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host.c
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host.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// host.c -- coordinates spawning and killing of local servers
#include "quakedef.h"
/*
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.
*/
void Host_WriteConfiguration (char *configname);
quakeparms_t *host_parms;
qboolean host_initialized; // true if into command execution
double host_frametime;
double host_time;
double realtime; // without any filtering or bounding
double oldrealtime; // last frame run
int host_framecount;
int host_hunklevel;
int minimum_memory;
client_t *host_client; // current client
jmp_buf host_abortserver;
byte *host_basepal = NULL; // set to null
byte *host_colormap = NULL; // set to null
cvar_t host_framerate = {"host_framerate","0", CVAR_NONE}; // set for slow motion
cvar_t host_timescale = {"host_timescale","0", CVAR_NONE}; // more sensitivity slow motion
cvar_t host_speeds = {"host_speeds","0", CVAR_NONE}; // set for running times
cvar_t host_maxfps = {"host_maxfps", "72", CVAR_NONE};
cvar_t sys_ticrate = {"sys_ticrate","0.05", CVAR_NONE};
cvar_t sys_throttle = {"sys_throttle","0.02", CVAR_ARCHIVE};
cvar_t serverprofile = {"serverprofile","0", CVAR_NONE};
cvar_t fraglimit = {"fraglimit","0", CVAR_SERVER};
cvar_t timelimit = {"timelimit","0", CVAR_SERVER};
cvar_t teamplay = {"teamplay","0", CVAR_SERVER};
cvar_t samelevel = {"samelevel","0", CVAR_NONE};
cvar_t noexit = {"noexit","0", CVAR_SERVER};
cvar_t developer = {"developer","0", CVAR_NONE}; // should be 0 for release!
cvar_t skill = {"skill","1", CVAR_NONE}; // 0 - 3
cvar_t deathmatch = {"deathmatch","0", CVAR_NONE}; // 0, 1, or 2
cvar_t coop = {"coop","0", CVAR_NONE}; // 0 or 1
cvar_t pausable = {"pausable","1", CVAR_NONE};
cvar_t temp1 = {"temp1","0", CVAR_NONE};
cvar_t cutscene = {"cutscene", "1", CVAR_NONE}; // Nehahra
/*
================
Host_EndGame
================
*/
void Host_EndGame (char *message, ...)
{
va_list argptr;
char string[MAX_PRINTMSG]; // was 1024
va_start (argptr, message);
vsnprintf (string, sizeof(string), message, argptr);
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n", string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s",string); // dedicated servers exit
if (cls.demonum != -1)
CL_NextDemo ();
else
CL_Disconnect ();
longjmp (host_abortserver, 1);
}
/*
================
Host_Error
This shuts down both the client and server
================
*/
void Host_Error (char *error, ...)
{
va_list argptr;
char string[MAX_PRINTMSG]; // was 1024
static qboolean inerror = false;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
inerror = true;
SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr, error);
vsnprintf (string, sizeof(string), error, argptr);
va_end (argptr);
Con_Printf ("Host Error: %s\n", string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s", string); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
cl.intermission = 0; // for errors during intermissions (changelevel with no map found, etc.)
inerror = false;
longjmp (host_abortserver, 1);
}
/*
================
Host_FindMaxClients
================
*/
void Host_FindMaxClients (void)
{
int i;
svs.maxclients = 1;
i = COM_CheckParm ("-dedicated");
if (i)
{
cls.state = ca_dedicated;
if (i != (com_argc - 1))
svs.maxclients = atoi (com_argv[i+1]);
else
svs.maxclients = 8;
}
else
cls.state = ca_disconnected;
i = COM_CheckParm ("-listen");
if (i)
{
if (cls.state == ca_dedicated)
Sys_Error ("Only one of -dedicated or -listen can be specified");
if (i != (com_argc - 1))
svs.maxclients = atoi (com_argv[i+1]);
else
svs.maxclients = 8;
}
if (svs.maxclients < 1)
svs.maxclients = 8;
else if (svs.maxclients > MAX_SCOREBOARD)
svs.maxclients = MAX_SCOREBOARD;
svs.maxclientslimit = svs.maxclients;
if (svs.maxclientslimit < 4)
svs.maxclientslimit = 4;
svs.clients = Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients");
if (svs.maxclients > 1)
Cvar_SetValue ("deathmatch", 1.0);
else
Cvar_SetValue ("deathmatch", 0.0);
}
/*
===============
Host_SaveConfig_f
===============
*/
void Host_SaveConfig_f (void)
{
if (cmd_source != src_command)
return;
if (Cmd_Argc() != 2)
{
Con_Printf ("saveconfig <savename> : save a config file\n");
return;
}
if (strstr(Cmd_Argv(1), ".."))
{
Con_Printf ("Relative pathnames are not allowed.\n");
return;
}
Host_WriteConfiguration (Cmd_Argv(1));
}
/*
=======================
Host_InitLocal
======================
*/
void Host_InitLocal (void)
{
int i;
Host_InitFileList ();
Host_InitCommands ();
Cmd_AddCommand ("saveconfig", Host_SaveConfig_f);
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_timescale);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&host_maxfps);
Cvar_RegisterVariable (&sys_ticrate);
Cvar_RegisterVariable (&sys_throttle);
Cvar_RegisterVariable (&serverprofile);
Cvar_RegisterVariable (&fraglimit);
Cvar_RegisterVariable (&timelimit);
Cvar_RegisterVariable (&teamplay);
Cvar_RegisterVariable (&samelevel);
Cvar_RegisterVariable (&noexit);
Cvar_RegisterVariable (&skill);
Cvar_RegisterVariable (&deathmatch);
Cvar_RegisterVariable (&coop);
Cvar_RegisterVariable (&pausable);
Cvar_RegisterVariable (&developer);
i = COM_CheckParm ("-developer");
if (i)
{
if (i != (com_argc - 1))
Cvar_SetValue ("developer", atoi(com_argv[i+1]));
else
Cvar_SetValue ("developer", 1);
}
Cvar_RegisterVariable (&temp1);
Cvar_RegisterVariable (&cutscene); // Nehahra
Host_FindMaxClients ();
host_time = 1.0; // so a think at time 0 won't get called
}
/*
===============
Host_WriteConfiguration
Writes key bindings and archived cvars to config.cfg
===============
*/
void Host_WriteConfiguration (char *configname)
{
FILE *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if (host_initialized && cls.state != ca_dedicated && !host_parms->errstate)
{
f = fopen (va("%s/%s",com_gamedir, configname), "w");
if (!f)
{
Con_Printf ("Couldn't write %s.\n", configname);
return;
}
Key_WriteBindings (f);
Cvar_WriteVariables (f);
if (in_mlook.state & 1) //if mlook was down, keep it that way
fprintf (f, "+mlook\n");
fclose (f);
}
}
/*
=================
SV_ClientPrintf
Sends text across to be displayed
FIXME: make this just a stuffed echo?
=================
*/
void SV_ClientPrintf (char *fmt, ...)
{
va_list argptr;
char string[MAX_PRINTMSG]; // was 1024
va_start (argptr, fmt);
vsnprintf (string, sizeof(string), fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_print);
MSG_WriteString (&host_client->message, string);
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
void SV_BroadcastPrintf (char *fmt, ...)
{
va_list argptr;
char string[MAX_PRINTMSG]; //was 1024
int i;
va_start (argptr, fmt);
vsnprintf (string, sizeof(string), fmt, argptr);
va_end (argptr);
for (i=0 ; i<svs.maxclients ; i++)
{
if (svs.clients[i].active && svs.clients[i].spawned)
{
MSG_WriteByte (&svs.clients[i].message, svc_print);
MSG_WriteString (&svs.clients[i].message, string);
}
}
}
/*
=================
Host_ClientCommands
Send text over to the client to be executed
=================
*/
void Host_ClientCommands (char *fmt, ...)
{
va_list argptr;
char string[MAX_PRINTMSG]; // was 1024
va_start (argptr, fmt);
vsnprintf (string, sizeof(string), fmt, argptr);
va_end (argptr);
MSG_WriteByte (&host_client->message, svc_stufftext);
MSG_WriteString (&host_client->message, string);
}
/*
=====================
SV_DropClient
Called when the player is getting totally kicked off the host
if (crash = true), don't bother sending signofs
=====================
*/
void SV_DropClient (qboolean crash)
{
int saveSelf;
int i;
client_t *client;
// ProQuake: - don't drop a client that's already been dropped!
if (!host_client->active)
return;
if (!crash)
{
// send any final messages (don't check for errors)
if (NET_CanSendMessage (host_client->netconnection))
{
MSG_WriteByte (&host_client->message, svc_disconnect);
NET_SendMessage (host_client->netconnection, &host_client->message);
}
if (host_client->edict && host_client->spawned)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
saveSelf = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
pr_global_struct->self = saveSelf;
}
Sys_Printf ("Client %s disconnected\n",host_client->name);
}
// break the net connection
NET_Close (host_client->netconnection);
host_client->netconnection = NULL;
// free the client (the body stays around)
host_client->active = false;
host_client->name[0] = 0;
host_client->old_frags = -999999;
net_activeconnections--;
// send notification to all clients
for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
{
if (!client->active)
continue;
MSG_WriteByte (&client->message, svc_updatename);
MSG_WriteByte (&client->message, host_client - svs.clients);
MSG_WriteString (&client->message, "");
MSG_WriteByte (&client->message, svc_updatefrags);
MSG_WriteByte (&client->message, host_client - svs.clients);
MSG_WriteShort (&client->message, 0);
MSG_WriteByte (&client->message, svc_updatecolors);
MSG_WriteByte (&client->message, host_client - svs.clients);
MSG_WriteByte (&client->message, 0);
}
}
/*
==================
Host_ShutdownServer
This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer (qboolean crash)
{
int i;
int count;
sizebuf_t buf;
char message[4];
double start;
if (!sv.active)
return;
sv.active = false;
// stop all client sounds immediately
if (cls.state == ca_connected)
CL_Disconnect ();
// flush any pending messages - like the score!!!
start = Sys_DoubleTime();
do
{
count = 0;
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
{
if (host_client->active && host_client->message.cursize)
{
if (NET_CanSendMessage (host_client->netconnection))
{
NET_SendMessage(host_client->netconnection, &host_client->message);
SZ_Clear (&host_client->message);
}
else
{
NET_GetMessage(host_client->netconnection);
count++;
}
}
}
if ((Sys_DoubleTime() - start) > 3.0)
break;
}
while (count);
// make sure all the clients know we're disconnecting
buf.data = (byte *)message;
buf.maxsize = 4;
buf.cursize = 0;
MSG_WriteByte(&buf, svc_disconnect);
count = NET_SendToAll(&buf, 5, false);
if (count)
Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
if (host_client->active)
SV_DropClient(crash);
//
// clear structures
//
memset (&sv, 0, sizeof(sv));
memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
}
/*
================
Host_ClearMemory
This clears all the memory used by both the client and server, but does
not reinitialize anything.
================
*/
void Host_ClearMemory (void)
{
Con_DPrintf ("Clearing memory\n");
Mod_ClearAll ();
if (host_hunklevel)
Hunk_FreeToLowMark (host_hunklevel);
cls.signon = 0;
memset (&sv, 0, sizeof(sv));
memset (&cl, 0, sizeof(cl));
}
//============================================================================
/*
===================
Host_FilterTime
Returns false if the time is too short to run a frame
===================
*/
qboolean Host_FilterTime (double time)
{
float maxfps;
realtime += time;
maxfps = CLAMP (1.0, host_maxfps.value, 1000.0);
if (!cls.timedemo && realtime - oldrealtime < 1.0 / maxfps)
return false; // framerate is too high
host_frametime = realtime - oldrealtime;
oldrealtime = realtime;
// host_timescale is more intuitive than host_framerate
if (host_timescale.value > 0)
host_frametime *= CLAMP (1.0, host_timescale.value, 1000.0);
else if (host_framerate.value > 0)
host_frametime = CLAMP (1.0, host_framerate.value, 1000.0);
else // don't allow really long or short frames
host_frametime = CLAMP (0.001, host_frametime, 0.1); // use CLAMP
return true;
}
/*
===================
Host_GetConsoleCommands
Add them exactly as if they had been typed at the console
===================
*/
void Host_GetConsoleCommands (void)
{
char *cmd;
while (1)
{
cmd = Sys_ConsoleInput ();
if (!cmd)
break;
Cbuf_AddText (cmd);
}
}
/*
==================
Host_ServerFrame
==================
*/
void Host_ServerFrame (void)
{
// run the world state
pr_global_struct->frametime = host_frametime;
// set the time and clear the general datagram
SV_ClearDatagram ();
// check for new clients
SV_CheckForNewClients ();
// read client messages
SV_RunClients ();
// move things around and think
// always pause in single player if in console or menus
if ( !(sv.paused || (svs.maxclients == 1 && key_dest != key_game) ) )
SV_Physics ();
// send all messages to the clients
SV_SendClientMessages ();
}
#define HOST_AVG 10
/*
==================
Host_Frame
Runs all active servers
==================
*/
void _Host_Frame (double time)
{
static double time1 = 0;
static double time2 = 0;
static double time3 = 0;
static int avg_index;
if (setjmp (host_abortserver) )
return; // something bad happened, or the server disconnected
// keep the random time dependent
rand ();
// decide the simulation time
if (!Host_FilterTime (time))
return; // don't run too fast, or packets will flood out
if (!host_speeds.value)
time1 = time2 = time3 = avg_index = 0; // Reset
// get new events from environment
IN_ProcessEvents ();
// allow other external controllers to add commands
IN_Commands ();
// process console commands
Cbuf_Execute ();
if (host_speeds.value && !time3)
time3 = Sys_DoubleTime (); // No previous time3
NET_Poll();
// if running the server locally, make intentions now
if (sv.active)
CL_SendCmd ();
else // hack from baker to allow console scrolling by dinput mouse wheel when con_forcedup
if (con_forcedup && (key_dest == key_game || key_dest == key_console))
IN_MouseWheel (); // Grab mouse wheel input for DirectInput
//-------------------
//
// server operations
//
//-------------------
// check for commands typed to the host
Host_GetConsoleCommands ();
if (sv.active)
Host_ServerFrame ();
//-------------------
//
// client operations
//
//-------------------
// if running the server remotely, send intentions now after
// the incoming messages have been read
if (!sv.active)
CL_SendCmd ();
host_time += host_frametime;
// fetch results from server
if (cls.state == ca_connected)
{
CL_ReadFromServer ();
}
// run particle logic seperated from rendering
if (!sv.frozen)
R_UpdateParticles ();
// update video
if (host_speeds.value)
time1 = Sys_DoubleTime ();
SCR_UpdateScreen ();
if (host_speeds.value)
time2 = Sys_DoubleTime ();
// update audio
if (cls.signon == SIGNONS)
{
S_Update (r_origin, vpn, vright, vup);
if (!sv.frozen)
CL_DecayLights ();
}
else
S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
CDAudio_Update();
if (host_speeds.value)
{
static float pass1[HOST_AVG + 1], pass2[HOST_AVG + 1], pass3[HOST_AVG + 1];
if (host_speeds.value < 2 || avg_index > HOST_AVG)
avg_index = 0;
pass1[avg_index] = (time1 - time3)*1000;
time3 = Sys_DoubleTime ();
pass2[avg_index] = (time2 - time1)*1000;
pass3[avg_index] = (time3 - time2)*1000;
if (avg_index == HOST_AVG - 1)
{
int i;
// Calculate average
pass1[HOST_AVG] = pass2[HOST_AVG] = pass3[HOST_AVG] = 0;
for (i = 0; i < HOST_AVG; ++i)
{
pass1[HOST_AVG] += pass1[i];
pass2[HOST_AVG] += pass2[i];
pass3[HOST_AVG] += pass3[i];
}
pass1[HOST_AVG] /= HOST_AVG;
pass2[HOST_AVG] /= HOST_AVG;
pass3[HOST_AVG] /= HOST_AVG;
++avg_index;
}
if (host_speeds.value < 2 || avg_index == HOST_AVG)
Con_Printf ("%3.0f tot %3.0f server %3.0f gfx %3.0f snd\n",
pass1[avg_index] + pass2[avg_index] + pass3[avg_index], pass1[avg_index], pass2[avg_index], pass3[avg_index]);
if (host_speeds.value > 1)
++avg_index;
}
host_framecount++;
}
void Host_Frame (double time)
{
double time1, time2;
static double timetotal;
static int timecount;
int i, c, m;
if (!serverprofile.value)
{
_Host_Frame (time);
return;
}
time1 = Sys_DoubleTime ();
_Host_Frame (time);
time2 = Sys_DoubleTime ();
timetotal += time2 - time1;
timecount++;
if (timecount < 1000)
return;
m = timetotal*1000/timecount;
timecount = 0;
timetotal = 0;
c = 0;
for (i=0 ; i<svs.maxclients ; i++)
{
if (svs.clients[i].active)
c++;
}
Con_Printf ("serverprofile: %2i clients %2i msec\n", c, m);
}
/*
====================
Host_Init
====================
*/
//void Host_Init (quakeparms_t *parms)
void Host_Init (void)
{
if (standard_quake)
minimum_memory = MINIMUM_MEMORY;
else
minimum_memory = MINIMUM_MEMORY_LEVELPAK;
if (COM_CheckParm ("-minmemory"))
host_parms->memsize = minimum_memory;
// host_parms = *parms;
if (host_parms->memsize < minimum_memory)
Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms->memsize / (float)0x100000);
com_argc = host_parms->argc;
com_argv = host_parms->argv;
Memory_Init (host_parms->membase, host_parms->memsize);
Cbuf_Init ();
Cmd_Init ();
Cvar_Init ();
V_Init ();
Chase_Init ();
COM_Init ();
LOG_Init ();
Host_InitLocal ();
W_LoadWadFile ();
History_Init ();
Key_Init ();
Con_Init ();
Con_Printf ("Compiled: "__TIME__" "__DATE__"\n");
Con_Printf ("%4.1f megabyte heap\n", host_parms->memsize / (1024*1024.0));
M_Init ();
PR_Init ();
Mod_Init ();
NET_Init ();
SV_Init ();
R_InitTextures (); // needed even for dedicated servers
R_LoadPalette ();
if (cls.state != ca_dedicated)
{
VID_Init ();
Draw_Init ();
SCR_Init ();
R_Init ();
S_Init ();
CDAudio_Init ();
Sbar_Init ();
CL_Init ();
IN_Init ();
}
Cbuf_InsertText ("exec quake.rc\n");
Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
host_hunklevel = Hunk_LowMark ();
host_initialized = true;
Con_Printf ("Host initialized\n");
if (cls.state == ca_dedicated)
Con_Printf ("\n****** fxQuake initialized ******\n\n");
else
Con_Printf ("\n\x1d\x1e\x1e\x1e\x1e\x1f fxQuake initialized \x1d\x1e\x1e\x1e\x1e\x1f\n\n");
if (cls.state == ca_dedicated)
{
if (!sv.active)
Cbuf_AddText ("map start\n");
}
}
/*
===============
Host_Shutdown
FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void Host_Shutdown(void)
{
static qboolean isdown = false;
if (isdown)
{
printf ("recursive shutdown\n");
return;
}
isdown = true;
// keep Con_Printf from trying to update the screen
scr_disabled_for_loading = true;
Host_WriteConfiguration ("config.cfg");
History_Shutdown ();
NET_Shutdown ();
if (cls.state != ca_dedicated)
{
CDAudio_Shutdown ();
S_Shutdown ();
IN_Shutdown ();
VID_Shutdown ();
}
LOG_Close ();
host_initialized = false;
}