/* host.c - dedicated and normal host Copyright (C) 2007 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "netchan.h" #include "protocol.h" #include "mod_local.h" #include "mathlib.h" #include "input.h" #include "features.h" #include "render_api.h" // decallist_t typedef void (*pfnChangeGame)( const char *progname ); pfnChangeGame pChangeGame = NULL; HINSTANCE hCurrent; // hinstance of current .dll host_parm_t host; // host parms sysinfo_t SI; convar_t *host_serverstate; convar_t *host_gameloaded; convar_t *host_clientloaded; convar_t *host_limitlocal; convar_t *host_maxfps; convar_t *host_framerate; convar_t *con_gamemaps; convar_t *build, *ver; // these cvars will be duplicated on each client across network int Host_ServerState( void ) { return Cvar_VariableInteger( "host_serverstate" ); } int Host_CompareFileTime( long ft1, long ft2 ) { if( ft1 < ft2 ) { return -1; } else if( ft1 > ft2 ) { return 1; } return 0; } void Host_ShutdownServer( void ) { if( !SV_Active()) return; Q_strncpy( host.finalmsg, "Server was killed", MAX_STRING ); SV_Shutdown( false ); } /* ================ Host_PrintEngineFeatures ================ */ void Host_PrintEngineFeatures( void ) { if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD )) MsgDev( D_REPORT, "^3EXT:^7 big world support enabled\n" ); if( FBitSet( host.features, ENGINE_LOAD_DELUXEDATA )) MsgDev( D_REPORT, "^3EXT:^7 deluxemap support enabled\n" ); if( FBitSet( host.features, ENGINE_TRANSFORM_TRACE_AABB )) MsgDev( D_REPORT, "^3EXT:^7 Transform trace AABB enabled\n" ); if( FBitSet( host.features, ENGINE_LARGE_LIGHTMAPS )) MsgDev( D_REPORT, "^3EXT:^7 Large lightmaps enabled\n" ); if( FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG )) MsgDev( D_REPORT, "^3EXT:^7 Compensate quake bug enabled\n" ); if( FBitSet( host.features, ENGINE_FIXED_FRAMERATE )) MsgDev( D_REPORT, "^3EXT:^7 runnung server at constant fps\n" ); } /* ================ Host_NewGame ================ */ qboolean Host_NewGame( const char *mapName, qboolean loadGame ) { qboolean iRet; iRet = SV_NewGame( mapName, loadGame ); return iRet; } /* ================ Host_EndGame ================ */ void Host_EndGame( const char *message, ... ) { va_list argptr; static char string[MAX_SYSPATH]; va_start( argptr, message ); Q_vsnprintf( string, sizeof( string ), message, argptr ); va_end( argptr ); MsgDev( D_INFO, "Host_EndGame: %s\n", string ); if( SV_Active()) { Q_snprintf( host.finalmsg, sizeof( host.finalmsg ), "Host_EndGame: %s", string ); SV_Shutdown( false ); } SV_Shutdown( false ); CL_Disconnect(); // recreate world if needs CL_ClearEdicts (); // release all models Mod_ClearAll( true ); Host_AbortCurrentFrame (); } /* ================ Host_AbortCurrentFrame aborts the current host frame and goes on with the next one ================ */ void Host_AbortCurrentFrame( void ) { longjmp( host.abortframe, 1 ); } /* ================== Host_SetServerState ================== */ void Host_SetServerState( int state ) { Cvar_FullSet( "host_serverstate", va( "%i", state ), FCVAR_READ_ONLY ); } /* ================== Host_CheckSleep ================== */ void Host_CheckSleep( void ) { if( host.type == HOST_DEDICATED ) { // let the dedicated server some sleep Sys_Sleep( 1 ); } else { if( host.state == HOST_NOFOCUS ) { if( Host_ServerState() && CL_IsInGame( )) Sys_Sleep( 1 ); // listenserver else Sys_Sleep( 20 ); // sleep 20 ms otherwise } else if( host.state == HOST_SLEEP ) { // completely sleep in minimized state Sys_Sleep( 20 ); } } } void Host_NewInstance( const char *name, const char *finalmsg ) { if( !pChangeGame ) return; host.change_game = true; Q_strncpy( host.finalmsg, finalmsg, sizeof( host.finalmsg )); pChangeGame( name ); // call from hl.exe } /* ================= Host_ChangeGame_f Change game modification ================= */ void Host_ChangeGame_f( void ) { int i; if( Cmd_Argc() != 2 ) { Msg( "Usage: game \n" ); return; } // validate gamedir for( i = 0; i < SI.numgames; i++ ) { if( !Q_stricmp( SI.games[i]->gamefolder, Cmd_Argv( 1 ))) break; } if( i == SI.numgames ) { Msg( "%s not exist\n", Cmd_Argv( 1 )); } else if( !Q_stricmp( GI->gamefolder, Cmd_Argv( 1 ))) { Msg( "%s already active\n", Cmd_Argv( 1 )); } else { const char *arg1 = va( "%s%s", (host.type == HOST_NORMAL) ? "" : "#", Cmd_Argv( 1 )); const char *arg2 = va( "change game to '%s'", SI.games[i]->title ); Host_NewInstance( arg1, arg2 ); } } /* =============== Host_Exec_f =============== */ void Host_Exec_f( void ) { string cfgpath; char *f, *txt; size_t len; if( Cmd_Argc() != 2 ) { Msg( "Usage: exec \n" ); return; } if( !Q_stricmp( "game.cfg", Cmd_Argv( 1 ))) { // don't execute game.cfg in singleplayer if( SV_GetMaxClients() == 1 ) return; } Q_strncpy( cfgpath, Cmd_Argv( 1 ), sizeof( cfgpath )); FS_DefaultExtension( cfgpath, ".cfg" ); // append as default f = FS_LoadFile( cfgpath, &len, false ); if( !f ) { MsgDev( D_NOTE, "couldn't exec %s\n", Cmd_Argv( 1 )); return; } if( !Q_stricmp( "config.cfg", Cmd_Argv( 1 ))) host.config_executed = true; // adds \n\0 at end of the file txt = Z_Malloc( len + 2 ); memcpy( txt, f, len ); Q_strncat( txt, "\n", len + 2 ); Mem_Free( f ); if( !host.apply_game_config ) MsgDev( D_INFO, "execing %s\n", Cmd_Argv( 1 )); Cbuf_InsertText( txt ); Mem_Free( txt ); } /* =============== Host_MemStats_f =============== */ void Host_MemStats_f( void ) { switch( Cmd_Argc( )) { case 1: Mem_PrintList( 1<<30 ); Mem_PrintStats(); break; case 2: Mem_PrintList( Q_atoi( Cmd_Argv( 1 )) * 1024 ); Mem_PrintStats(); break; default: Msg( "Usage: memlist \n" ); break; } } void Host_Minimize_f( void ) { if( host.hWnd ) ShowWindow( host.hWnd, SW_MINIMIZE ); } /* ================= Host_IsLocalGame singleplayer game detect ================= */ qboolean Host_IsLocalGame( void ) { if( SV_Active( )) { return ( SV_GetMaxClients() == 1 ) ? true : false; } else { return ( CL_GetMaxClients() == 1 ) ? true : false; } } qboolean Host_IsLocalClient( void ) { // only the local client have the active server if( CL_Active( ) && SV_Active( )) return true; return false; } /* ================= Host_RegisterDecal ================= */ qboolean Host_RegisterDecal( const char *name, int *count ) { char shortname[CS_SIZE]; int i; if( !name || !*name ) return 0; FS_FileBase( name, shortname ); for( i = 1; i < MAX_DECALS && host.draw_decals[i][0]; i++ ) { if( !Q_stricmp( host.draw_decals[i], shortname )) return true; } if( i == MAX_DECALS ) { MsgDev( D_ERROR, "Host_RegisterDecal: MAX_DECALS limit exceeded\n" ); return false; } // register new decal Q_strncpy( host.draw_decals[i], shortname, sizeof( host.draw_decals[i] )); *count += 1; return true; } /* ================= Host_InitDecals ================= */ void Host_InitDecals( void ) { search_t *t; int i, num_decals = 0; memset( host.draw_decals, 0, sizeof( host.draw_decals )); // lookup all decals in decals.wad t = FS_Search( "decals.wad/*.*", true, false ); for( i = 0; t && i < t->numfilenames; i++ ) { if( !Host_RegisterDecal( t->filenames[i], &num_decals )) break; } if( t ) Mem_Free( t ); MsgDev( D_NOTE, "InitDecals: %i decals\n", num_decals ); } /* ================= Host_RestartAmbientSounds Write ambient sounds into demo ================= */ void Host_RestartAmbientSounds( void ) { soundlist_t soundInfo[128]; string curtrack, looptrack; int i, nSounds; long position; if( !SV_Active( )) return; nSounds = S_GetCurrentStaticSounds( soundInfo, 128 ); for( i = 0; i < nSounds; i++ ) { soundlist_t *si = &soundInfo[i]; if( !si->looping || si->entnum == -1 ) continue; MsgDev( D_NOTE, "Restarting sound %s...\n", soundInfo[i].name ); S_StopSound( si->entnum, si->channel, si->name ); SV_StartSound( pfnPEntityOfEntIndex( si->entnum ), CHAN_STATIC, si->name, si->volume, si->attenuation, 0, si->pitch ); } // restart soundtrack if( S_StreamGetCurrentState( curtrack, looptrack, &position )) { SV_StartMusic( curtrack, looptrack, position ); } } /* ================= Host_RestartDecals Write all the decals into demo ================= */ void Host_RestartDecals( void ) { decallist_t *entry; int decalIndex; int modelIndex; sizebuf_t *msg; int i; if( !SV_Active( )) return; // g-cont. add space for studiodecals if present host.decalList = (decallist_t *)Z_Malloc( sizeof( decallist_t ) * MAX_RENDER_DECALS * 2 ); host.numdecals = R_CreateDecalList( host.decalList, false ); // remove decals from map R_ClearAllDecals(); // write decals into reliable datagram msg = SV_GetReliableDatagram(); // restore decals and write them into network message for( i = 0; i < host.numdecals; i++ ) { entry = &host.decalList[i]; modelIndex = pfnPEntityOfEntIndex( entry->entityIndex )->v.modelindex; // game override if( SV_RestoreCustomDecal( entry, pfnPEntityOfEntIndex( entry->entityIndex ), false )) continue; decalIndex = pfnDecalIndex( entry->name ); // BSP and studio decals has different messages if( entry->flags & FDECAL_STUDIO ) { // NOTE: studio decal trace start saved into impactPlaneNormal SV_CreateStudioDecal( msg, entry->position, entry->impactPlaneNormal, decalIndex, entry->entityIndex, modelIndex, entry->flags, &entry->studio_state ); } else { SV_CreateDecal( msg, entry->position, decalIndex, entry->entityIndex, modelIndex, entry->flags, entry->scale ); } } Z_Free( host.decalList ); host.decalList = NULL; host.numdecals = 0; } /* =================== Host_GetCommands Add them exactly as if they had been typed at the console =================== */ void Host_GetCommands( void ) { char *cmd; if( host.type != HOST_DEDICATED ) return; cmd = Con_Input(); if( cmd ) Cbuf_AddText( cmd ); Cbuf_Execute (); } /* =================== Host_CalcFPS compute actual FPS for various modes =================== */ double Host_CalcFPS( void ) { double fps = 0.0; // NOTE: we should play demos with same fps as is was recorded if( CL_IsPlaybackDemo() || CL_IsRecordDemo( )) fps = CL_GetDemoFramerate(); else if( Host_IsLocalGame( )) fps = host_maxfps->value; else { fps = host_maxfps->value; if( fps == 0.0 ) fps = HOST_FPS; // default for multiplayer fps = bound( MIN_FPS, fps, MAX_FPS ); } // probably left part of this condition is redundant :-) if( host.type != HOST_DEDICATED && Host_IsLocalGame( )) { // ajdust fps for vertical synchronization if( gl_vsync != NULL && gl_vsync->value ) { if( vid_displayfrequency->value != 0.0f ) fps = vid_displayfrequency->value; else fps = 60.0; // default } } return fps; } /* =================== Host_FilterTime Returns false if the time is too short to run a frame =================== */ qboolean Host_FilterTime( float time ) { static double oldtime; double fps; host.realtime += time; fps = Host_CalcFPS( ); // clamp the fps in multiplayer games if( fps != 0.0 ) { // limit fps to withing tolerable range fps = bound( MIN_FPS, fps, MAX_FPS ); if(( host.realtime - oldtime ) < ( 1.0 / fps )) return false; } host.frametime = host.realtime - oldtime; host.realframetime = bound( MIN_FRAMETIME, host.frametime, MAX_FRAMETIME ); oldtime = host.realtime; // NOTE: allow only in singleplayer while demos are not active if( host_framerate->value > 0.0f && Host_IsLocalGame() && !CL_IsPlaybackDemo() && !CL_IsRecordDemo()) host.frametime = bound( MIN_FRAMETIME, host_framerate->value, MAX_FRAMETIME ); else host.frametime = bound( MIN_FRAMETIME, host.frametime, MAX_FRAMETIME ); return true; } /* ================= Host_Frame ================= */ void Host_Frame( float time ) { if( setjmp( host.abortframe )) return; Host_CheckSleep(); // decide the simulation time if( !Host_FilterTime( time )) return; Host_InputFrame (); // input frame Host_ClientBegin (); // begin client Host_GetCommands (); // dedicated in Host_ServerFrame (); // server frame Host_ClientFrame (); // client frame host.framecount++; } /* ================ 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 ) { if( host.rd.target ) { if(( Q_strlen( txt ) + Q_strlen( host.rd.buffer )) > ( host.rd.buffersize - 1 )) { if( host.rd.flush ) { host.rd.flush( host.rd.address, host.rd.target, host.rd.buffer ); *host.rd.buffer = 0; } } Q_strcat( host.rd.buffer, txt ); return; } Con_Print( txt ); // echo to client console } /* ================= Host_Error ================= */ void Host_Error( const char *error, ... ) { static char hosterror1[MAX_SYSPATH]; static char hosterror2[MAX_SYSPATH]; static qboolean recursive = false; va_list argptr; if( host.mouse_visible && !CL_IsInMenu( )) { // hide VGUI mouse while( ShowCursor( false ) >= 0 ); host.mouse_visible = false; } va_start( argptr, error ); Q_vsprintf( hosterror1, error, argptr ); va_end( argptr ); CL_WriteMessageHistory (); // before Q_error call if( host.framecount < 3 ) { Sys_Error( "Host_InitError: %s", hosterror1 ); } else if( host.framecount == host.errorframe ) { Sys_Error( "Host_MultiError: %s", hosterror2 ); return; } else { if( host.developer > 0 ) { UI_SetActiveMenu( false ); Key_SetKeyDest( key_console ); Msg( "Host_Error: %s", hosterror1 ); } else MSGBOX2( hosterror1 ); } // host is shutting down. don't invoke infinite loop if( host.state == HOST_SHUTDOWN ) return; if( recursive ) { Msg( "Host_RecursiveError: %s", hosterror2 ); Sys_Error( hosterror1 ); return; // don't multiple executes } recursive = true; Q_strncpy( hosterror2, hosterror1, MAX_SYSPATH ); host.errorframe = host.framecount; // to avoid multply calls per frame Q_sprintf( host.finalmsg, "Server crashed: %s", hosterror1 ); // clearing cmd buffer to prevent execute any commands Cbuf_Clear(); SV_Shutdown( false ); CL_Drop(); // drop clients // recreate world if needs CL_ClearEdicts (); // release all models Mod_ClearAll( false ); recursive = false; Host_AbortCurrentFrame(); } void Host_Error_f( void ) { const char *error = Cmd_Argv( 1 ); if( !*error ) error = "Invoked host error"; Host_Error( "%s\n", error ); } void Sys_Error_f( void ) { const char *error = Cmd_Argv( 1 ); if( !*error ) error = "Invoked sys error"; Sys_Error( "%s\n", error ); } void Net_Error_f( void ) { Q_strncpy( host.finalmsg, Cmd_Argv( 1 ), sizeof( host.finalmsg )); SV_ForceError(); } /* ================= Host_Crash_f ================= */ static void Host_Crash_f( void ) { *(int *)0 = 0xffffffff; } /* ================= Host_InitCommon ================= */ void Host_InitCommon( const char *hostname, qboolean bChangeGame ) { MEMORYSTATUS lpBuffer; char dev_level[4]; char progname[128]; char cmdline[128]; qboolean parse_cmdline = false; char szTemp[MAX_SYSPATH]; string szRootPath; char *in, *out; lpBuffer.dwLength = sizeof( MEMORYSTATUS ); GlobalMemoryStatus( &lpBuffer ); if( !GetCurrentDirectory( sizeof( host.rootdir ), host.rootdir )) Sys_Error( "couldn't determine current directory\n" ); if( host.rootdir[Q_strlen( host.rootdir ) - 1] == '/' ) host.rootdir[Q_strlen( host.rootdir ) - 1] = 0; host.oldFilter = SetUnhandledExceptionFilter( Sys_Crash ); host.hInst = GetModuleHandle( NULL ); host.change_game = bChangeGame; host.state = HOST_INIT; // initialzation started host.developer = host.old_developer = 0; host.config_executed = false; Memory_Init(); // init memory subsystem progname[0] = cmdline[0] = '\0'; in = (char *)hostname; out = progname; while( *in != '\0' ) { if( parse_cmdline ) { *out++ = *in++; } else { if( *in == ' ' ) { parse_cmdline = true; *out++ = '\0'; out = cmdline; } else *out++ = *in++; } } *out = '\0'; // write terminator Sys_ParseCommandLine( GetCommandLine( ), false ); SetErrorMode( SEM_FAILCRITICALERRORS ); // no abort/retry/fail errors host.mempool = Mem_AllocPool( "Zone Engine" ); if( Sys_CheckParm( "-console" )) host.developer = 1; if( Sys_CheckParm( "-dev" )) { if( Sys_GetParmFromCmdLine( "-dev", dev_level )) { if( Q_isdigit( dev_level )) host.developer = abs( Q_atoi( dev_level )); else host.developer++; // -dev == 1, -dev -console == 2 } else host.developer++; // -dev == 1, -dev -console == 2 } host.type = HOST_NORMAL; // predict state host.con_showalways = true; // we can specified custom name, from Sys_NewInstance if( GetModuleFileName( NULL, szTemp, sizeof( szTemp )) && !host.change_game ) FS_FileBase( szTemp, SI.exeName ); FS_ExtractFilePath( szTemp, szRootPath ); if( Q_stricmp( host.rootdir, szRootPath )) { Q_strncpy( host.rootdir, szRootPath, sizeof( host.rootdir )); SetCurrentDirectory( host.rootdir ); } if( SI.exeName[0] == '#' ) host.type = HOST_DEDICATED; // determine host type if( progname[0] == '#' ) { Q_strncpy( SI.basedirName, progname + 1, sizeof( SI.basedirName )); host.type = HOST_DEDICATED; } else Q_strncpy( SI.basedirName, progname, sizeof( SI.basedirName )); if( Sys_CheckParm( "-dedicated" )) host.type = HOST_DEDICATED; if( host.type == HOST_DEDICATED ) { // check for duplicate dedicated server host.hMutex = CreateMutex( NULL, 0, "Xash Dedicated Server" ); if( !host.hMutex ) { MSGBOX( "Dedicated server already running" ); Sys_Quit(); return; } Sys_MergeCommandLine( cmdline ); CloseHandle( host.hMutex ); host.hMutex = CreateSemaphore( NULL, 0, 1, "Xash Dedicated Server" ); if( host.developer < 3 ) host.developer = 3; // otherwise we see empty console } else { // don't show console as default if( host.developer < D_WARN ) host.con_showalways = false; } host.old_developer = host.developer; Con_CreateConsole(); // system console used by dedicated server or show fatal errors // NOTE: this message couldn't be passed into game console but it doesn't matter MsgDev( D_NOTE, "Sys_LoadLibrary: Loading xash.dll - ok\n" ); // get default screen res VID_InitDefaultResolution(); // startup cmds and cvars subsystem Cmd_Init(); Cvar_Init(); Con_Init(); // early console running to catch all the messages // share developer level across all dlls Q_snprintf( dev_level, sizeof( dev_level ), "%i", host.developer ); Cvar_Get( "developer", dev_level, FCVAR_READ_ONLY, "current developer level" ); Cmd_AddCommand( "exec", Host_Exec_f, "execute a script file" ); Cmd_AddCommand( "memlist", Host_MemStats_f, "prints memory pool information" ); FS_Init(); Image_Init(); Sound_Init(); FS_LoadGameInfo( NULL ); Q_strncpy( host.gamefolder, GI->gamefolder, sizeof( host.gamefolder )); if( GI->secure ) { // clear all developer levels when game is protected Cvar_FullSet( "developer", "0", FCVAR_READ_ONLY ); host.developer = host.old_developer = 0; host.con_showalways = false; } HPAK_Init(); IN_Init(); Key_Init(); } void Host_FreeCommon( void ) { Image_Shutdown(); Sound_Shutdown(); Netchan_Shutdown(); FS_Shutdown(); Mem_FreePool( &host.mempool ); } /* ================= Host_Main ================= */ int EXPORT Host_Main( const char *progname, int bChangeGame, pfnChangeGame func ) { static double oldtime, newtime; pChangeGame = func; // may be NULL Host_InitCommon( progname, bChangeGame ); // init commands and vars if( host.developer >= 3 ) { Cmd_AddCommand ( "sys_error", Sys_Error_f, "just throw a fatal error to test shutdown procedures"); Cmd_AddCommand ( "host_error", Host_Error_f, "just throw a host error to test shutdown procedures"); Cmd_AddCommand ( "crash", Host_Crash_f, "a way to force a bus error for development reasons"); Cmd_AddCommand ( "net_error", Net_Error_f, "send network bad message from random place"); } host_maxfps = Cvar_Get( "fps_max", "72", FCVAR_ARCHIVE, "host fps upper limit" ); host_framerate = Cvar_Get( "host_framerate", "0", 0, "locks frame timing to this value in seconds" ); host_serverstate = Cvar_Get( "host_serverstate", "0", FCVAR_READ_ONLY, "displays current server state" ); host_gameloaded = Cvar_Get( "host_gameloaded", "0", FCVAR_READ_ONLY, "inidcates a loaded game.dll" ); host_clientloaded = Cvar_Get( "host_clientloaded", "0", FCVAR_READ_ONLY, "inidcates a loaded client.dll" ); host_limitlocal = Cvar_Get( "host_limitlocal", "0", 0, "apply cl_cmdrate and rate to loopback connection" ); con_gamemaps = Cvar_Get( "con_mapfilter", "1", FCVAR_ARCHIVE, "when true show only maps in game folder" ); build = Cvar_Get( "build", va( "%i", Q_buildnum()), FCVAR_READ_ONLY, "returns a current build number" ); ver = Cvar_Get( "ver", va( "%i/%g (hw build %i)", PROTOCOL_VERSION, XASH_VERSION, Q_buildnum( )), FCVAR_READ_ONLY, "shows an engine version" ); Mod_Init(); NET_Init(); Netchan_Init(); // allow to change game from the console if( pChangeGame != NULL ) { Cmd_AddCommand( "game", Host_ChangeGame_f, "change game" ); Cvar_Get( "host_allow_changegame", "1", FCVAR_READ_ONLY, "allows to change games" ); } else { Cvar_Get( "host_allow_changegame", "0", FCVAR_READ_ONLY, "allows to change games" ); } SV_Init(); CL_Init(); if( host.type == HOST_DEDICATED ) { Con_InitConsoleCommands (); Cmd_AddCommand( "quit", Sys_Quit, "quit the game" ); Cmd_AddCommand( "exit", Sys_Quit, "quit the game" ); } else Cmd_AddCommand( "minimize", Host_Minimize_f, "minimize main window to tray" ); host.errorframe = 0; // post initializations switch( host.type ) { case HOST_NORMAL: Con_ShowConsole( false ); // hide console // execute startup config and cmdline Cbuf_AddText( va( "exec %s.rc\n", SI.rcName )); Cbuf_Execute(); if( !host.config_executed ) { Cbuf_AddText( "exec config.cfg\n" ); Cbuf_Execute(); } break; case HOST_DEDICATED: // allways parse commandline in dedicated-mode host.stuffcmds_pending = true; break; } host.change_game = false; // done Cmd_RemoveCommand( "setr" ); // remove potentially backdoor for change render settings Cmd_RemoveCommand( "setgl" ); Cbuf_ExecStuffCmds(); // execute stuffcmds (commandline) SCR_CheckStartupVids(); // must be last oldtime = Sys_DoubleTime() - 0.1; // main window message loop while( !host.crashed ) { newtime = Sys_DoubleTime (); Host_Frame( newtime - oldtime ); oldtime = newtime; } // never reached return 0; } /* ================= Host_Shutdown ================= */ void EXPORT Host_Shutdown( void ) { if( host.shutdown_issued ) return; host.shutdown_issued = true; if( host.state != HOST_ERR_FATAL ) host.state = HOST_SHUTDOWN; // prepare host to normal shutdown if( !host.change_game ) Q_strncpy( host.finalmsg, "Server shutdown", sizeof( host.finalmsg )); if( host.type == HOST_NORMAL ) Host_WriteConfig(); SV_Shutdown( false ); CL_Shutdown(); Mod_Shutdown(); NET_Shutdown(); Host_FreeCommon(); Con_DestroyConsole(); // restore filter if( host.oldFilter ) SetUnhandledExceptionFilter( host.oldFilter ); } // main DLL entry point BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) { hCurrent = hinstDLL; return TRUE; }