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Xash3DArchive/engine/host.c

793 lines
18 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// host.c - dedicated and shared host
//=======================================================================
#include "common.h"
#include "input.h"
#include "client.h"
#define MAX_RENDERS 8
physic_exp_t *pe;
render_exp_t *re;
vprogs_exp_t *vm;
vsound_exp_t *se;
host_parm_t host; // host parms
stdlib_api_t com, newcom;
byte *zonepool;
char *buildstring = __TIME__ " " __DATE__;
string video_dlls[MAX_RENDERS];
string audio_dlls[MAX_RENDERS];
int num_audio_dlls;
int num_video_dlls;
dll_info_t render_dll = { "", NULL, "CreateAPI", NULL, NULL, 0, sizeof(render_exp_t), sizeof(stdlib_api_t) };
dll_info_t vsound_dll = { "", NULL, "CreateAPI", NULL, NULL, 0, sizeof(vsound_exp_t), sizeof(stdlib_api_t) };
dll_info_t physic_dll = { "physic.dll", NULL, "CreateAPI", NULL, NULL, 1, sizeof(physic_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) };
cvar_t *timescale;
cvar_t *host_serverstate;
cvar_t *host_cheats;
cvar_t *host_maxfps;
cvar_t *host_minfps;
cvar_t *host_framerate;
cvar_t *host_registered;
cvar_t *host_audio;
cvar_t *host_video;
// 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_InitPhysic( void )
{
static physic_imp_t pi;
launch_t CreatePhysic;
// phys callback
pi.api_size = sizeof(physic_imp_t);
pi.Transform = SV_Transform;
pi.PlaySound = SV_PlaySound;
pi.ClientMove = SV_PlayerMove;
pi.GetModelVerts = SV_GetModelVerts;
Sys_LoadLibrary( NULL, &physic_dll );
CreatePhysic = (void *)physic_dll.main;
pe = CreatePhysic( &newcom, &pi );
pe->Init();
}
void Host_FreePhysic( void )
{
if(physic_dll.link)
{
pe->Shutdown();
Mem_Set( &pe, 0, sizeof(pe));
}
Sys_FreeLibrary( &physic_dll );
}
void Host_InitVprogs( const int argc, const char **argv )
{
launch_t CreateVprogs;
Sys_LoadLibrary( NULL, &vprogs_dll );
CreateVprogs = (void *)vprogs_dll.main;
vm = CreateVprogs( &newcom, NULL ); // second interface not allowed
vm->Init( argc, argv );
}
void Host_FreeVprogs( void )
{
if( vprogs_dll.link )
{
vm->Free();
Mem_Set( &vm, 0, sizeof( vm ));
}
Sys_FreeLibrary( &vprogs_dll );
}
void Host_FreeRender( void )
{
if( render_dll.link )
{
SCR_Shutdown ();
re->Shutdown( true );
Mem_Set( &re, 0, sizeof( re ));
}
Sys_FreeLibrary( &render_dll );
}
bool Host_InitRender( void )
{
static render_imp_t ri;
launch_t CreateRender;
bool result = false;
ri.api_size = sizeof( render_imp_t );
// studio callbacks
ri.UpdateScreen = SCR_UpdateScreen;
ri.StudioEvent = CL_StudioEvent;
ri.StudioFxTransform = CL_StudioFxTransform;
ri.ShowCollision = pe->DrawCollision;
ri.GetClientEdict = CL_GetEdictByIndex;
ri.GetLocalPlayer = CL_GetLocalPlayer;
ri.GetMaxClients = CL_GetMaxClients;
ri.GetLerpFrac = CL_GetLerpFrac;
ri.WndProc = IN_WndProc;
Sys_LoadLibrary( host_video->string, &render_dll );
if( render_dll.link )
{
CreateRender = (void *)render_dll.main;
re = CreateRender( &newcom, &ri );
if( re->Init( true )) result = true;
}
// video system not started, shutdown refresh subsystem
if( !result ) Host_FreeRender();
return result;
}
void Host_FreeSound( void )
{
if( vsound_dll.link )
{
se->Shutdown();
Mem_Set( &se, 0, sizeof( se ));
}
Sys_FreeLibrary( &vsound_dll );
}
bool Host_InitSound( void )
{
static vsound_imp_t si;
launch_t CreateSound;
bool result = false;
// phys callback
si.api_size = sizeof( vsound_imp_t );
si.GetSoundSpatialization = CL_GetEntitySoundSpatialization;
si.PointContents = CL_PointContents;
si.AddLoopingSounds = CL_AddLoopingSounds;
si.GetServerTime = CL_GetServerTime;
Sys_LoadLibrary( host_audio->string, &vsound_dll );
if( vsound_dll.link )
{
CreateSound = (void *)vsound_dll.main;
se = CreateSound( &newcom, &si );
if( se->Init( host.hWnd )) result = true;
}
// audio system not started, shutdown sound subsystem
if( !result ) Host_FreeSound();
return result;
}
void Host_CheckChanges( void )
{
int num_changes;
if( host_video->modified || host_audio->modified )
{
host.state = HOST_RESTART;
S_StopAllSounds(); // don't let them loop during the restart
if( host_video->modified ) cl.video_prepped = false;
if( host_audio->modified ) cl.audio_prepped = false;
}
else return;
num_changes = 0;
// restart or change renderer
while( host_video->modified )
{
host_video->modified = false;
Host_FreeRender(); // release render.dll
if( !Host_InitRender( )) // load it again
{
if( num_changes > num_video_dlls )
{
Sys_NewInstance( va("#%s", GI->gamefolder ), "fallback to dedicated mode\n" );
return;
}
if( !com.strcmp( video_dlls[num_changes], host_video->string ))
num_changes++; // already trying - failed
Cvar_FullSet( "host_video", video_dlls[num_changes], CVAR_SYSTEMINFO );
num_changes++;
}
else SCR_Init ();
}
num_changes = 0;
// restart or change sound engine
while( host_audio->modified )
{
host_audio->modified = false;
Host_FreeSound(); // release sound.dll
if( !Host_InitSound( )) // load it again
{
if( num_changes > num_audio_dlls )
{
MsgDev( D_ERROR, "couldn't initialize sound system\n" );
return;
}
if( !com.strcmp( audio_dlls[num_changes], host_audio->string ))
num_changes++; // already trying - failed
Cvar_FullSet( "host_audio", audio_dlls[num_changes], CVAR_SYSTEMINFO );
num_changes++;
}
}
}
/*
================
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_SetValue( "host_serverstate", state );
}
/*
=================
Host_VidRestart_f
Restart the video subsystem
=================
*/
void Host_VidRestart_f( void )
{
host_video->modified = true;
}
/*
=================
Host_SndRestart_f
Restart the audio subsystem
=================
*/
void Host_SndRestart_f( void )
{
host_audio->modified = true;
}
void Host_ChangeGame_f( void )
{
int i;
if( Cmd_Argc() != 2 )
{
Msg( "Usage: game <directory>\n" );
return;
}
// validate gamedir
for( i = 0; i < SI->numgames; i++ )
{
if( !com.stricmp( SI->games[i]->gamefolder, Cmd_Argv( 1 )))
break;
}
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" );
}
void Host_Minimize_f( void )
{
if( host.hWnd ) ShowWindow( host.hWnd, SW_MINIMIZE );
}
/*
=================
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();
}
/*
=================
Host_EventLoop
Returns last event time
=================
*/
int Host_EventLoop( void )
{
sys_event_t ev;
while( 1 )
{
ev = Sys_GetEvent();
switch( ev.type )
{
case SE_NONE:
return ev.time;
case SE_KEY:
Key_Event( ev.value[0], ev.value[1], ev.time );
break;
case SE_CHAR:
CL_CharEvent( ev.value[0] );
break;
case SE_MOUSE:
CL_MouseEvent( ev.value[0], ev.value[1] );
break;
case SE_CONSOLE:
Cbuf_AddText( va( "%s\n", ev.data ));
break;
default:
Host_Error( "Host_EventLoop: bad event type %i", ev.type );
break;
}
if( ev.data ) Mem_Free( ev.data );
}
return 0; // never reached
}
/*
================
Host_Milliseconds
Can be used for profiling, but will be journaled accurately
================
*/
int Host_Milliseconds( void )
{
sys_event_t ev;
// 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;
}
/*
================
Host_ModifyTime
================
*/
int Host_ModifyTime( int msec )
{
int clamp_time;
// 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;
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
if( cls.state == ca_cinematic )
clamp_time = (1000 / host_maxfps->integer);
else clamp_time = 5000;
}
if( msec > clamp_time ) msec = clamp_time;
return msec;
}
/*
=================
Host_Frame
=================
*/
void Host_Frame( void )
{
int time, min_time;
static int last_time;
if( setjmp( host.abortframe ))
return;
rand(); // keep the random time dependent
// 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();
last_time = host.frametime[0];
time = Host_ModifyTime( time );
if( host.state == HOST_RESTART )
host.state = HOST_FRAME;
SV_Frame ( time ); // server frame
CL_Frame ( time ); // client frame
VM_Frame ( time ); // vprogs 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((com.strlen (txt) + com.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;
}
}
com.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_MSGLEN];
static char hosterror2[MAX_MSGLEN];
static bool recursive = false;
va_list argptr;
va_start( argptr, error );
com.vsprintf( hosterror1, error, argptr );
va_end( argptr );
if( host.framecount < 3 || host.state == HOST_SHUTDOWN )
{
Msg( "Host_InitError: " );
com.error( hosterror1 );
}
else if( host.framecount == host.errorframe )
{
com.error( "Host_MultiError: %s", hosterror2 );
return;
}
else Msg( "Host_Error: %s", hosterror1 );
if( recursive )
{
Msg( "Host_RecursiveError: %s", hosterror2 );
com.error( va( "%s", hosterror1 ));
return; // don't multiple executes
}
recursive = true;
com.strncpy( hosterror2, hosterror1, MAX_MSGLEN );
host.errorframe = host.framecount; // to avoid multply calls per frame
com.sprintf( host.finalmsg, "Server crashed: %s\n", hosterror1 );
SV_Shutdown( false );
CL_Drop(); // drop clients
recursive = false;
Host_AbortCurrentFrame();
host.state = HOST_ERROR;
}
void Host_Error_f( void )
{
if( Cmd_Argc() == 1 ) Sys_Break( "\n" );
else Host_Error( "%s\n", Cmd_Argv( 1 ));
}
/*
=================
Host_Crash_f
=================
*/
static void Host_Crash_f( void )
{
*(int *)0 = 0xffffffff;
}
void Host_InitCommon( const int argc, const char **argv )
{
char dev_level[4];
dll_info_t check_vid, check_snd;
search_t *dlls;
int i;
newcom = com;
// overload some funcs
newcom.error = Host_Error;
// check developer mode
if( FS_GetParmFromCmdLine( "-dev", dev_level ))
host.developer = com.atoi( dev_level );
Host_InitEvents();
FS_LoadGameInfo( NULL );
zonepool = Mem_AllocPool( "Zone Engine" );
IN_Init();
// initialize audio\video multi-dlls system
num_video_dlls = num_audio_dlls = 0;
host_video = Cvar_Get( "host_video", "vid_gl.dll", CVAR_SYSTEMINFO, "name of video rendering library" );
host_audio = Cvar_Get( "host_audio", "snd_al.dll", CVAR_SYSTEMINFO, "name of sound rendering library" );
// make sure what global copy has no changed with any dll checking
Mem_Copy( &check_vid, &render_dll, sizeof( dll_info_t ));
Mem_Copy( &check_snd, &vsound_dll, sizeof( dll_info_t ));
// checking dlls don't invoke crash!
check_vid.crash = false;
check_snd.crash = false;
dlls = FS_Search( "*.dll", true );
// couldn't find any dlls, render is missing (but i'm don't know how laucnher find engine :)
// probably this should never happen
if( !dlls ) Sys_NewInstance( "©", "" );
for( i = 0; i < dlls->numfilenames; i++ )
{
if(!com.strnicmp( "vid_", dlls->filenames[i], 4 ))
{
// make sure what found library is valid
if( Sys_LoadLibrary( dlls->filenames[i], &check_vid ))
{
MsgDev( D_NOTE, "VideoLibrary[%i]: %s\n", num_video_dlls, dlls->filenames[i] );
com.strncpy( video_dlls[num_video_dlls], dlls->filenames[i], MAX_STRING );
Sys_FreeLibrary( &check_vid );
num_video_dlls++;
}
}
else if(!com.strnicmp( "snd_", dlls->filenames[i], 4 ))
{
// make sure what found library is valid
if( Sys_LoadLibrary( dlls->filenames[i], &check_snd ))
{
MsgDev( D_NOTE, "AudioLibrary[%i]: %s\n", num_audio_dlls, dlls->filenames[i] );
com.strncpy( audio_dlls[num_audio_dlls], dlls->filenames[i], MAX_STRING );
Sys_FreeLibrary( &check_snd );
num_audio_dlls++;
}
}
}
Mem_Free( dlls );
}
void Host_FreeCommon( void )
{
IN_Shutdown();
Mem_FreePool( &zonepool );
}
/*
=================
Host_Init
=================
*/
void Host_Init( const int argc, const char **argv )
{
char *s;
host.state = HOST_INIT; // initialzation started
host.type = g_Instance();
Host_InitCommon( argc, argv );
Key_Init();
// 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" );
Cbuf_Execute();
// init commands and vars
if( host.developer )
{
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");
}
host_cheats = Cvar_Get( "sv_cheats", "1", CVAR_SYSTEMINFO, "allow cheat variables to enable" );
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" );
host_framerate = Cvar_Get( "host_framerate", "0", 0, "locks frame timing to this value in seconds" );
host_serverstate = Cvar_Get( "host_serverstate", "0", CVAR_SERVERINFO, "displays current server state" );
host_registered = Cvar_Get( "registered", "1", CVAR_SYSTEMINFO, "indicate shareware version of game" );
timescale = Cvar_Get( "timescale", "1.0", 0, "slow-mo timescale" );
s = va("^1Xash %g ^3%s", GI->version, buildstring );
Cvar_Get( "version", s, CVAR_SERVERINFO|CVAR_INIT, "engine current version" );
NET_Init();
Netchan_Init();
Host_InitPhysic();
Host_InitVprogs( argc, argv );
SV_Init();
CL_Init();
Host_WriteDefaultConfig ();
if( host.type == HOST_DEDICATED )
{
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" );
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" ); // allow to change game from the console
host.frametime[0] = Host_Milliseconds();
host.errorframe = 0;
}
/*
=================
Host_Main
=================
*/
void Host_Main( void )
{
// main window message loop
while( host.type != HOST_OFFLINE )
{
IN_Frame();
Host_Frame();
}
}
/*
=================
Host_Shutdown
=================
*/
void Host_Free( void )
{
if( host.state == HOST_SHUTDOWN )
return;
host.state = HOST_SHUTDOWN; // prepare host to normal shutdown
com.strncpy( host.finalmsg, "Server shutdown\n", MAX_STRING );
SV_Shutdown( false );
CL_Shutdown();
Host_FreeRender();
NET_Shutdown();
Host_FreeVprogs();
Host_FreePhysic();
Host_FreeCommon();
}