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Xash3DArchive/engine/host.c

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//=======================================================================
// Copyright XashXT Group 2007 <20>
// host.c - dedicated and shared host
//=======================================================================
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#include "common.h"
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#include "input.h"
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#include "client.h"
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physic_exp_t *pe;
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render_exp_t *re;
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vprogs_exp_t *vm;
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vsound_exp_t *se;
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host_parm_t host; // host parms
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stdlib_api_t com, newcom;
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byte *zonepool;
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char *buildstring = __TIME__ " " __DATE__;
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dll_info_t physic_dll = { "physic.dll", NULL, "CreateAPI", NULL, NULL, 1, sizeof(physic_exp_t), sizeof(stdlib_api_t) };
dll_info_t render_dll = { "render.dll", NULL, "CreateAPI", NULL, NULL, 0, sizeof(render_exp_t), sizeof(stdlib_api_t) };
dll_info_t vprogs_dll = { "vprogs.dll", NULL, "CreateAPI", NULL, NULL, 1, sizeof(vprogs_exp_t), sizeof(stdlib_api_t) };
dll_info_t vsound_dll = { "vsound.dll", NULL, "CreateAPI", NULL, NULL, 0, sizeof(vsound_exp_t), sizeof(stdlib_api_t) };
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cvar_t *timescale;
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cvar_t *host_serverstate;
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cvar_t *host_cheats;
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cvar_t *host_maxfps;
cvar_t *host_minfps;
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cvar_t *host_framerate;
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cvar_t *host_registered;
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// these cvars will be duplicated on each client across network
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int Host_ServerState( void ) { return Cvar_VariableInteger( "host_serverstate" ); }
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void Host_InitPhysic( void )
{
static physic_imp_t pi;
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launch_t CreatePhysic;
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// phys callback
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pi.api_size = sizeof(physic_imp_t);
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pi.Transform = SV_Transform;
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pi.PlaySound = SV_PlaySound;
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pi.ClientMove = SV_PlayerMove;
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pi.GetModelVerts = SV_GetModelVerts;
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Sys_LoadLibrary( &physic_dll );
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CreatePhysic = (void *)physic_dll.main;
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pe = CreatePhysic( &newcom, &pi );
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pe->Init();
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}
void Host_FreePhysic( void )
{
if(physic_dll.link)
{
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pe->Shutdown();
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Mem_Set( &pe, 0, sizeof(pe));
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}
Sys_FreeLibrary( &physic_dll );
}
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void Host_InitRender( void )
{
static render_imp_t ri;
launch_t CreateRender;
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bool result = false;
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ri.api_size = sizeof(render_imp_t);
// studio callbacks
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ri.UpdateScreen = SCR_UpdateScreen;
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ri.StudioEvent = CL_StudioEvent;
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ri.StudioFxTransform = CL_StudioFxTransform;
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ri.ShowCollision = pe->DrawCollision;
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ri.GetClientEdict = CL_GetEdictByIndex;
ri.GetLocalPlayer = CL_GetLocalPlayer;
ri.GetMaxClients = CL_GetMaxClients;
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ri.GetLerpFrac = CL_GetLerpFrac;
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ri.WndProc = IN_WndProc;
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Sys_LoadLibrary( &render_dll );
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if( render_dll.link )
{
CreateRender = (void *)render_dll.main;
re = CreateRender( &newcom, &ri );
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if( re->Init( true )) result = true;
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}
// video system not started, run dedicated server
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if( !result ) Sys_NewInstance( va("#%s", GI->gamedir ), "Host_InitRender: fallback to dedicated mode\n" );
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}
void Host_FreeRender( void )
{
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if( render_dll.link )
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{
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re->Shutdown( true );
Mem_Set( &re, 0, sizeof( re ));
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}
Sys_FreeLibrary( &render_dll );
}
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void Host_InitVprogs( const int argc, const char **argv )
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{
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launch_t CreateVprogs;
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Sys_LoadLibrary( &vprogs_dll );
CreateVprogs = (void *)vprogs_dll.main;
vm = CreateVprogs( &newcom, NULL ); // second interface not allowed
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vm->Init( argc, argv );
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}
void Host_FreeVprogs( void )
{
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if( vprogs_dll.link )
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{
vm->Free();
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Mem_Set( &vm, 0, sizeof(vm));
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}
Sys_FreeLibrary( &vprogs_dll );
}
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void Host_FreeSound( void )
{
if( vsound_dll.link )
{
se->Shutdown();
Mem_Set( &se, 0, sizeof( se ));
}
Sys_FreeLibrary( &vsound_dll );
}
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void Host_InitSound( void )
{
static vsound_imp_t si;
launch_t CreateSound;
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bool result = false;
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// phys callback
si.api_size = sizeof(vsound_imp_t);
si.GetSoundSpatialization = CL_GetEntitySoundSpatialization;
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si.PointContents = CL_PointContents;
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si.AddLoopingSounds = CL_AddLoopingSounds;
Sys_LoadLibrary( &vsound_dll );
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if( vsound_dll.link )
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{
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CreateSound = (void *)vsound_dll.main;
se = CreateSound( &newcom, &si );
if( se->Init( host.hWnd )) result = true;
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}
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// audio system not started, shutdown sound subsystem
if( !result ) Host_FreeSound();
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}
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/*
================
Host_AbortCurrentFrame
aborts the current host frame and goes on with the next one
================
*/
void Host_AbortCurrentFrame( void )
{
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longjmp( host.abortframe, 1 );
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}
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/*
==================
Host_SetServerState
==================
*/
void Host_SetServerState( int state )
{
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Cvar_SetValue( "host_serverstate", state );
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}
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/*
=================
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Host_VidRestart_f
Restart the video subsystem
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=================
*/
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void Host_VidRestart_f( void )
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{
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host.state = HOST_RESTART;
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S_StopAllSounds(); // don't let them loop during the restart
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cl.video_prepped = false;
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Host_FreeRender(); // release render.dll
Host_InitRender(); // load it again
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SCR_RegisterShaders(); // reload 2d-shaders
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}
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/*
=================
Host_SndRestart_f
Restart the audio subsystem
=================
*/
void Host_SndRestart_f( void )
{
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host.state = HOST_RESTART;
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S_StopAllSounds(); // don't let them loop during the restart
cl.audio_prepped = false;
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Host_FreeSound(); // release vsound.dll
Host_InitSound(); // load it again
}
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void Host_ChangeGame_f( void )
{
int i;
if( Cmd_Argc() != 2 )
{
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Msg( "Usage: game <directory>\n" );
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return;
}
// validate gamedir
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for( i = 0; i < SI->numgames; i++ )
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{
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if( !com.stricmp( SI->games[i]->gamefolder, Cmd_Argv( 1 )))
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break;
}
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if( i == SI->numgames ) Msg( "%s not exist\n", Cmd_Argv( 1 ));
else if( !com.stricmp( GI->gamefolder, Cmd_Argv( 1 )))
Msg( "%s already active\n", Cmd_Argv( 1 ));
else Sys_NewInstance( Cmd_Argv( 1 ), "Host_ChangeGame\n" );
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}
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void Host_Minimize_f( void )
{
if( host.hWnd ) ShowWindow( host.hWnd, SW_MINIMIZE );
}
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/*
============
VID_Init
============
*/
void VID_Init( void )
{
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scr_width = Cvar_Get( "width", "640", 0, "screen width" );
scr_height = Cvar_Get( "height", "480", 0, "screen height" );
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Cmd_AddCommand( "minimize", Host_Minimize_f, "minimize main window to tray" );
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Cmd_AddCommand( "vid_restart", Host_VidRestart_f, "restarts video system" );
Cmd_AddCommand( "snd_restart", Host_SndRestart_f, "restarts audio system" );
Cmd_AddCommand( "game", Host_ChangeGame_f, "change game" );
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Host_InitRender();
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Host_InitSound();
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}
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/*
=================
Host_InitEvents
=================
*/
void Host_InitEvents( void )
{
Mem_Set( host.events, 0, sizeof( host.events ));
host.events_head = 0;
host.events_tail = 0;
}
/*
=================
Host_PushEvent
=================
*/
void Host_PushEvent( sys_event_t *event )
{
sys_event_t *ev;
static bool overflow = false;
ev = &host.events[host.events_head & (MAX_EVENTS-1)];
if( host.events_head - host.events_tail >= MAX_EVENTS )
{
if( !overflow )
{
MsgDev( D_WARN, "Host_PushEvent overflow\n" );
overflow = true;
}
if( ev->data ) Mem_Free( ev->data );
host.events_tail++;
}
else overflow = false;
*ev = *event;
host.events_head++;
}
/*
=================
Host_GetEvent
=================
*/
sys_event_t Host_GetEvent( void )
{
if( host.events_head > host.events_tail )
{
host.events_tail++;
return host.events[(host.events_tail - 1)&(MAX_EVENTS-1)];
}
return Sys_GetEvent();
}
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/*
=================
Host_EventLoop
Returns last event time
=================
*/
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int Host_EventLoop( void )
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{
sys_event_t ev;
while( 1 )
{
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ev = Sys_GetEvent();
switch( ev.type )
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{
case SE_NONE:
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return ev.time;
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case SE_KEY:
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Key_Event( ev.value[0], ev.value[1], ev.time );
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break;
case SE_CHAR:
CL_CharEvent( ev.value[0] );
break;
case SE_MOUSE:
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CL_MouseEvent( ev.value[0], ev.value[1] );
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break;
case SE_CONSOLE:
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Cbuf_AddText( va( "%s\n", ev.data ));
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break;
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default:
Host_Error( "Host_EventLoop: bad event type %i", ev.type );
break;
}
if( ev.data ) Mem_Free( ev.data );
}
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return 0; // never reached
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}
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/*
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================
Host_Milliseconds
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Can be used for profiling, but will be journaled accurately
================
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*/
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int Host_Milliseconds( void )
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{
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sys_event_t ev;
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// get events and push them until we get a null event with the current time
do {
ev = Sys_GetEvent();
if( ev.type != SE_NONE )
Host_PushEvent( &ev );
} while( ev.type != SE_NONE );
return ev.time;
}
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/*
================
Host_ModifyTime
================
*/
int Host_ModifyTime( int msec )
{
int clamp_time;
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// modify time for debugging values
if( host_framerate->value ) msec = host_framerate->value * 1000;
else if( timescale->value ) msec *= timescale->value;
if( msec < 1 && timescale->value ) msec = 1;
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if( host.type == HOST_DEDICATED )
{
// dedicated servers don't want to clamp for a much longer
// period, because it would mess up all the client's views of time.
if( msec > 500 ) MsgDev( D_WARN, "Host_ModifyTime: %i msec frame time\n", msec );
clamp_time = 5000;
}
else if( SV_Active( ))
{
// for local single player gaming
// we may want to clamp the time to prevent players from
// flying off edges when something hitches.
clamp_time = 200;
}
else
{
// clients of remote servers do not want to clamp time, because
// it would skew their view of the server's time temporarily
clamp_time = 5000;
}
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if( msec > clamp_time ) msec = clamp_time;
return msec;
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}
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/*
=================
Host_Frame
=================
*/
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void Host_Frame( void )
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{
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int time, min_time;
static int last_time;
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if( setjmp( host.abortframe ))
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return;
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rand(); // keep the random time dependent
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// we may want to spin here if things are going too fast
if( host.type != HOST_DEDICATED && host_maxfps->integer > 0 )
min_time = 1000 / host_maxfps->integer;
else min_time = 1;
do {
host.frametime[0] = Host_EventLoop();
if( last_time > host.frametime[0] )
last_time = host.frametime[0];
time = host.frametime[0] - last_time;
} while( time < min_time );
Cbuf_Execute();
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last_time = host.frametime[0];
time = Host_ModifyTime( time );
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SV_Frame ( time ); // server frame
CL_Frame ( time ); // client frame
VM_Frame ( time ); // vprogs frame
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host.framecount++;
}
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/*
================
Host_Print
Handles cursor positioning, line wrapping, etc
All console printing must go through this in order to be logged to disk
If no console is visible, the text will appear at the top of the game window
================
*/
void Host_Print( const char *txt )
{
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if( host.rd.target )
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{
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if((com.strlen (txt) + com.strlen(host.rd.buffer)) > (host.rd.buffersize - 1))
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{
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if( host.rd.flush )
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{
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host.rd.flush( host.rd.address, host.rd.target, host.rd.buffer );
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*host.rd.buffer = 0;
}
}
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com.strcat( host.rd.buffer, txt );
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return;
}
Con_Print( txt ); // echo to client console
}
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/*
=================
Host_Error
=================
*/
void Host_Error( const char *error, ... )
{
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static char hosterror1[MAX_MSGLEN];
static char hosterror2[MAX_MSGLEN];
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static bool recursive = false;
va_list argptr;
va_start( argptr, error );
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com.vsprintf( hosterror1, error, argptr );
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va_end( argptr );
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if( host.framecount < 3 || host.state == HOST_SHUTDOWN )
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{
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Msg( "Host_InitError: " );
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com.error( hosterror1 );
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}
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else if( host.framecount == host.errorframe )
{
com.error( "Host_MultiError: %s", hosterror2 );
return;
}
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else Msg( "Host_Error: %s", hosterror1 );
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if( recursive )
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{
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Msg( "Host_RecursiveError: %s", hosterror2 );
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com.error( va( "%s", hosterror1 ));
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return; // don't multiple executes
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}
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recursive = true;
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com.strncpy( hosterror2, hosterror1, MAX_MSGLEN );
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host.errorframe = host.framecount; // to avoid multply calls per frame
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com.sprintf( host.finalmsg, "Server crashed: %s\n", hosterror1 );
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SV_Shutdown( false );
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CL_Drop(); // drop clients
recursive = false;
Host_AbortCurrentFrame();
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host.state = HOST_ERROR;
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}
void Host_Error_f( void )
{
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if( Cmd_Argc() == 1 ) Sys_Break( "\n" );
else Host_Error( "%s\n", Cmd_Argv( 1 ));
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}
/*
=================
Host_Crash_f
=================
*/
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static void Host_Crash_f (void)
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{
*(int *)0 = 0xffffffff;
}
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void Host_InitCommon( const int argc, const char **argv )
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{
char dev_level[4];
newcom = com;
// overload some funcs
newcom.error = Host_Error;
// check developer mode
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if( FS_GetParmFromCmdLine( "-dev", dev_level ))
host.developer = com.atoi( dev_level );
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Host_InitEvents();
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FS_LoadGameInfo( NULL );
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zonepool = Mem_AllocPool( "Zone Engine" );
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IN_Init();
}
void Host_FreeCommon( void )
{
IN_Shutdown();
Mem_FreePool( &zonepool );
}
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/*
=================
Host_Init
=================
*/
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void Host_Init( const int argc, const char **argv )
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{
char *s;
host.state = HOST_INIT; // initialzation started
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host.type = g_Instance();
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Host_InitCommon( argc, argv );
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Key_Init();
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// get default configuration (but disable for save default config)
if( FS_FileExists( "config/basekeys.rc" )) Cbuf_AddText( "exec keys.rc\n" );
if( FS_FileExists( "config/basevars.rc" )) Cbuf_AddText( "exec vars.rc\n" );
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Cbuf_Execute();
// init commands and vars
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if( host.developer )
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{
Cmd_AddCommand ("error", Host_Error_f, "just throw a fatal error to test shutdown procedures" );
Cmd_AddCommand ("crash", Host_Crash_f, "a way to force a bus error for development reasons");
}
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host_cheats = Cvar_Get( "sv_cheats", "1", CVAR_SYSTEMINFO, "allow cheat variables to enable" );
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host_minfps = Cvar_Get( "host_minfps", "10", CVAR_ARCHIVE, "host fps lower limit" );
host_maxfps = Cvar_Get( "host_maxfps", "100", CVAR_ARCHIVE, "host fps upper limit" );
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host_framerate = Cvar_Get( "host_framerate", "0", 0, "locks frame timing to this value in seconds" );
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host_serverstate = Cvar_Get( "host_serverstate", "0", CVAR_SERVERINFO, "displays current server state" );
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host_registered = Cvar_Get( "registered", "1", CVAR_SYSTEMINFO, "indicate shareware version of game" );
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timescale = Cvar_Get( "timescale", "1.0", 0, "slow-mo timescale" );
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s = va("^1Xash %g ^3%s", GI->version, buildstring );
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Cvar_Get( "version", s, CVAR_SERVERINFO|CVAR_INIT, "engine current version" );
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NET_Init();
Netchan_Init();
Host_InitPhysic();
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Host_InitVprogs( argc, argv );
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SV_Init();
CL_Init();
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Host_WriteDefaultConfig ();
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if( host.type == HOST_DEDICATED )
{
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Cmd_AddCommand( "quit", Sys_Quit, "quit the game" );
Cmd_AddCommand( "exit", Sys_Quit, "quit the game" );
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}
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host.frametime[0] = Host_Milliseconds();
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host.errorframe = 0;
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}
/*
=================
Host_Main
=================
*/
void Host_Main( void )
{
// main window message loop
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while( host.type != HOST_OFFLINE )
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{
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IN_Frame();
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Host_Frame();
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}
}
/*
=================
Host_Shutdown
=================
*/
void Host_Free( void )
{
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host.state = HOST_SHUTDOWN; // prepare host to normal shutdown
com.strncpy( host.finalmsg, "Server shutdown\n", MAX_STRING );
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SV_Shutdown( false );
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CL_Shutdown();
Host_FreeRender();
NET_Shutdown();
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Host_FreeVprogs();
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Host_FreePhysic();
Host_FreeCommon();
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}