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host.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000-2021 DarkPlaces contributors
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"
#include <time.h>
#include "libcurl.h"
#include "taskqueue.h"
#include "utf8lib.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.
*/
host_static_t host;
// pretend frames take this amount of time (in seconds), 0 = realtime
cvar_t host_framerate = {CF_CLIENT | CF_SERVER, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
// shows time used by certain subsystems
cvar_t host_speeds = {CF_CLIENT | CF_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t developer = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
cvar_t developer_extra = {CF_CLIENT | CF_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
cvar_t developer_insane = {CF_CLIENT | CF_SERVER, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
cvar_t developer_loadfile = {CF_CLIENT | CF_SERVER, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
cvar_t developer_loading = {CF_CLIENT | CF_SERVER, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
cvar_t developer_entityparsing = {CF_CLIENT, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
cvar_t timestamps = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timestamps", "0", "prints timestamps on console messages"};
cvar_t timeformat = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
cvar_t sessionid = {CF_CLIENT | CF_SERVER | CF_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
cvar_t locksession = {CF_CLIENT | CF_SERVER, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
cvar_t host_isclient = {CF_SHARED | CF_READONLY, "_host_isclient", "0", "If 1, clientside is active."};
/*
================
Host_AbortCurrentFrame
aborts the current host frame and goes on with the next one
================
*/
void Host_AbortCurrentFrame(void)
{
// in case we were previously nice, make us mean again
Sys_MakeProcessMean();
longjmp (host.abortframe, 1);
}
/*
================
Host_Error
This shuts down both the client and server
================
*/
void Host_Error (const char *error, ...)
{
static char hosterrorstring1[MAX_INPUTLINE]; // THREAD UNSAFE
static char hosterrorstring2[MAX_INPUTLINE]; // THREAD UNSAFE
static qbool hosterror = false;
va_list argptr;
int outfd = sys.outfd;
// set output to stderr
sys.outfd = fileno(stderr);
// turn off rcon redirect if it was active when the crash occurred
// to prevent loops when it is a networking problem
Con_Rcon_Redirect_Abort();
va_start (argptr,error);
dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
va_end (argptr);
Con_Printf(CON_ERROR "Host_Error: %s\n", hosterrorstring1);
// LadyHavoc: if crashing very early, or currently shutting down, do
// Sys_Error instead
if (host.framecount < 1 || host.state != host_active)
Sys_Error ("Host_Error during %s: %s", host_state_str[host.state], hosterrorstring1);
if (hosterror)
Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
hosterror = true;
dp_strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
CL_Parse_DumpPacket();
CL_Parse_ErrorCleanUp();
// print out where the crash happened, if it was caused by QC (and do a cleanup)
PRVM_Crash();
if(host.hook.SV_Shutdown)
host.hook.SV_Shutdown();
if (cls.state == ca_dedicated)
Sys_Error("Host_Error: %s", hosterrorstring1); // dedicated servers exit
// prevent an endless loop if the error was triggered by a command
Cbuf_Clear(cmd_local->cbuf);
CL_DisconnectEx(false, "Host_Error: %s", hosterrorstring1);
cls.demonum = -1; // stop demo loop
hosterror = false;
// restore configured outfd
sys.outfd = outfd;
// can't abort a frame if we didn't start one yet, won't get here in that case (see above)
Host_AbortCurrentFrame();
}
/*
==================
Host_Quit_f
==================
*/
static void Host_Quit_f(cmd_state_t *cmd)
{
if(host.state == host_shutdown)
Con_Printf("shutting down already!\n");
else
host.state = host_shutdown;
}
static void Host_Version_f(cmd_state_t *cmd)
{
Con_Printf("Version: %s\n", engineversion);
}
void Host_UpdateVersion(void)
{
dpsnprintf(engineversion, sizeof(engineversion), "%s %s%s %s", gamename ? gamename : "DarkPlaces", DP_OS_NAME, cls.state == ca_dedicated ? " dedicated" : "", buildstring);
}
static void Host_Framerate_c(cvar_t *var)
{
if (var->value < 0.00001 && var->value != 0)
Cvar_SetValueQuick(var, 0);
}
// TODO: Find a better home for this.
static void SendCvar_f(cmd_state_t *cmd)
{
if(cmd->source == src_local && host.hook.SV_SendCvar)
{
host.hook.SV_SendCvar(cmd);
return;
}
if(cmd->source == src_client && host.hook.CL_SendCvar)
{
host.hook.CL_SendCvar(cmd);
return;
}
}
/*
===============
Host_SaveConfig_f
Writes key bindings and archived cvars to config.cfg
===============
*/
void Host_SaveConfig(const char *file)
{
qfile_t *f;
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
// LadyHavoc: don't save a config if it crashed in startup
if (host.framecount >= 3 && cls.state != ca_dedicated && !Sys_CheckParm("-benchmark") && !Sys_CheckParm("-capturedemo"))
{
f = FS_OpenRealFile(file, "wb", false);
if (!f)
{
Con_Printf(CON_ERROR "Couldn't write %s\n", file);
return;
}
else
Con_Printf("Saving config to %s ...\n", file);
Key_WriteBindings (f);
Cvar_WriteVariables (&cvars_all, f);
#ifdef __EMSCRIPTEN__
js_syncFS(false);
#endif
FS_Close (f);
}
}
static void Host_SaveConfig_f(cmd_state_t *cmd)
{
const char *file = CONFIGFILENAME;
if(Cmd_Argc(cmd) >= 2)
file = Cmd_Argv(cmd, 1);
Host_SaveConfig(file);
}
static void Host_AddConfigText(cmd_state_t *cmd)
{
// set up the default startmap_sp and startmap_dm aliases (mods can
// override these) and then execute the quake.rc startup script
if (gamemode == GAME_NEHAHRA)
Cbuf_InsertText(cmd, "alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TRANSFUSION)
Cbuf_InsertText(cmd, "alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
else if (gamemode == GAME_TEU)
Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
Cbuf_InsertText(cmd, "alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
// if quake.rc is missing, use default
if (!FS_FileExists(STARTCONFIGFILENAME))
Cbuf_InsertText(cmd, "exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\n");
}
/*
===============
Host_LoadConfig_f
Resets key bindings and cvars to defaults and then reloads scripts
===============
*/
static void Host_LoadConfig_f(cmd_state_t *cmd)
{
#ifdef CONFIG_MENU
// Xonotic QC complains/breaks if its cvars are deleted before its m_shutdown() is called
if(MR_Shutdown)
MR_Shutdown();
#endif
Cmd_RestoreInitState();
#ifdef CONFIG_MENU
// Must re-add menu.c commands or load menu.dat before executing quake.rc or handling events
MR_Init();
#endif
// exec startup scripts again
Host_AddConfigText(cmd);
}
/*
=======================
Host_InitLocal
======================
*/
extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
Cmd_AddCommand(CF_SHARED, "quit", Host_Quit_f, "quit the game");
Cmd_AddCommand(CF_SHARED, "version", Host_Version_f, "print engine version");
Cmd_AddCommand(CF_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
Cmd_AddCommand(CF_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cmd_AddCommand(CF_SHARED, "sendcvar", SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterCallback (&host_framerate, Host_Framerate_c);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&host_isclient);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_extra);
Cvar_RegisterVariable (&developer_insane);
Cvar_RegisterVariable (&developer_loadfile);
Cvar_RegisterVariable (&developer_loading);
Cvar_RegisterVariable (&developer_entityparsing);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
Cvar_RegisterVariable (&r_texture_jpeg_fastpicmip);
}
char engineversion[128]; ///< version string for the corner of the console, crash messages, status command, etc
static qfile_t *locksession_fh = NULL;
static qbool locksession_run = false;
static void Host_InitSession(void)
{
int i;
char *buf;
Cvar_RegisterVariable(&sessionid);
Cvar_RegisterVariable(&locksession);
// load the session ID into the read-only cvar
if ((i = Sys_CheckParm("-sessionid")) && (i + 1 < sys.argc))
{
if(sys.argv[i+1][0] == '.')
Cvar_SetQuick(&sessionid, sys.argv[i+1]);
else
{
buf = (char *)Z_Malloc(strlen(sys.argv[i+1]) + 2);
dpsnprintf(buf, sizeof(buf), ".%s", sys.argv[i+1]);
Cvar_SetQuick(&sessionid, buf);
}
}
}
void Host_LockSession(void)
{
if(locksession_run)
return;
locksession_run = true;
if(locksession.integer != 0 && !Sys_CheckParm("-readonly"))
{
char vabuf[1024];
char *p = va(vabuf, sizeof(vabuf), "%slock%s", *fs_userdir ? fs_userdir : fs_basedir, sessionid.string);
FS_CreatePath(p);
locksession_fh = FS_SysOpen(p, "wl", false);
// TODO maybe write the pid into the lockfile, while we are at it? may help server management tools
if(!locksession_fh)
{
if(locksession.integer == 2)
{
Con_Printf(CON_WARN "WARNING: session lock %s could not be acquired. Please run with -sessionid and an unique session name. Continuing anyway.\n", p);
}
else
{
Sys_Error("session lock %s could not be acquired. Please run with -sessionid and an unique session name.\n", p);
}
}
}
}
void Host_UnlockSession(void)
{
if(!locksession_run)
return;
locksession_run = false;
if(locksession_fh)
{
FS_Close(locksession_fh);
// NOTE: we can NOT unlink the lock here, as doing so would
// create a race condition if another process created it
// between our close and our unlink
locksession_fh = NULL;
}
}
/*
====================
Host_Init
====================
*/
void Host_Init (void)
{
int i;
char vabuf[1024];
Sys_SDL_Init();
Memory_Init();
host.hook.ConnectLocal = NULL;
host.hook.Disconnect = NULL;
host.hook.ToggleMenu = NULL;
host.hook.SV_Shutdown = NULL;
host.state = host_init;
host.realtime = 0;
host.dirtytime = Sys_DirtyTime();
if (Sys_CheckParm("-profilegameonly"))
Sys_AllowProfiling(false);
// LadyHavoc: quake never seeded the random number generator before... heh
if (Sys_CheckParm("-benchmark"))
srand(0); // predictable random sequence for -benchmark
else
srand((unsigned int)time(NULL));
// FIXME: this is evil, but possibly temporary
// LadyHavoc: doesn't seem very temporary...
// LadyHavoc: made this a saved cvar
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (Sys_CheckParm("-developer"))
{
developer.value = developer.integer = 1;
developer.string = "1";
}
if (Sys_CheckParm("-developer2") || Sys_CheckParm("-developer3"))
{
developer.value = developer.integer = 1;
developer.string = "1";
developer_extra.value = developer_extra.integer = 1;
developer_extra.string = "1";
developer_insane.value = developer_insane.integer = 1;
developer_insane.string = "1";
developer_memory.value = developer_memory.integer = 1;
developer_memory.string = "1";
developer_memorydebug.value = developer_memorydebug.integer = 1;
developer_memorydebug.string = "1";
}
if (Sys_CheckParm("-developer3"))
{
gl_paranoid.integer = 1;gl_paranoid.string = "1";
gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1";
}
// -dedicated is checked in SV_ServerOptions() but that's too late for Cvar_RegisterVariable() to skip all the client-only cvars
if (Sys_CheckParm ("-dedicated") || !cl_available)
cls.state = ca_dedicated;
// set and print initial version string (will be updated when gamename is changed)
Host_UpdateVersion(); // checks for cls.state == ca_dedicated
Con_Printf("%s\n", engineversion);
// initialize console command/cvar/alias/command execution systems
Cmd_Init();
// initialize memory subsystem cvars/commands
Memory_Init_Commands();
// initialize console and logging and its cvars/commands
// this enables Con_Printf() messages to be coloured
Con_Init();
// initialize various cvars that could not be initialized earlier
u8_Init();
Curl_Init_Commands();
Sys_Init_Commands();
COM_Init_Commands();
// initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name, gamename)
FS_Init();
// initialize process nice level
Sys_InitProcessNice();
// initialize ixtable
Mathlib_Init();
// register the cvars for session locking
Host_InitSession();
// must be after FS_Init
Crypto_Init();
Crypto_Init_Commands();
NetConn_Init();
Curl_Init();
PRVM_Init();
Mod_Init();
World_Init();
SV_Init();
Host_InitLocal();
Thread_Init();
TaskQueue_Init();
CL_Init();
// save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called
// NOTE: menu commands are freed by Cmd_RestoreInitState
Cmd_SaveInitState();
// here comes the not so critical stuff
Host_AddConfigText(cmd_local);
Cbuf_Execute(cmd_local->cbuf); // cannot be in Host_AddConfigText as that would cause Host_LoadConfig_f to loop!
CL_StartVideo();
Log_Start();
if (cls.state != ca_dedicated)
{
// put up the loading image so the user doesn't stare at a black screen...
SCR_BeginLoadingPlaque(true);
S_Startup();
#ifdef CONFIG_MENU
MR_Init();
#endif
}
// check for special benchmark mode
// COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
i = Sys_CheckParm("-benchmark");
if (i && i + 1 < sys.argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "timedemo %s\n", sys.argv[i + 1]));
Cbuf_Execute(cmd_local->cbuf);
}
// check for special demo mode
// COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
i = Sys_CheckParm("-demo");
if (i && i + 1 < sys.argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "playdemo %s\n", sys.argv[i + 1]));
Cbuf_Execute(cmd_local->cbuf);
}
#ifdef CONFIG_VIDEO_CAPTURE
// COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
i = Sys_CheckParm("-capturedemo");
if (i && i + 1 < sys.argc)
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
Cbuf_AddText(cmd_local, va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", sys.argv[i + 1]));
Cbuf_Execute((cmd_local)->cbuf);
}
#endif
if (cls.state == ca_dedicated || Sys_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
Cbuf_AddText(cmd_local, "startmap_dm\n");
Cbuf_Execute(cmd_local->cbuf);
}
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
#ifdef CONFIG_MENU
Cbuf_AddText(cmd_local, "togglemenu 1\n");
#endif
Cbuf_Execute(cmd_local->cbuf);
}
Con_DPrint("========Initialized=========\n");
host.state = host_active;
if (cls.state != ca_dedicated)
SV_StartThread();
}
/*
===============
Host_Shutdown
Cleanly shuts down, Host_Frame() must not be called again after this.
===============
*/
void Host_Shutdown(void)
{
if (Sys_CheckParm("-profilegameonly"))
Sys_AllowProfiling(false);
if(cls.state != ca_dedicated)
CL_Shutdown();
// end the server thread
if (svs.threaded)
SV_StopThread();
// shut down local server if active
if(host.hook.SV_Shutdown)
host.hook.SV_Shutdown();
// AK shutdown PRVM
// AK hmm, no PRVM_Shutdown(); yet
Host_SaveConfig(CONFIGFILENAME);
Curl_Shutdown ();
NetConn_Shutdown ();
SV_StopThread();
TaskQueue_Shutdown();
Thread_Shutdown();
Cmd_Shutdown();
Sys_SDL_Shutdown();
Log_Close();
Crypto_Shutdown();
Host_UnlockSession();
Con_Shutdown();
Memory_Shutdown();
}
//============================================================================
/*
==================
Host_Frame
Runs all active servers
==================
*/
double Host_Frame(double time)
{
double cl_wait, sv_wait;
++host.framecount;
TaskQueue_Frame(false);
// keep the random time dependent, but not when playing demos/benchmarking
if(!*sv_random_seed.string && !host.restless)
rand();
NetConn_UpdateSockets();
Log_DestBuffer_Flush();
// Run any downloads
Curl_Frame();
// get new SDL events and add commands from keybindings to the cbuf
Sys_SDL_HandleEvents();
// process console commands
Cbuf_Frame(host.cbuf);
R_TimeReport("---");
// if the accumulators haven't become positive yet, wait a while
sv_wait = - SV_Frame(time);
cl_wait = - CL_Frame(time);
Mem_CheckSentinelsGlobal();
if (cls.state == ca_dedicated)
return sv_wait; // dedicated
else if (!sv.active || svs.threaded)
return cl_wait; // connected to server, main menu, or server is on different thread
else
return min(cl_wait, sv_wait); // listen server or singleplayer
}