ( Q_stricmp ( CurrentLocale , en_US ) )
{
char MessageText [ 512 ] ;
V_sprintf_safe ( MessageText , " SetLocale('%s') failed. Using '%s'. \n "
" You may have limited glyph support. \n "
" Please install '%s' locale. " ,
en_US , CurrentLocale , en_US ) ;
SDL_ShowSimpleMessageBox ( 0 , " Warning " , MessageText , GetAssertDialogParent ( ) ) ;
}
# endif // LINUX
# endif
}
void HLTV_Init ( )
{
Assert ( hltv = = NULL ) ;
Assert ( hltvtest = = NULL ) ;
}
void HLTV_Shutdown ( )
{
if ( hltv )
{
hltv - > Shutdown ( ) ;
delete hltv ;
hltv = NULL ;
}
if ( hltvtest )
{
delete hltvtest ;
hltvtest = NULL ;
}
}
// Check with steam to see if the requested file (requires full path) is a valid, signed binary
bool DLL_LOCAL Host_IsValidSignature ( const char * pFilename , bool bAllowUnknown )
{
# if defined( SWDS ) || defined(_X360)
return true ;
# else
if ( sv . IsDedicated ( ) | | IsOSX ( ) | | IsLinux ( ) | | IsBSD ( ) )
{
// dedicated servers and Mac and Linux binaries don't check signatures
return true ;
}
else
{
if ( Steam3Client ( ) . SteamUtils ( ) )
{
SteamAPICall_t hAPICall = Steam3Client ( ) . SteamUtils ( ) - > CheckFileSignature ( pFilename ) ;
bool bAPICallFailed = true ;
while ( ! Steam3Client ( ) . SteamUtils ( ) - > IsAPICallCompleted ( hAPICall , & bAPICallFailed ) )
{
SteamAPI_RunCallbacks ( ) ;
ThreadSleep ( 1 ) ;
}
if ( bAPICallFailed )
{
Warning ( " CheckFileSignature API call on %s failed " , pFilename ) ;
}
else
{
CheckFileSignature_t result ;
Steam3Client ( ) . SteamUtils ( ) - > GetAPICallResult ( hAPICall , & result , sizeof ( result ) , result . k_iCallback , & bAPICallFailed ) ;
if ( bAPICallFailed )
{
Warning ( " CheckFileSignature API call on %s failed \n " , pFilename ) ;
}
else
{
if ( result . m_eCheckFileSignature = = k_ECheckFileSignatureValidSignature | | result . m_eCheckFileSignature = = k_ECheckFileSignatureNoSignaturesFoundForThisApp )
return true ;
if ( bAllowUnknown & & result . m_eCheckFileSignature = = k_ECheckFileSignatureNoSignaturesFoundForThisFile )
return true ;
Warning ( " No valid signature found for %s \n " , pFilename ) ;
}
}
}
}
return false ;
# endif // SWDS
}
// Ask steam if it is ok to load this DLL. Unsigned DLLs should not be loaded unless
// the client is running -insecure (testing a plugin for example)
// This keeps legitimate users with modified binaries from getting VAC banned because of them
bool DLL_LOCAL Host_AllowLoadModule ( const char * pFilename , const char * pPathID , bool bAllowUnknown , bool bIsServerOnly /* = false */ )
{
# if defined( SWDS ) || defined ( OSX ) || defined( LINUX )
// dedicated servers and Mac and Linux binaries don't check signatures
return true ;
# else
if ( sv . IsDedicated ( ) | | bIsServerOnly )
{
// dedicated servers and Mac binaries don't check signatures
return true ;
}
else
{
// check signature
bool bSignatureIsValid = false ;
// Do we need to do the signature checking? If secure servers are disabled, just skip it.
if ( Host_IsSecureServerAllowed ( ) )
{
if ( Steam3Client ( ) . SteamUtils ( ) )
{
char szDllname [ 512 ] ;
V_strncpy ( szDllname , pFilename , sizeof ( szDllname ) ) ;
V_SetExtension ( szDllname , g_pModuleExtension , sizeof ( szDllname ) ) ;
if ( pPathID )
{
char szFullPath [ 512 ] ;
const char * pFullPath = g_pFileSystem - > RelativePathToFullPath ( szDllname , pPathID , szFullPath , sizeof ( szFullPath ) ) ;
if ( ! pFullPath )
{
Warning ( " Can't find %s on disk \n " , szDllname ) ;
bSignatureIsValid = false ;
}
else
{
bSignatureIsValid = Host_IsValidSignature ( pFullPath , bAllowUnknown ) ;
}
}
else
{
bSignatureIsValid = Host_IsValidSignature ( szDllname , bAllowUnknown ) ;
}
}
else
{
Warning ( " Steam is not active, running in -insecure mode. \n " ) ;
Host_DisallowSecureServers ( ) ;
}
}
else
{
Warning ( " Loading unsigned module %s \n Access to secure servers is disabled. \n " , pFilename ) ;
return true ;
}
return bSignatureIsValid ;
}
# endif // SWDS
}
bool DLL_LOCAL Host_IsSecureServerAllowed ( )
{
if ( CommandLine ( ) - > FindParm ( " -insecure " ) | | CommandLine ( ) - > FindParm ( " -textmode " ) )
g_bAllowSecureServers = false ;
return g_bAllowSecureServers ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_Init ( bool bDedicated )
{
realtime = 0 ;
host_idealtime = 0 ;
# if defined(_WIN32)
if ( CommandLine ( ) - > FindParm ( " -pme " ) )
{
s_bInitPME = true ;
}
# endif
if ( Host_IsSecureServerAllowed ( ) )
{
// double check the engine's signature in case it was hooked/modified
if ( ! Host_AllowLoadModule ( " engine " DLL_EXT_STRING , " EXECUTABLE_PATH " , false , bDedicated ) )
{
// not supposed to load this but we will anyway
Host_DisallowSecureServers ( ) ;
}
}
ThreadPoolStartParams_t startParams ;
if ( IsX360 ( ) )
{
// 360 overrides defaults, 2 computation threads distributed to core 1 and 2
startParams . nThreads = 2 ;
startParams . nStackSize = 256 * 1024 ;
startParams . fDistribute = TRS_TRUE ;
startParams . bUseAffinityTable = true ;
startParams . iAffinityTable [ 0 ] = XBOX_PROCESSOR_2 ;
startParams . iAffinityTable [ 1 ] = XBOX_PROCESSOR_4 ;
ThreadSetAffinity ( NULL , 1 ) ;
}
if ( g_pThreadPool )
g_pThreadPool - > Start ( startParams , " CmpJob " ) ;
// From const.h, the loaded game .dll will give us the correct value which is transmitted to the client
host_state . interval_per_tick = DEFAULT_TICK_INTERVAL ;
InstallBitBufErrorHandler ( ) ;
TRACEINIT ( Memory_Init ( ) , Memory_Shutdown ( ) ) ;
TRACEINIT ( Con_Init ( ) , Con_Shutdown ( ) ) ;
TRACEINIT ( Cbuf_Init ( ) , Cbuf_Shutdown ( ) ) ;
TRACEINIT ( Cmd_Init ( ) , Cmd_Shutdown ( ) ) ;
TRACEINIT ( g_pCVar - > Init ( ) , g_pCVar - > Shutdown ( ) ) ; // So we can list cvars with "cvarlst"
# ifndef SWDS
TRACEINIT ( V_Init ( ) , V_Shutdown ( ) ) ;
# endif
TRACEINIT ( COM_Init ( ) , COM_Shutdown ( ) ) ;
# ifndef SWDS
TRACEINIT ( saverestore - > Init ( ) , saverestore - > Shutdown ( ) ) ;
# endif
TRACEINIT ( Filter_Init ( ) , Filter_Shutdown ( ) ) ;
# ifndef SWDS
TRACEINIT ( Key_Init ( ) , Key_Shutdown ( ) ) ;
# endif
// Check for special -dev flag
if ( CommandLine ( ) - > FindParm ( " -dev " ) | | ( CommandLine ( ) - > FindParm ( " -allowdebug " ) & & ! CommandLine ( ) - > FindParm ( " -nodev " ) ) )
{
sv_cheats . SetValue ( 1 ) ;
developer . SetValue ( 1 ) ;
}
# ifdef _DEBUG
developer . SetValue ( 1 ) ;
# endif
// Should have read info from steam.inf by now.
Assert ( GetSteamInfIDVersionInfo ( ) . AppID ! = k_uAppIdInvalid ) ;
if ( CommandLine ( ) - > FindParm ( " -nocrashdialog " ) )
{
// stop the various windows error message boxes from showing up (used by the auto-builder so it doesn't block on error)
Sys_NoCrashDialog ( ) ;
}
TRACEINIT ( NET_Init ( bDedicated ) , NET_Shutdown ( ) ) ;
TRACEINIT ( g_GameEventManager . Init ( ) , g_GameEventManager . Shutdown ( ) ) ;
TRACEINIT ( sv . Init ( bDedicated ) , sv . Shutdown ( ) ) ;
# if defined( REPLAY_ENABLED )
if ( Replay_IsSupportedModAndPlatform ( ) )
{
TRACEINIT ( ReplaySystem_Init ( bDedicated ) , ReplaySystem_Shutdown ( ) ) ;
}
# endif
if ( ! CommandLine ( ) - > FindParm ( " -nogamedll " ) )
{
SV_InitGameDLL ( ) ;
}
TRACEINIT ( g_Log . Init ( ) , g_Log . Shutdown ( ) ) ;
TRACEINIT ( HLTV_Init ( ) , HLTV_Shutdown ( ) ) ;
ConDMsg ( " Heap: %5.2f Mb \n " , host_parms . memsize / ( 1024.0f * 1024.0f ) ) ;
# if !defined( SWDS )
if ( ! bDedicated )
{
TRACEINIT ( CL_Init ( ) , CL_Shutdown ( ) ) ;
// NOTE: This depends on the mod search path being set up
TRACEINIT ( InitMaterialSystem ( ) , ShutdownMaterialSystem ( ) ) ;
TRACEINIT ( modelloader - > Init ( ) , modelloader - > Shutdown ( ) ) ;
TRACEINIT ( StaticPropMgr ( ) - > Init ( ) , StaticPropMgr ( ) - > Shutdown ( ) ) ;
TRACEINIT ( InitStudioRender ( ) , ShutdownStudioRender ( ) ) ;
//startup vgui
TRACEINIT ( EngineVGui ( ) - > Init ( ) , EngineVGui ( ) - > Shutdown ( ) ) ;
TRACEINIT ( TextMessageInit ( ) , TextMessageShutdown ( ) ) ;
TRACEINIT ( ClientDLL_Init ( ) , ClientDLL_Shutdown ( ) ) ;
TRACEINIT ( SCR_Init ( ) , SCR_Shutdown ( ) ) ;
TRACEINIT ( R_Init ( ) , R_Shutdown ( ) ) ;
TRACEINIT ( Decal_Init ( ) , Decal_Shutdown ( ) ) ;
// hookup interfaces
EngineVGui ( ) - > Connect ( ) ;
}
else
# endif
{
TRACEINIT ( InitMaterialSystem ( ) , ShutdownMaterialSystem ( ) ) ;
TRACEINIT ( modelloader - > Init ( ) , modelloader - > Shutdown ( ) ) ;
TRACEINIT ( StaticPropMgr ( ) - > Init ( ) , StaticPropMgr ( ) - > Shutdown ( ) ) ;
TRACEINIT ( InitStudioRender ( ) , ShutdownStudioRender ( ) ) ;
TRACEINIT ( Decal_Init ( ) , Decal_Shutdown ( ) ) ;
cl . m_nSignonState = SIGNONSTATE_NONE ; // disable client
}
# ifndef SWDS
Host_ReadConfiguration ( ) ;
TRACEINIT ( S_Init ( ) , S_Shutdown ( ) ) ;
# endif
// Execute valve.rc
Cbuf_AddText ( " exec valve.rc \n " ) ;
# if defined( REPLAY_ENABLED )
// Execute replay.cfg if this is TF and they want to use the replay system
if ( Replay_IsSupportedModAndPlatform ( ) & & CommandLine ( ) - > CheckParm ( " -replay " ) )
{
const char * pConfigName = CommandLine ( ) - > ParmValue ( " -replay " , " replay.cfg " ) ;
Cbuf_AddText ( va ( " exec %s \n " , pConfigName ) ) ;
}
# endif
// Execute mod-specfic settings, without falling back based on search path.
// This lets us set overrides for games while letting mods of those games
// use the default settings.
if ( g_pFileSystem - > FileExists ( " //mod/cfg/modsettings.cfg " ) )
{
Cbuf_AddText ( " exec modsettings.cfg mod \n " ) ;
}
// Mark DLL as active
// eng->SetNextState( InEditMode() ? IEngine::DLL_PAUSED : IEngine::DLL_ACTIVE );
// Deal with Gore Settings
Host_CheckGore ( ) ;
TelemetryTick ( ) ;
// Initialize processor subsystem, and print relevant information:
Host_InitProcessor ( ) ;
// Mark hunklevel at end of startup
Hunk_AllocName ( 0 , " -HOST_HUNKLEVEL- " ) ;
host_hunklevel = Hunk_LowMark ( ) ;
# ifdef SOURCE_MT
if ( CommandLine ( ) - > FindParm ( " -swapcores " ) )
{
g_nMaterialSystemThread = 1 ;
g_nServerThread = 0 ;
}
# endif
Host_AllowQueuedMaterialSystem ( false ) ;
// Finished initializing
host_initialized = true ;
host_checkheap = CommandLine ( ) - > FindParm ( " -heapcheck " ) ? true : false ;
if ( host_checkheap )
{
# if defined( _WIN32 )
if ( _heapchk ( ) ! = _HEAPOK )
{
Sys_Error ( " Host_Init: _heapchk() != _HEAPOK \n " ) ;
}
# endif
}
// go directly to run state with no active game
HostState_Init ( ) ;
// check for reslist generation
if ( CommandLine ( ) - > FindParm ( " -makereslists " ) )
{
MapReslistGenerator ( ) . StartReslistGeneration ( ) ;
}
// check for devshot generation
if ( CommandLine ( ) - > FindParm ( " -makedevshots " ) )
{
DevShotGenerator ( ) . StartDevShotGeneration ( ) ;
}
// if running outside of steam and NOT a dedicated server then phone home (or if "-phonehome" is passed on the command line)
if ( ! sv . IsDedicated ( ) | | CommandLine ( ) - > FindParm ( " -phonehome " ) )
{
// In debug, only run this check if -phonehome is on the command line (so a debug build will "just work").
if ( IsDebug ( ) & & CommandLine ( ) - > FindParm ( " -phonehome " ) )
{
phonehome - > Init ( ) ;
phonehome - > Message ( IPhoneHome : : PHONE_MSG_ENGINESTART , NULL ) ;
}
}
# ifndef SWDS
// Rebuild audio caches
if ( ! sv . IsDedicated ( ) & & S_IsInitted ( ) )
{
if ( ! MapReslistGenerator ( ) . IsEnabled ( ) )
{
// only build caches if we aren't' generating reslists (you need reslists to make the caches)
extern void CheckCacheBuild ( ) ;
CheckCacheBuild ( ) ;
}
}
# endif
Host_PostInit ( ) ;
EndLoadingUpdates ( ) ;
CMatRenderContextPtr pRenderContext ( g_pMaterialSystem ) ;
pRenderContext - > SetNonInteractiveTempFullscreenBuffer ( NULL , MATERIAL_NON_INTERACTIVE_MODE_STARTUP ) ;
pRenderContext - > SetNonInteractivePacifierTexture ( NULL , 0 , 0 , 0 ) ;
}
//-----------------------------------------------------------------------------
// Adds hints to the loader to keep resources that are in the transition volume,
// as they may not be part of the next map's reslist.
//-----------------------------------------------------------------------------
void AddTransitionResources ( CSaveRestoreData * pSaveData , const char * pLevelName , const char * pLandmarkName )
{
if ( ! IsX360 ( ) | | ( g_pFileSystem - > GetDVDMode ( ) ! = DVDMODE_STRICT ) )
{
return ;
}
// get the bit marked for the next level
int transitionMask = 0 ;
for ( int i = 0 ; i < pSaveData - > levelInfo . connectionCount ; i + + )
{
if ( ! Q_stricmp ( pLevelName , pSaveData - > levelInfo . levelList [ i ] . mapName ) & & ! Q_stricmp ( pLandmarkName , pSaveData - > levelInfo . levelList [ i ] . landmarkName ) )
{
transitionMask = 1 < < i ;
break ;
}
}
if ( ! transitionMask )
{
// nothing to do
return ;
}
const char * pModelName ;
bool bHasHumans = false ;
for ( int i = 0 ; i < pSaveData - > NumEntities ( ) ; i + + )
{
if ( pSaveData - > GetEntityInfo ( i ) - > flags & transitionMask )
{
// this entity will cross the transition and needs to be preserved
// add to the next map's resource list which effectively keeps it from being purged
// only care about the actual mdl and not any of its dependants
pModelName = pSaveData - > GetEntityInfo ( i ) - > modelname . ToCStr ( ) ;
g_pQueuedLoader - > AddMapResource ( pModelName ) ;
// humans require a post pass
if ( ! bHasHumans & & V_stristr ( pModelName , " models/humans " ) )
{
bHasHumans = true ;
}
}
}
if ( bHasHumans )
{
// the presence of any human entity in the transition needs to ensure all the human mdls stay
int count = modelloader - > GetCount ( ) ;
for ( int i = 0 ; i < count ; i + + )
{
pModelName = modelloader - > GetName ( modelloader - > GetModelForIndex ( i ) ) ;
if ( V_stristr ( pModelName , " models/humans " ) )
{
g_pQueuedLoader - > AddMapResource ( pModelName ) ;
}
}
}
}
bool Host_Changelevel ( bool loadfromsavedgame , const char * mapname , const char * start )
{
char _startspot [ MAX_QPATH ] ;
char * startspot ;
char oldlevel [ MAX_PATH ] ;
# if !defined(SWDS)
CSaveRestoreData * pSaveData = NULL ;
# endif
bool bTransitionBySave = false ;
if ( ! sv . IsActive ( ) )
{
ConMsg ( " Only the server may changelevel \n " ) ;
return false ;
}
# ifndef SWDS
// FIXME: Even needed?
if ( demoplayer - > IsPlayingBack ( ) )
{
ConMsg ( " Changelevel invalid during demo playback \n " ) ;
SCR_EndLoadingPlaque ( ) ;
return false ;
}
# endif
# ifndef SWDS
SCR_BeginLoadingPlaque ( ) ;
// stop sounds (especially looping!)
S_StopAllSounds ( true ) ;
# endif
// Prepare new level
sv . InactivateClients ( ) ;
// The qualified name of the map, excluding path/extension
char szMapName [ MAX_PATH ] = { 0 } ;
// The file to load the map from.
char szMapFile [ MAX_PATH ] = { 0 } ;
Q_strncpy ( szMapName , mapname , sizeof ( szMapName ) ) ;
Host_DefaultMapFileName ( szMapName , szMapFile , sizeof ( szMapFile ) ) ;
// Ask serverDLL to prepare this load
if ( g_iServerGameDLLVersion > = 10 )
{
serverGameDLL - > PrepareLevelResources ( szMapName , sizeof ( szMapName ) , szMapFile , sizeof ( szMapFile ) ) ;
}
if ( ! modelloader - > Map_IsValid ( szMapFile ) )
{
# ifndef SWDS
SCR_EndLoadingPlaque ( ) ;
# endif
// We have already inactivated clients at this point due to PrepareLevelResources being blocking, false alarm,
// tell them to reconnect (which doesn't mean full reconnect, just start rejoining the map)
//
// In the likely case that the game DLL tries another map this is harmless, they'll wait on the game server in
// the connect process if its in another level change by time they get there.
sv . ReconnectClients ( ) ;
return false ;
}
// If changing from the same map to the same map, optimize by not closing and reopening
// the packfile which is embedded in the .bsp; we do this by incrementing the packfile's
// refcount via BeginMapAccess()/EndMapAccess() through the base filesystem API.
struct LocalMapAccessScope
{
LocalMapAccessScope ( ) : bEnabled ( false ) { }
~ LocalMapAccessScope ( ) { if ( bEnabled ) g_pFileSystem - > EndMapAccess ( ) ; }
bool bEnabled ;
} ;
LocalMapAccessScope mapscope ;
if ( V_strcmp ( sv . GetMapName ( ) , szMapName ) = = 0 )
{
g_pFileSystem - > BeginMapAccess ( ) ;
mapscope . bEnabled = true ;
}
g_pFileSystem - > AsyncFinishAll ( ) ;
if ( ! start )
startspot = NULL ;
else
{
Q_strncpy ( _startspot , start , sizeof ( _startspot ) ) ;
startspot = _startspot ;
}
Warning ( " ---- Host_Changelevel ---- \n " ) ;
CheckForFlushMemory ( sv . GetMapName ( ) , szMapName ) ;
# if !defined( SWDS )
// Always save as an xsave if we're on the X360
saverestore - > SetIsXSave ( IsX360 ( ) ) ;
// Add on time passed since the last time we kept track till this transition
int iAdditionalSeconds = g_ServerGlobalVariables . curtime - saverestore - > GetMostRecentElapsedTimeSet ( ) ;
int iElapsedSeconds = saverestore - > GetMostRecentElapsedSeconds ( ) + iAdditionalSeconds ;
int iElapsedMinutes = saverestore - > GetMostRecentElapsedMinutes ( ) + ( iElapsedSeconds / 60 ) ;
saverestore - > SetMostRecentElapsedMinutes ( iElapsedMinutes ) ;
saverestore - > SetMostRecentElapsedSeconds ( ( iElapsedSeconds % 60 ) ) ;
if ( bTransitionBySave )
{
char comment [ 80 ] ;
// Pass in the total elapsed time so it gets added to the elapsed time for this map.
serverGameDLL - > GetSaveComment (
comment ,
sizeof ( comment ) ,
saverestore - > GetMostRecentElapsedMinutes ( ) ,
saverestore - > GetMostRecentElapsedSeconds ( ) ) ;
if ( ! saverestore - > SaveGameSlot ( " _transition " , comment , false , true , szMapName , startspot ) )
{
Warning ( " Failed to save data for transition \n " ) ;
SCR_EndLoadingPlaque ( ) ;
return false ;
}
// Not going to load a save after the transition, so add this map's elapsed time to the total elapsed time
int totalSeconds = g_ServerGlobalVariables . curtime + saverestore - > GetMostRecentElapsedSeconds ( ) ;
saverestore - > SetMostRecentElapsedMinutes ( ( int ) ( totalSeconds / 60.0f ) + saverestore - > GetMostRecentElapsedMinutes ( ) ) ;
saverestore - > SetMostRecentElapsedSeconds ( ( int ) fmod ( totalSeconds , 60.0f ) ) ;
}
# endif
Q_strncpy ( oldlevel , sv . GetMapName ( ) , sizeof ( oldlevel ) ) ;
# if !defined(SWDS)
if ( loadfromsavedgame )
{
if ( ! bTransitionBySave )
{
// save the current level's state
saverestore - > SaveGameState ( true , & pSaveData ) ;
if ( ! pSaveData )
{
Warning ( " Failed to save data for transition \n " ) ;
SCR_EndLoadingPlaque ( ) ;
return false ;
}
}
// ensure resources in the transition volume stay
AddTransitionResources ( pSaveData , szMapName , startspot ) ;
}
# endif
g_pServerPluginHandler - > LevelShutdown ( ) ;
# if !defined(SWDS)
audiosourcecache - > LevelShutdown ( ) ;
# endif
# if !defined(SWDS)
saverestore - > FinishAsyncSave ( ) ;
# endif
if ( sv . RestartOnLevelChange ( ) )
{
Cbuf_Clear ( ) ;
Cbuf_AddText ( " quit \n " ) ;
return false ;
}
DownloadListGenerator ( ) . OnLevelLoadStart ( szMapName ) ;
if ( ! sv . SpawnServer ( szMapName , szMapFile , startspot ) )
{
# ifndef SWDS
SCR_EndLoadingPlaque ( ) ;
# endif
return false ;
}
# ifndef SWDS
if ( loadfromsavedgame )
{
if ( ! bTransitionBySave )
{
// Finish saving gamestate
saverestore - > Finish ( pSaveData ) ;
}
g_ServerGlobalVariables . curtime = sv . GetTime ( ) ;
audiosourcecache - > LevelInit ( szMapName ) ;
g_pServerPluginHandler - > LevelInit ( szMapName , CM_EntityString ( ) , oldlevel , startspot , true , false ) ;
sv . SetPaused ( true ) ; // pause until client connects
sv . m_bLoadgame = true ;
}
else
# endif
{
g_ServerGlobalVariables . curtime = sv . GetTime ( ) ;
# if !defined(SWDS)
audiosourcecache - > LevelInit ( szMapName ) ;
# endif
g_pServerPluginHandler - > LevelInit ( szMapName , CM_EntityString ( ) , NULL , NULL , false , false ) ;
}
SV_ActivateServer ( ) ;
# if !defined(SWDS)
// Offset stored elapsed time by the current elapsed time for this new map
int maptime = sv . GetTime ( ) ;
int minutes = ( int ) ( maptime / 60.0f ) ;
int seconds = ( int ) fmod ( maptime , 60.0f ) ;
saverestore - > SetMostRecentElapsedMinutes ( saverestore - > GetMostRecentElapsedMinutes ( ) - minutes ) ;
saverestore - > SetMostRecentElapsedSeconds ( saverestore - > GetMostRecentElapsedSeconds ( ) - seconds ) ;
# endif
NotifyDedicatedServerUI ( " UpdateMap " ) ;
DownloadListGenerator ( ) . OnLevelLoadEnd ( ) ;
return true ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SERVER TRANSITIONS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
bool Host_NewGame ( char * mapName , bool loadGame , bool bBackgroundLevel , const char * pszOldMap , const char * pszLandmark , bool bOldSave )
{
VPROF ( " Host_NewGame " ) ;
COM_TimestampedLog ( " Host_NewGame " ) ;
char previousMapName [ MAX_PATH ] = { 0 } ;
Q_strncpy ( previousMapName , host_map . GetString ( ) , sizeof ( previousMapName ) ) ;
# ifndef SWDS
SCR_BeginLoadingPlaque ( ) ;
# endif
// The qualified name of the map, excluding path/extension
char szMapName [ MAX_PATH ] = { 0 } ;
// The file to load the map from.
char szMapFile [ MAX_PATH ] = { 0 } ;
Q_strncpy ( szMapName , mapName , sizeof ( szMapName ) ) ;
Host_DefaultMapFileName ( szMapName , szMapFile , sizeof ( szMapFile ) ) ;
// Steam may not have been started yet, ensure it is available to the game DLL before we ask it to prepare level
// resources
SV_InitGameServerSteam ( ) ;
// Ask serverDLL to prepare this load
if ( g_iServerGameDLLVersion > = 10 )
{
serverGameDLL - > PrepareLevelResources ( szMapName , sizeof ( szMapName ) , szMapFile , sizeof ( szMapFile ) ) ;
}
if ( ! modelloader - > Map_IsValid ( szMapFile ) )
{
# ifndef SWDS
SCR_EndLoadingPlaque ( ) ;
# endif
return false ;
}
DevMsg ( " ---- Host_NewGame ---- \n " ) ;
host_map . SetValue ( szMapName ) ;
CheckForFlushMemory ( previousMapName , szMapName ) ;
if ( MapReslistGenerator ( ) . IsEnabled ( ) )
{
// uncache all the materials, so their files get referenced again for the reslists
// undone for now, since we're just trying to get a global reslist, not per-map accurate
// materials->UncacheAllMaterials();
MapReslistGenerator ( ) . OnLevelLoadStart ( szMapName ) ;
// cache 'em back in!
// materials->CacheUsedMaterials();
}
DownloadListGenerator ( ) . OnLevelLoadStart ( szMapName ) ;
if ( ! loadGame )
{
VPROF ( " Host_NewGame_HostState_RunGameInit " ) ;
HostState_RunGameInit ( ) ;
}
// init network mode
VPROF_SCOPE_BEGIN ( " Host_NewGame_SpawnServer " ) ;
NET_SetMutiplayer ( sv . IsMultiplayer ( ) ) ;
NET_ListenSocket ( sv . m_Socket , true ) ; // activated server TCP socket
// let's not have any servers with no name
if ( host_name . GetString ( ) [ 0 ] = = 0 )
{
host_name . SetValue ( serverGameDLL - > GetGameDescription ( ) ) ;
}
if ( ! sv . SpawnServer ( szMapName , szMapFile , NULL ) )
{
return false ;
}
sv . m_bIsLevelMainMenuBackground = bBackgroundLevel ;
VPROF_SCOPE_END ( ) ;
// make sure the time is set
g_ServerGlobalVariables . curtime = sv . GetTime ( ) ;
COM_TimestampedLog ( " serverGameDLL->LevelInit " ) ;
# ifndef SWDS
EngineVGui ( ) - > UpdateProgressBar ( PROGRESS_LEVELINIT ) ;
audiosourcecache - > LevelInit ( szMapName ) ;
# endif
g_pServerPluginHandler - > LevelInit ( szMapName , CM_EntityString ( ) , pszOldMap , pszLandmark , loadGame & & ! bOldSave , bBackgroundLevel ) ;
if ( loadGame & & ! bOldSave )
{
sv . SetPaused ( true ) ; // pause until all clients connect
sv . m_bLoadgame = true ;
g_ServerGlobalVariables . curtime = sv . GetTime ( ) ;
}
if ( ! SV_ActivateServer ( ) )
{
return false ;
}
// Connect the local client when a "map" command is issued.
if ( ! sv . IsDedicated ( ) )
{
COM_TimestampedLog ( " Stuff 'connect localhost' to console " ) ;
char str [ 512 ] ;
Q_snprintf ( str , sizeof ( str ) , " connect localhost:%d listenserver " , sv . GetUDPPort ( ) ) ;
Cbuf_AddText ( str ) ;
}
else
{
// Dedicated server triggers map load here.
GetTestScriptMgr ( ) - > CheckPoint ( " FinishedMapLoad " ) ;
}
# ifndef SWDS
if ( ! loadGame | | bOldSave )
{
// clear the most recent remember save, so the level will just restart if the player dies
saverestore - > ForgetRecentSave ( ) ;
}
saverestore - > SetMostRecentElapsedMinutes ( 0 ) ;
saverestore - > SetMostRecentElapsedSeconds ( 0 ) ;
# endif
if ( MapReslistGenerator ( ) . IsEnabled ( ) )
{
MapReslistGenerator ( ) . OnLevelLoadEnd ( ) ;
}
DownloadListGenerator ( ) . OnLevelLoadEnd ( ) ;
return true ;
}
void Host_FreeStateAndWorld ( bool server )
{
bool bNeedsPurge = false ;
Assert ( host_initialized ) ;
Assert ( host_hunklevel ) ;
// If called by the client and we are running a listen server, just ignore
if ( ! server & & sv . IsActive ( ) )
return ;
// HACKHACK: You can't clear the hunk unless the client data is free
// since this gets called by the server, it's necessary to wipe the client
// in case we are on a listen server
# ifndef SWDS
if ( server & & ! sv . IsDedicated ( ) )
{
CL_ClearState ( ) ;
}
# endif
// The world model relies on the low hunk, so we need to force it to unload
if ( host_state . worldmodel )
{
modelloader - > UnreferenceModel ( host_state . worldmodel , IModelLoader : : FMODELLOADER_SERVER ) ;
modelloader - > UnreferenceModel ( host_state . worldmodel , IModelLoader : : FMODELLOADER_CLIENT ) ;
host_state . SetWorldModel ( NULL ) ;
bNeedsPurge = server & & true ;
}
// Unload and reset dynamic models
if ( server )
{
extern IVModelInfo * modelinfo ;
modelinfo - > OnLevelChange ( ) ;
}
# ifndef SWDS
else
{
extern IVModelInfoClient * modelinfoclient ;
modelinfoclient - > OnLevelChange ( ) ;
}
# endif
modelloader - > UnloadUnreferencedModels ( ) ;
g_TimeLastMemTest = 0 ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_FreeToLowMark ( bool server )
{
Assert ( host_initialized ) ;
Assert ( host_hunklevel ) ;
// If called by the client and we are running a listen server, just ignore
if ( ! server & & sv . IsActive ( ) )
return ;
CM_FreeMap ( ) ;
if ( host_hunklevel )
{
// See if we are going to obliterate any malloc'd pointers
Hunk_FreeToLowMark ( host_hunklevel ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_Shutdown ( void )
{
# ifndef ANDROID
extern void ShutdownMixerControls ( ) ;
# endif
if ( host_checkheap )
{
# ifdef _WIN32
if ( _heapchk ( ) ! = _HEAPOK )
{
Sys_Error ( " Host_Shutdown (top): _heapchk() != _HEAPOK \n " ) ;
}
# endif
}
// Check for recursive shutdown, should never happen
static bool shutting_down = false ;
if ( shutting_down )
{
Msg ( " Recursive shutdown!!! \n " ) ;
return ;
}
shutting_down = true ;
phonehome - > Message ( IPhoneHome : : PHONE_MSG_ENGINEEND , NULL ) ;
phonehome - > Shutdown ( ) ;
# ifndef SWDS
// Store active configuration settings
Host_WriteConfiguration ( ) ;
# endif
// Disconnect from server
Host_Disconnect ( true ) ;
# ifndef SWDS
// keep ConMsg from trying to update the screen
scr_disabled_for_loading = true ;
# endif
# if defined VOICE_OVER_IP && !defined SWDS && !defined( NO_VOICE ) //!defined(_XBOX)
Voice_Deinit ( ) ;
# endif // VOICE_OVER_IP
// TODO, Trace this
CM_FreeMap ( ) ;
host_initialized = false ;
# if defined(VPROF_ENABLED)
VProfRecord_Shutdown ( ) ;
# endif
# if !defined SWDS
if ( ! sv . IsDedicated ( ) )
{
TRACESHUTDOWN ( Decal_Shutdown ( ) ) ;
TRACESHUTDOWN ( R_Shutdown ( ) ) ;
TRACESHUTDOWN ( SCR_Shutdown ( ) ) ;
TRACESHUTDOWN ( S_Shutdown ( ) ) ;
TRACESHUTDOWN ( ClientDLL_Shutdown ( ) ) ;
TRACESHUTDOWN ( TextMessageShutdown ( ) ) ;
TRACESHUTDOWN ( EngineVGui ( ) - > Shutdown ( ) ) ;
TRACESHUTDOWN ( StaticPropMgr ( ) - > Shutdown ( ) ) ;
// Model loader must shutdown before StudioRender
// because it calls into StudioRender
TRACESHUTDOWN ( modelloader - > Shutdown ( ) ) ;
TRACESHUTDOWN ( ShutdownStudioRender ( ) ) ;
TRACESHUTDOWN ( ShutdownMaterialSystem ( ) ) ;
TRACESHUTDOWN ( CL_Shutdown ( ) ) ;
}
else
# endif
{
TRACESHUTDOWN ( Decal_Shutdown ( ) ) ;
TRACESHUTDOWN ( modelloader - > Shutdown ( ) ) ;
TRACESHUTDOWN ( ShutdownStudioRender ( ) ) ;
TRACESHUTDOWN ( StaticPropMgr ( ) - > Shutdown ( ) ) ;
TRACESHUTDOWN ( ShutdownMaterialSystem ( ) ) ;
}
# if defined( REPLAY_ENABLED )
if ( Replay_IsSupportedModAndPlatform ( ) )
{
TRACESHUTDOWN ( ReplaySystem_Shutdown ( ) ) ;
}
# endif
TRACESHUTDOWN ( HLTV_Shutdown ( ) ) ;
TRACESHUTDOWN ( g_Log . Shutdown ( ) ) ;
TRACESHUTDOWN ( g_GameEventManager . Shutdown ( ) ) ;
TRACESHUTDOWN ( sv . Shutdown ( ) ) ;
TRACESHUTDOWN ( NET_Shutdown ( ) ) ;
# ifndef SWDS
TRACESHUTDOWN ( Key_Shutdown ( ) ) ;
# if !defined _X360 && !defined ANDROID
TRACESHUTDOWN ( ShutdownMixerControls ( ) ) ;
# endif
# endif
TRACESHUTDOWN ( Filter_Shutdown ( ) ) ;
# ifndef SWDS
TRACESHUTDOWN ( saverestore - > Shutdown ( ) ) ;
# endif
TRACESHUTDOWN ( COM_Shutdown ( ) ) ;
// TRACESHUTDOWN( Host_ShutdownVCR() );
# ifndef SWDS
TRACESHUTDOWN ( V_Shutdown ( ) ) ;
# endif
TRACESHUTDOWN ( g_pCVar - > Shutdown ( ) ) ;
TRACESHUTDOWN ( Cmd_Shutdown ( ) ) ;
TRACESHUTDOWN ( Cbuf_Shutdown ( ) ) ;
TRACESHUTDOWN ( Con_Shutdown ( ) ) ;
TRACESHUTDOWN ( Memory_Shutdown ( ) ) ;
if ( g_pThreadPool )
g_pThreadPool - > Stop ( ) ;
DTI_Term ( ) ;
ServerDTI_Term ( ) ;
# if defined(_WIN32)
if ( s_bInitPME )
{
ShutdownPME ( ) ;
}
# endif
if ( host_checkheap )
{
# ifdef _WIN32
if ( _heapchk ( ) ! = _HEAPOK )
{
Sys_Error ( " Host_Shutdown (bottom): _heapchk() != _HEAPOK \n " ) ;
}
# endif
}
}
//-----------------------------------------------------------------------------
// Centralize access to enabling QMS.
//-----------------------------------------------------------------------------
bool Host_AllowQueuedMaterialSystem ( bool bAllow )
{
# if !defined DEDICATED
// g_bAllowThreadedSound = bAllow;
// NOTE: Moved this to materialsystem for integrating with other mqm changes
return g_pMaterialSystem - > AllowThreading ( bAllow , g_nMaterialSystemThread ) ;
# endif
return false ;
}